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WtF Custom Gifts

Moon Gifts

Cahalith: Dreamer's Moon

*Credit for updating this gift goes to Brickwarrior and Penguinconiptia.

The Gifts of the Dreamer’s Moon draw on the spiritual power of Luna as a nocturnal spirit of sleep and dreams — whether gentle or nightmarish. Some can be used to heal, others to harm, but all touch the power of the dreaming mind.

Sense Sleeper (•)

Sense Sleeper (•)

This peculiar Gift allows the Cahalith to open her senses to the world around her, getting a sense for the sleeping and perhaps dreaming minds that might be nearby. It is particularly handy for werewolves conducting a nocturnal hunt: if a Beshilu is hiding in the basement of a home, the Cahalith can tell if there are any family members still awake who might have to be accounted for.

Cost: None

Dice Pool: Wits + Empathy + Glory

Action: Instant

Roll Results

Dramatic Failure: The Cahalith receives an inaccurate, potentially even wildly inaccurate result.

Failure: The Cahalith is unable to tell whether anyone is sleeping in her vicinity. She may retry the Gift in one minute.

Success: The Cahalith gets an accurate count of the number of sleeping creatures larger than a cat within a range of 5 yards per success, and can sense the rough location and size of each. She is able to tell the difference between a sleeping animal and a sleeping human. The

Cahalith may maintain the Gift’s effects for as long as she concentrates; however, she counts as distracted and suffers a -1 penalty to other die rolls during this time.

Exceptional Success: As above, but the Cahalith can also sense whether any individual sleeper is experiencing some unusual sleep condition — in the grip of a nightmare, comatose or the like.

Lover’s Voice (••)

Lover’s Voice (••)

This Gift plays on both the Cahalith’s affinity for vocalization and the influence dreams can have on a person. With Lover’s Voice, a Cahalith can mimic the voice of someone important to the target, even if it’s a voice she’s never heard. The target hears the voice he most wants to hear, be it a family member, a friend or even someone he fantasizes about. Historically, this Gift was used to draw prey away from the herd and into an ambush — today, the same trick still works, but a creative Gibbous Moon can find other uses for the Gift as well. This Gift can be used over a telephone or similar method of voice communication without establishing line of sight, but the Cahalith must know the full name of the target.

Cost: 1 Essence

Dice Pool: Manipulation + Persuasion + Glory vs. Resolve + Primal Urge

Action: Instant; Resisted

Roll Results

Dramatic Failure: The Gift draws the wrong voice from the subject’s daydreams: a security guard may hear the voice of a cartoon character rather than the pretty young thing who’s the last to leave the building.

Failure: The Gift fails to work. The Cahalith speaks with her own voice.

Success: The target hears the voice he most wants to hear in place of the Cahalith’s. The Cahalith may still need to fast-talk or otherwise convince the target of her identity, but the target wants to believe he’s hearing the person he is, and therefore may not be as suspicious as is logical. (For instance, using this Gift on the aforementioned security guard might duplicate the voice of his co-worker if he’s fantasizing about an after-hours sexual encounter with her, but also might duplicate the voice of his superior if he really wants to go home and is hoping he’ll be told to take the night off.). The Gift’s effects last for the duration of the scene; the Cahalith can alternate between being heard with her true voice or as the voice bestowed via the Gift.

Exceptional Success: The target is particularly susceptible to the Gift’s effects. Any efforts to manipulate the target while “in character” receive a +2 bonus to the dice pool.

Nightmare Hunt (•••)

Nightmare Hunt (•••)

The gibbous moon swells with dreams and nightmares, and the Cahalith are prone to share both. Sometimes a Cahalith wakes from a nightmare with the face of the one hunting her in her mind. Some Cahalith choose to share this sensation with their prey. It may not be completely prudent to hound a foe in his nightmares before coming for him in the flesh, but the Cahalith find the concept glorious. To use this Gift, the Cahalith must be able to see the target while he sleeps; watching remotely via live cameras will work, although in such a case the Cahalith must also know the target’s full name. As she invokes the Gift, she conjures up a terrible dream-wolf from her imagination and sets it loose in the sleeper’s dream.

Cost: 1 Essence

Dice Pool: Intelligence + Intimidate + Glory – target’s Resolve

Action: Instant; Resisted

Roll Results

Dramatic Failure: The nightmare turns on the Cahalith, savaging her in her imagination in a terrible waking dream. The Cahalith loses a point of Willpower and gains the Exhausted Condition.

Failure: The sleeper’s dream is not altered in any significant way.

Success: The sleeper begins to dream of being hunted by a huge, savage wolf as much demon as animal. The wolf reflects the Cahalith’s imagination — a Blood Talon Cahalith might send a dream of Fenris-Ur with bloody muzzle, while an Iron Master’s sending might be a mongrel

monstrosity that chases the target down blind alleys and empty streets. The target takes one bashing per success upon waking from the nightmare and gains the Delusion Condition based on the nature of the nightmare woven by the Cahalith. 

Exceptional Success: The target takes one lethal wound upon waking from the dream as well; a shadow of the wolf’s bite appears on his flesh as stigmata.

Soul-Singing (••••)

Soul-Singing (••••)

The Cahalith’s art, the embodied howl, is capable of more than communication; the highest of the Gibbous Moons can not only communicate but commune. A soulsinger is able to draw on the power of the pregnant moon to soothe and heal, to wipe away a person’s trauma and

nightmares and replace them with gentle sleep.

Cost: 1 Essence

Dice Pool: Manipulation + Empathy + Glory

Action: Extended (15 successes; each roll represents one minute of song)

Roll Results

Dramatic Failure: The song goes gruesomely wrong, stirring up more terrible memories or visions and twisting them into sharp relief. The subject temporarily gains a new Persistent Condition of the Storyteller’s choice; the Condition torments the subject until the next new moon, when the power of the gibbous moon has fully faded.

Failure: The song has no supernatural effect.

Success: Successes are gained; if the total reaches 25 successes or more, the song insinuates fully into the mind and memory of the subject. What the subject experiences is left to the Storyteller’s discretion, but usually the song either assuages the pain of a terrible memory or reminds the subject of a sweeter memory that has been recently repressed by more terrible experiences. The song cannot permanently heal mental scars, but it can soothe them for a time.

The subject regains one Willpower point. Any Tilts and Persistent Conditions that the victim suffers will be temporarily relieved; the subject of the Gift will not be affected by the derangements for the rest of the story. The subject is likely to fall into a dreamless sleep at the conclusion of the Gift’s healing, unless he is deliberately attempting to remain awake for a specific purpose.

Exceptional Success: Successes are gained; if the total reaches 20 successes or more, the song is particularly potent. The subject regains all spent Willpower in addition to the benefits listed above.

Howl of Nightmares (•••••)

Howl of Nightmares (•••••)

The most powerful of Cahalith can call down the night-terrors of the dreaming moon with a terrible howl. The Cahalith’s cry echoes into the soul of her prey, summoning up images of lunatic fright. This Gift can be used only once per scene.

Cost: 3 Essence

Dice Pool: Presence + Expression + Glory – Composure

Action: Instant; resisted.

Roll Results

Dramatic Failure: The howl goes awry, and the Cahalith glimpses a brief flash of the nightmares she’s called down. The Cahalith may not act on her next turn as she regains her bearings.

Failure: The howl has no supernatural effect.

Success: The howl strikes into the target’s mind, twisting the sensory centers and triggering a rush of random hallucinations. For one turn per success, the target is overwhelmed with

nightmarish visions, and can take no action (other than defend). When the hallucinations pass, the target must make a successful Resolve + Composure – the successes rolled or gains the Insensate Tilt. 

Exceptional Success: As above, save that if the target fails his Resolve + Composure – the Cahalith’s Glory roll, the tilt is Persistent, lasting one month unless removed by magical means. (The target resolving the tilt instead doesn’t resolve it, but gains a beat instead)

Elodoth: Judge's Moon

*Credit for updating this gift goes to Brickwarrior and Penguinconiptia.

These Gifts enhance the Elodoth’s ability to observe and pass judgment. A skilled Elodoth can gain a great understanding of a foe, enough to exploit a weakness personally or reveal it to his pack.

See the Spirit Brands (•)

See the Spirit Brands (•)

The spirit brands that denote the Forsaken’s Renown are visible to any spirit, and burn with silver light when the Forsaken enter the Shadow Realm. This Gift allows the Elodoth to look with a spirit’s eyes, seeing the brands of Renown while he and his target are in the physical world. In this manner, he can determine how Renowned a werewolf is in general, whether she is Forsaken or Pure, or even if she has been initiated into either faction.

Cost: 1 Essence

Dice Pool: None

Action: Instant

Duration: 1 Scene

Effect: The Elodoth can see Renown without it being flared. He must spend a turn studying the subject before he can fully read the brands. He can see the exact amount of Renown that each werewolf has. All Renown has a silverish glow and the judge may not see the difference between Forsaken and Pure Renown or brands.

This has an additional use. The werewolf can see a spirit’s highest Influence and for an additional essence, may see the spirit’s second highest as well.

Daming Tongue (••)

Daming Tongue (••)

The Elodoth has many tricks up his sleeve for judging and ensnaring prey, but this is arguably one of the most unusual. By invoking the Judge’s Moon, the Elodoth attempts to have his prey damn herself with her own words. Once the Half-Moon manages to establish a link with a

target, whatever she says, he says; he recounts her half of a phone conversation even as she says it, or repeats the orders she gives to her underlings. The typical use for this Gift is to spy on a target, the Elodoth repeating her words to the pack as the Irraka advances to watch her actions. However, some Elodoth even use it as an intimidation tactic. When confronted with a person (or werewolf) seemingly able to read your thoughts, it puts a subject at a disadvantage for the conversation. The Elodoth must have line of sight to his target in order to invoke this Gift, but need not maintain line of sight in order to maintain the effects.

Cost: None

Dice Pool: Wits + Empathy + Honor versus target’s Composure + Primal Urge

Action: Contested; resistance is reflexive

Roll Results

Dramatic Failure: The Elodoth temporarily loses control of his own tongue. The character cannot speak for the next minute, and cannot attempt to use this Gift again for the remainder of the scene.

Failure: The Gift fails to take effect.

Success: The Elodoth establishes a link to the target. For the remainder of the scene, anything that the target says, the Elodoth repeats simultaneously. The character doesn’t actually “hear” the words in his mind and then choose to speak them; his mouth simply mimics the target’s speech. The Elodoth may speak normally, but if he chooses to say something of his own at the time the target is speaking, his own words take precedence, and he misses whatever she’s saying at that time. This Gift conveys no understanding of languages; if the target is speaking Portuguese, the Elodoth will repeat her words in Portuguese regardless of whether he understands the tongue or not. The Gift lasts for a scene, or until the Elodoth

chooses to end the effects.

Exceptional Success: The Elodoth actually “hears” the target’s speech in his mind an instant before he echoes it, and can therefore speak without fear of losing the conversation’s thread.

Pangs of Guilt (•••)

Pangs of Guilt (•••)

Everyone is broken in some way that affects the way they live their lives. This Gift calls on the Judge’s Moon to make them relive this by revisiting a person’s past. The more skeletons in the target’s closet, the more pain that is visited upon him. The Gift user subtracts the target’s Integrity (Wisdom, Clarity, Humanity) from his dice pool. For wolves, it is different. A werewolves’ Harmony steps away from a rating of 5 target his imperfection of balance. This Gift cannot be used on animals, spirits, Hosts or other creatures that do not possess such a trait. This gift shows how unwise a mage is or just truly how far away a vampire is from humanity he has slipped.

Cost: 2 Essence

Dice Pool: Presence + Investigation + Honor — target’s Integrity (Or Equivalent) (Harmony is 5 minus steps away from 5)

Action: Instant

Roll Results

Dramatic Failure: The Elodoth relives a flash of his own worst moments instead. The player must make an immediate rolls to resist Kuruth.

Failure: The target may feel a faint twinge of conscience, but nothing more.

Success: The target takes one point of bashing damage per success, and is at a penalty equal to the gift user’s Honor Renown to all actions during her next turn as she re-orients herself. This Gift reveals no information about the target’s previous sins to the Elodoth; only that she appears to suffer lightly or greatly.

Exceptional Success: The target’s disorientation lasts for the entire scene. In some cases, the target may desire to critically re-examine her life if she survives the encounter

Anticipation (••••)

Anticipation (••••)

This Gift heightens the Elodoth’s powers of observation and understanding to the point that he can predict his target’s actions with uncanny accuracy. He can half glimpse a strike before his opponent makes it, guess which way his target is going to run, even guess a password as his target moves to type it in. An Elodoth knows that using this gift in sparring or housing around is distasteful.

Cost: 1 Essence

Dice Pool: Wits + Empathy + Honor – Resolve

Action: Reflexive; Resisted

Roll Results

Dramatic Failure: The Elodoth greatly misinterprets his foe’s actions. The character cannot apply Defense or declare a Dodge, as he waits for a move that isn’t going to happen (Armor still applies), He also gains no contested roll, resistance, or withstand on the next attack from the target.

Failure: The Elodoth is unable to perceive his opponent’s actions in sufficient advance to gain any benefit. The Elodoth seeing no weakness in the attack gains the Cowed Condition.

Success: The Elodoth manages to accurately predict his opponent’s action. For the next turn, The Storyteller describes the action that the opponent plans to take to the player, in moderate detail: for example, “She’s going to try to hamstring David with a bite, unless he moves beyond her reach or her packmate takes him down.” The Elodoth gains Defense equal to his Honor Renown against the target of this Gift during the target’s next turn only. If the Elodoth is linked to the pack via the Gift: Unspoken Communication (Werewolf: The Forsaken, p. 118), all other packmates share in the Defense bonus against the target. If he is able to warn his packmate vocally, a packmate may gain a half the Elodoth’s Honor (rounded up) against the target’s next action. If used out of combat, this Gift can reveal certain key bits of information to the Elodoth; he may anticipate the number that the target punches into a keypad or guess the next sentence out of her mouth.

Exceptional Success: The Elodoth is able to anticipate the target’s next two actions, and gain the Defense bonus against each. The Storyteller announces the first of the opponent’s actions on the Elodoth’s turn, and then announces the second of the target’s planned actions on the Elodoth’s next turn.

Curse Of Talion (•••••)

Curse Of Talion (•••••)

An eye for an eye; a tooth for a tooth. This is the law of Talion. The greatest Gift of the Judge’s Moon grants the Elodoth the ability to curse a target with a punishment. The Elodoth is empowered by the Half Moon to enforce the Curse’s effects, whatever form they make take. This Gift can be used only once against any given target, even if it fails. Each roll takes one minute and the target must be in sensory range of the Elodoth when he starts the curse.

Cost: 5 Essence

Dice Pool: Intelligence + Politics + Honor – Resolve

Action: Extended (25 successes required); Resisted

Roll Results

Dramatic Failure: The Elodoth improperly calls on the Judge’s Moon, and is rebuffed. The Elodoth gains the Ban Condition. He cannot use any Gifts or shift forms for one week.

Failure: The target feels a brief moment of unease, but is spared.

Success: The Curse of Talion is levied. The Curse takes a form in a way the Elodoth sees as fitting for the target. For each success above 20, you may inflict one of the following effects:

  • +2 Lethal to Mortals and all half templates, +1 Lethal to all major templates. (Mages, Vampires, Werewolves, Changelings, etc.) (max of 10)
  • -1 to all non-supernatural rolls (max of 5)
  • -1 to all supernatural rolls (max of 5, each instance costs two successes instead of one)
  • 1 Condition (Storyteller discretion; no maximum)
  • Attribute Damage (max of 2 per attribute)

If the target survives the immediate effects of the Gift, the Curse lasts one week.

Exceptional Success: The severity of the Curse is increased to increasingly deadly levels, even for supernaturals. The Elodoth feels his judgment was fulfilled properly and adds his Honor Renown to his next social roll in the scene.

Irraka: Stalker's Moon

*Credit for updating this gift goes to Brickwarrior and Penguinconiptia.

The lightless Stalker’s Moon grants Gifts of stealth and tracking, ways for an Irraka to disguise his own presence even as he moves in for the kill.

Soundless Strike (•)

Soundless Strike (•)

Using this Gift, the Irraka can strike in a single moment of blessed silence. Claws tear through flesh without a sound, a victim’s mouth strains to form a scream that will not come. Though the moment of silence is fleeting, a cunning Irraka can turn it into a great opportunity. This Gift must be invoked during the Irraka’s turn.

Cost: 1 Essence

Dice Pool: Dexterity + Stealth + Cunning

Action: Reflexive

Roll Results

Dramatic Failure: The Gift fails, and the Irraka is rattled by its failure. The Irraka gains the Ban condition. He is rendered mute and cannot speak for the remainder of the scene.

Failure: The Gift has no effect. 

Success: The Irraka’s turn happens in complete silence. If he tears the leg off a victim, the victim’s scream is without sound. If he fires a gun at point-blank range, the report is inaudible.

Exceptional Success: If the Irraka’s target survives, her next turn is also spent in complete silence, preventing her from crying for help.

See Heat (••)

See Heat (••)

There’s more than one way to follow a trail, and this Gift opens the Irraka’s eyes to an entirely new realm of experience. The Irraka becomes able to see his surroundings as patterns of heat — living creatures are warm, fire almost blindingly bright, landscape features much cooler.

Cost: None

Dice Pool: Wits + Survival + Cunning

Action: Instant

Roll Results

Dramatic Failure: The Gift fails to work; the Irraka cannot use this Gift again and takes a -2 penalty to all perception rolls make for the remainder of the scene.

Failure: The Gift doesn’t take effect.

Success: The Irraka shifts his visual perception to pick up heat rather than visible light. While this Gift is in effect, his eyes reflect a deep red-orange when light falls on them. While using this Gift, certain details may be hard or impossible to distinguish; the Irraka won’t be able to read a book, for instance. However, lingering heat traces can be detected — if a footprint is still warm, the Irraka will know with a glance. The Gift lasts for the scene, or until the Irraka chooses to cancel its effects. (Vampires may not be seen unless Blush of Life is activated)

Exceptional Success: The outlines of objects or people become more clearly defined, although certain details remain impossible to distinguish. An Irraka might be able to tell what clothes a person has on, for instance, though not what color they are. (Vampires do not leave a trail, put can now be seen as though this were a normal success.)

Liar’s Brand (•••)

Liar’s Brand (•••)

One of the difficulties in deceiving other werewolves or spirits is that the spirit brands that mark Renown can give an Irraka away. The Irraka who learns this Gift can cheat a little in this regard, masking his brands and the Renown that they convey with illusion. Some are even skilled enough to alter their brands so that they can pass for a member of the Pure Tribes rather than appearing to be marked by Luna. 

Though this deception is far from what’s considered honorable, nonetheless it is accepted as part of the Irraka’s arsenal. An Irraka who uses this Gift too frequently to appear as more Renowned than he is might have difficulty gaining Honor Renown in the future, but no single use

of this Gift (particularly to appear more humble than he actually is) carries dishonor by its very nature.

Cost: 1 Essence

Dice Pool: Manipulation + Subterfuge + Cunning

Action: Instant

Roll Results

Dramatic Failure: The Irraka’s spirit brands flare and then grow dull, although they remain visible. The Irraka suffers a -2 modifier to all dice pools involving Renown, including rolls made to activate Gifts, for the duration of the scene.

Failure: The Irraka is unable to disguise the patterns of his spirit brands.

Success: The Irraka is able to conceal and even faintly alter the patterns of the spirit brands that shine on his coat. If the character mutes the patterns of his Renown, the werewolf may lower his visible Renown in one category per success achieved on the roll. The Irraka may leave his Renown in any given category where it is, or even conceal it entirely; an Irraka who conceals any sign of his spirit brands can pass for a werewolf who has not yet been initiated or even for an ordinary human.

If the Irraka is attempting to add to his brands temporarily, he may add one point of mock Renown, plus one additional point of false Renown for every two successes after the first. This may allow him rise in equivalency to the spirits’ Rank, or to more effectively masquerade as a

member of a different auspice or tribe. Note that although this mock Renown might convince a spirit that he is capable of learning a more potent Gift than he can actually master, the Liar’s Brand Gift ceases working the moment a spirit begins trying to teach the Irraka a Gift. It would

seem the Irralunim believe that such a deception can be allowed only so far.

The Irraka can attempt to disguise his Renown so that it resembles the very different scar brands of the Pure Tribes. If he is successful with this Gift, he may add his Purity Renown to any Social dice pools made to influence the Pure, as described on p. 78 of Werewolf: The Forsaken.

However, this Gift conveys no knowledge of Pure customs and rituals, so the Irraka’s disguise is only as good as his wits. The effects of the disguise last for the scene, or until dispelled as described above.

Exceptional Success: The effects of the disguise last until the next moonrise, or until dispelled as described above.

Suggested Modifiers

+1 Attempting to appear of lower Renown.

+0 Attempting to appear of higher Renown.

–2 Attempting to emulate the spirit brands of Pure Renown

Stolen Scent (••••)

Stolen Scent (••••)

It’s one thing to leave no scent. It’s quite another to leave a misleading one. The Irraka with this Gift can alter his scent however he likes, even going so far as leaving the scent of a rival at the scene of a murder. Given how many werewolves trust their noses before their eyes, this is no

small thing.

Cost: 1 Essence

Dice Pool: Manipulation + Survival + Cunning

Action: Instant

Roll Results

Dramatic Failure: The Irraka only enhances his own scent, smelling more pungent than usual for the duration of the scene. Anyone trying to track the Irraka gains a +3 to all tracking rolls.

Failure: The Gift fails to work.

Success: The Irraka leaves the scent of the target of his choice behind wherever he walks. He may duplicate any scent he is familiar with (that is to say, any scent he’s reliably observed in Urshul or Urhan form) — human or animal, of any gender, even mimicking the scent of a wounded or sick creature. He may change his scent as many times as he likes while the Gift remains in effect. When coupled with the Stealth Gift: Feet of Mist, the Irraka can lay trails that even the most skilled Predator King would have difficulty unraveling. The Gift lasts for one hour per success, although the Irraka may cancel its effects at any time as a reflexive action.

Exceptional Success: The Gift lasts for an entire day.

Strike Blind (•••••)

Strike Blind (•••••)

The Irraka strives to deceive the senses of others, but isn’t above removing them entirely. This Gift enables the Irraka to strike a foe blind, to make her go deaf or to rob her of her sense of smell. Any one of the three is a terrible punishment for a werewolf, but human prey are particularly vulnerable to losing their sight.

Cost: 3 Essence

Dice Pool: Wits + Medicine + Cunning versus target’s Composure + Primal Urge

Action: Instant; Contested

Roll Results

Dramatic Failure: The Irraka catches backlash from the Gift. For the rest of the scene, the Irraka receives the Blind tilt and the Deafened tilt.

Failure: The Gift fails to work.

Success: For every two successes, inflict a Tilt of your choice to the target (The list is Arm Wrack, Blinded [Scent], Blinded [Sight, both eyes], Deafened, Immobilized, Leg Wrack, and Stunned). These tilts last for the remainder of the scene.

Exceptional Success: The Tilts lasts for an entire lunar month, although certain supernatural means may be able to restore the victim.

Rahu: Warrior's Moon

*Credit for updating this gift goes to Brickwarrior and Penguinconiptia.

The blessings of the Warrior’s Moon, of course, have to do with battle. They focus the Rahu on his ability to overcome foes, as well as his ability to determine which battles shouldn’t be fought.

Warrior’s Eye (•)

Warrior’s Eye (•)

All Rahu are gifted with the ability to look an opponent square in the eye and estimate his strength. This Gift strengthens that ability, allowing the Rahu to see the measure of a person even if he’s already drawn on the power recently.

Cost: 1 Essence

Dice Pool: This Gift requires no roll.

Action: Reflexive

Effect: By spending a point of Essence, once per scene a Rahu can gauge another’s skill in a combat. The ST or player tells the Rahu the rating of one skill, this being the highest of their Athletics, Brawl, Firearms, or Weaponry (If tied, the target or ST only has to tell you one of the skills). This does not take attributes, specialties, fighting styles, merits, or supernatural powers into account. (A mage using the Enhance Skill spell only needs to tell you the base rating on his sheet, not what his bonus gives him.)

Battle Mind (••)

Battle Mind (••)

On the battlefield, it is a grievous breach of discipline to be swayed into abandoning the fight. This Gift allows a Rahu to focus tightly on the task at hand, entering a mental state of disciplined near-Rage. While the Rahu is in the grips of Battle Mind, he becomes particularly difficult to influence with powers that would affect his mental control over his actions, such as Gifts that cause fear or vampiric Disciplines that attempt to control a victim mentally. But this is not a kind and forgiving state of mind, and a werewolf who enters this state finds it difficult to turn his attention to anything other than bloody conflict.

Cost: 1 Essence

Dice Pool: Resolve + Survival + Purity

Action: Reflexive

Roll Results

Dramatic Failure: The Rahu’s straightforwardness is heightened beyond his ability to calm his mind. The character suffers a -2 to all mind-resisting powers.

Failure: The werewolf’s mindset is unchanged.

Success: The Rahu tempers his bloodthirst with discipline, and indulges both in full. For the duration of the scene, the Rahu gains +2 to all dice pools made to resist any supernatural powers that would directly affect his control over his actions, such as Dominance Gifts. He also suffers a -1 penalty to any dice pools that do not directly relate to his Siskur-dah. This effect lasts for the remainder of the scene.

Exceptional Success: The Rahu’s purpose is forged even stronger. The bonus to resist supernatural mental control or influence is raised to +3.

Hobbling Gaze (•••)

Hobbling Gaze (•••)

Rahu have no time for cowards. This Gift helps them keep a fight to a one-on-one basis by hampering their opponent’s ability to flee. Of course, some Rahu have been known to use this Gift to promote their own cowardice, by hobbling a foe and then fleeing. The Rahu must have clear line of sight.

Cost: 1 Essence

Dice Pool: Dexterity + Athletics + Purity – target’s Resolve

Action: Instant

Roll Results

Dramatic Failure: The Gift goes badly awry. The Rahu’s Speed and Initiative is reduced by half (rounded down) for the remainder of the scene.

Failure: The Gift has no effect.

Success: As the Rahu glares at his target, the strength drains from the target’s legs. The target’s Speed and Initiative is reduced by 1 per success. A target can be affected by this Gift only once per scene. The Gift’s effects last for one minute per success.

Exceptional Success: The Gift’s effects last for the entire scene.

Bloodletting (••••)

Bloodletting (••••)

A Rahu with this Gift has learned a truly savage trick from the warrior’s moon. By invoking this Gift as he tears into an opponent, he curses the wound to hemorrhage greatly, sapping his opponent’s strength as her blood drains from her body. This Gift must be used on the same turn as a successful bite or claw attack.

Cost: 1 Essence

Dice Pool: Strength + Medicine + Purity vs. target’s Stamina + Primal Urge

Action: Reflexive; Contested

Roll Results

Dramatic Failure: You overextend your attack against the opponent and end up leaving yourself in a vulnerable position. You lose your Defense against the next attack made against you.

Failure: The target suffers no additional ill effects.

Success: The target gains the Bleeding Tilt. This Gift has no effect on creatures that do not “bleed” per se, such as vampires, spirits and certain types of Claimed. The Rahu may use this Gift against a given target only once per scene.

Exceptional Success: Remove the exclusion to removing the tilt due to accelerated healing. (The tilt may still be removed by magical healing and taking a turn to stop the bleeding per the Tilt). Spirits and Undead bleed at a rate of 1 Essence or Vitae per turn instead of damage

Primal Form (•••••)

Primal Form (•••••)

Under the full moon, the warrior reaches his peak. With its blessing, he can wear a form more deadly than the war form, tearing into his foes relentlessly. When this Gift is activated, the Rahu shifts into the Primal form as an instant action. He is subject to Rage, however, and all the drawbacks of similar to Gauru. This Gift can be used once per scene.

Cost: 3 Essence

Dice Pool: No roll is required.

Action: Instant

Effect: You are now the Primal form. This form is treated as Urshul in most cases, but stands six to eight feet at the shoulder. You gain the following stat changes and effects:

Strength +4, Dexterity +3, Stamina +4, Size +3, Health +7, Initiative +3, Speed +10

  • 1/1 Armor due to thick fur and hide
  • Full Lunacy (Give an additional -2 penalty to resisting Lunacy)
  • All Kuruth rolls are at a -3
  • Heal all Bashing and Lethal every turn OR spend 1 essence to heal Aggravated damage at your Primal Urge level.
  • Rage: You must attack something every turn or resist falling into Death Rage.
  • Turns in Primal Form are Base Stamina + Primal Urge.
  • Claws (2L), Bite (2L) Successful attacks may choose to initiate a grapple or inflict the arm wrack tilt or the leg wrack tilt.
  • You automatically use the higher of your Wits or Dexterity to apply defence.
  • Primal  Fear:  This form  forces  all  lesser  enemies  —  including most  humans,  spirits  of  lower  Rank,  and  non-supernatural animals  —  to  use  Down  and  Dirty  combat (see  p. 165).  If the  prey  hides  in  a  group  of  more  powerful  enemies,  resolve the  combat  as  normal.  In  normal  combat,  opponents count  only  their  Dexterity  or  Wits  to  their  Defense;  they may  not  add  the  appropriate  Skill  (normally  Athletics) (Same as Gauru)

Notes: You may take this form for Favored Form, Fortified Form, or Living Weapon. However, you may never decrease this form if you choose to take another Favored Form.

Players may use Relentless Assault and Tactical Shifting (Tactical Shifting still requires the essence to change into this form).

This takes your “Gauru” turns into account when using this form. If you shift out of Primal Form, you may not shift back up to Gauru form for the remainder of the scene as well.

Ithaeur: Witch's Moon

*Credit for updating this gift goes to Brickwarrior and Penguinconiptia.

The Gifts of the Witch’s Moon focus on the interaction between the flesh and the Shadow, in ways that are often dangerous and, to outside eyes, even sinister. They allow an Ithaeur to entice and then disrupt the affairs of spirits, as well as hex victims of a more physical nature.

Shadow-Speaking (•)

Shadow-Speaking (•)

The idea that a spirit or spirits may choose to contact mortals by speaking through a mortal vessel is a concept as old as humanity — and likely older. This Gift allows the Ithaeur to become that vessel. The Ithaeur opens herself to contact with spirits on the other side of the Gauntlet, allowing willing spirits on the other side to speak through her. The spirit speaks with her voice, and looks with her eyes. This Gift is obviously at its most useful when the pack is unwilling or unable to cross the Gauntlet at a particular location, yet desire to interrogate the spirits of the area.

Cost: None

Dice Pool: Intelligence + Occult + Wisdom

Action: Instant

Roll Results

Dramatic Failure: The Ithaeur makes the wrong sort of contact, drawing the attention of something she shouldn’t have.

Failure: The Ithaeur is unable to push her consciousness through the Gauntlet and make contact.

Success: The Ithaeur becomes a limited conduit between the physical world and the spirit. Any spirit that is within the Shadow reflection of her immediate area (such as in the same room with her) may choose to contact the pack through the Ithaeur. This is not possession, and the spirit becomes no more able to affect the physical world than usual; the only thing that is facilitated is communication. Though nothing compels a spirit to take the Ithaeur up on her offer, it is an interesting enough invitation that usually a spirit will do so out of curiosity. Naturally, the spirit will speak in the First Tongue. 

The Ithaeur cannot herself speak while the Gift lasts, but she is awake and able to witness the entire conversation. If multiple spirits are present across the Gauntlet, they may vie for the “honor” of parley. Usually the strongest spirit manages to establish and retain contact, but it’s also possible that the Ithaeur will speak in the garbled voices of multiple spirits. The Gift lasts for as long as the Ithaeur is willing to maintain concentration.

Exceptional Success: The spirit is entranced by the experience. Any Social rolls made to influence the spirit during the conversation are made at an additional +1.

Shadow Discord (••)

Shadow Discord (••)

A skilled wolf-witch can call on the Shadow to jinx a material foe, but she can also make things more difficult for those entities trying to reach across the Gauntlet. This Gift causes a form of supernatural interference, countering a spirit’s ability to influence the things it exemplifies.

Cost: 1 Essence

Dice Pool: Presence + Occult + Wisdom

Action: Instant

Roll Results

Dramatic Failure: The Gift fails to take effect. For the next scene, the Ithaeur is at a -2 penalty to any rolls made to resist a spirit’s Influences.

Failure: The Gift has no effect.

Success: The Gift creates a field of spiritual static that radiates out from the Ithaeur for 10 yards per success and moves with her. For the next scene, any attempt by a spirit to use its Influences within the affected area is at a dice pool penalty equal to the Ithaeur’s Resolve + 2.

Exceptional Success: The penalty to any Influence dice pools is increased to the Ithaeur’s Resolve + 4.

Luck-Eating (•••)

Luck-Eating (•••)

Some Ithaeur are able to hex their enemies in a particularly subtle fashion. With this Gift, the Crescent Moon can devour a portion of her target’s luck for her own use. The Ithaeur must touch the target in order to activate this Gift; any touch will do, even casually brushing against him in a crowd. The Gift is a subtle one, and the victim fails to realize that anything has happened until something goes terribly wrong.

Cost: 1 Essence

Dice Pool: Wits + Occult + Wisdom versus target’s Resolve + Primal Urge

Action: Instant, Contested

Roll Results

Dramatic Failure: The Gift’s effects fail. In addition, the target is now aware that the Ithaeur tried to do something to him, though he might not know just what.

Failure: The Gift’s effects fail.

Success: The Ithaeur successfully establishes contact. At any point before the next moonrise, the Ithaeur may choose to devour a portion of the target’s luck as a reflexive action. Once she does so, the target suffers a -3 penalty to his next dice roll, and the Ithaeur gains a +3 bonus to her next dice roll. An Ithaeur can only be “attached” to one victim at a time through means of this Gift.

Exceptional Success: The stolen luck rises to five dice rather than three.

Cage the Rider (••••)

Cage the Rider (••••)

Many of the spirits that cause the most trouble for Uratha are those that attempt to Ride living creatures. This particularly risky Gift allows the Ithaeur to act as bait to such spirits and then to trap them within herself. Some Ithaeur refer to this Gift as “catching a spirit in my ribcage,” while others liken it to swallowing a spirit for a time or caging a spirit within the mind. Most frequently, this Gift is used either to frighten a spirit into complying with the pack’s demands, or as a temporary way to catch a spirit until a formal Rite of Binding or other means of disposal can be prepared.

Cost: 1 Essence to activate + 1 Essence per scene of entrapment

Dice Pool: Resolve + Intimidate + Wisdom

Action: Instant

Roll Results

Dramatic Failure: The internal “spirit cage” does not form, but the enticing aura still manifests in a way, drawing the attention of nearby spirits without disguising the werewolf’s nature. The Ithaeur is likely to suffer from unwanted spirit attention for the remainder of the scene.

Failure: The Gift does not work, and spirits regard the Ithaeur as different in no particular way.

Success: Until the next moonrise, the Ithaeur exudes a spiritual aura that is particularly enticing to spirits, causing the werewolf to appear as though he has the “Open” Condition. The werewolf appears to be the ideal host to such a spirit, and the spirit is unlikely to even notice that the Ithaeur is a werewolf at all. Obviously, this Gift is not used lightly; around a nest of spirits with such Numina, it could start a minor war. A spirit that is more than one Rank above the Ithaeur’s effective Rank is not affected by this Gift, and most do not notice the lure (though it’s possible that one might). When a spirit attempts to fetter, claim or possess the Ithaeur via a Numen, the trap activates. The player rolls Intelligence + Occult + Wisdom as a reflexive action to attempt to trap the spirit; the spirit contests the roll by rolling Power. If the roll is a tie or the spirit gets more successes, the Gift effects end, and the spirit breaks free (and may attack or flee, depending on its mental state). 

If the player gets more successes, though, the spirit is effectively trapped for a scene; the Ithaeur may extend the duration of the imprisonment to the next moonrise by spending one Essence per scene. The spirit shares the same space as the Ithaeur, yet cannot break free or manifest itself. The spirit cannot use any Influences or Numina while bound within the Ithaeur. Once per day, at sunrise, the spirit may make a new attempt to break free by rolling Power contested by the Ithaeur’s Resolve + Occult. If the spirit breaks free, or is released by the Ithaeur (the Ithaeur may do so at any time as a reflexive action), it wins free of the werewolf’s body. If the Ithaeur is in the physical world at this time, the spirit will appear in a state of Twilight. An Ithaeur can have only one spirit bound within her at a time by means of this Gift.

Exceptional Success: The trap is particularly cunningly crafted. The player gains two extra dice to the roll made to initially trap the spirit.

Poisoned Essence (•••••)

Poisoned Essence (•••••)

The final trick taught by the witch’s moon is a curse, and a dangerous one at that. The Ithaeur knows how Essence works on an opponent and can taint that very Essence within him. As the victim attempts to use his Essence reserve, the tainted energy sends painful shocks throughout his body, eventually causing physical damage as the poison worsens. This Gift works only on targets that have an Essence trait, such as spirits or other werewolves; it cannot be used to poison a vampire’s blood pool, for instance.

Cost: 3 Essence

Dice Pool: Wits + Medicine + Wisdom versus Resolve + Primal Urge

Action: Instant, Contested

Roll Results

Dramatic Failure: The Ithaeur loses three points of Essence as her own spiritual reserve is partly tainted and must be expunged.

Failure: The target is unaffected.

Success: The poison takes hold. For the duration of the scene, the target takes one point of lethal damage for every point of Essence he spends for the remainder of the scene.

Exceptional Success: As above, but the damage is doubled and is the effect lasts for 24 hours.

Shadow Gifts

Gift of Bone [Affinity: Bone Shadows]

*Credit for updating this gift goes to Brickwarrior and Penguinconiptia.

Whether cleaving their enemies’ skulls or smashing their bones clean through, speaking with the spirit of a skull or chilling the very marrow of whoever sees them, there is no doubt that the Uratha are tied to bone as a sign of fear and death. Some werewolves capitalize on this, learning Gifts that play upon their mythic links to the bones of their enemies. Spirits associated with death, including owl-spirits and raven-spirits, teach Gifts of Bone. These Gifts exploit the bone as a link to the dead as well as the integral part of a living person, giving a werewolf power over the full range of influence.

Cunning: Fracture

Cunning: Fracture

The teeth and claws of a werewolf’s Gauru and Urshul form can cut through flesh and bone easily enough. When a werewolf finds herself unable to use those shapes, then this Gift is a useful alternative. An Uratha who knows this Gift can break the bones of any creature with little more than a touch. When backed with the force of a werewolf’s muscle, the target will often lose a limb even if he survives. To use this Gift, the wolf must declare a targeted attack against a specific body part (arm, leg, torso, or head) and must first strike her target for at least one point of damage. This only works with Brawl and Weaponry attacks.

Cost: 2 Essence

Dice Pool: Strength + Medicine + Cunning – Stamina

Action: Reflexive; Resisted

Roll Results

Dramatic Failure: The werewolf wrenches one of his own bones trying to strike, taking one point of bashing damage.

Failure: The character hits no harder than normal.

Success: The user deals one extra point of lethal damage per success rolled. If the character hits an arm, the target receives the Arm Wrack Tilt. If the attack hits a leg, the target receives the Leg Wrack Tilt. If the attack hits the head, the target receives the Stunned Tilt. Strikes to the torso give the target an additional -1 modifier on all physical actions for one turn per success.

Exceptional Success: As a success, but the bone shatters into hundreds of fragments.The Arm Wrack and Leg Wrack Tilts last one month and the Stunned Tilt and Torso strike effect last for the scene. These can be overridden by supernatural effects.

Glory: Freeze Marrow

Glory: Freeze Marrow

Even those who are not afflicted with Lunacy are often rightly frightened to see an Uratha in one of his mixed forms. This Gift allows the werewolf that same effect even in Hishu or Urhan forms, striking fear deep into his target’s bones with just a look. The fear that this Gift inspires lasts for at least a scene, and memories of it can scar weaker-willed people for life.

Cost: 2 Essence

Dice Pool: Presence + Intimidation + Glory versus Composure + Primal Urge

Action: Instant; Contested

Roll Results

Dramatic Failure: The Gift’s effects fail completely. The target now has a +3 to all rolls used against the Uratha.

Failure: If equal or more successes are rolled for the target, or the user’s roll fails, then the subject does not feel any more fear than normal.

Success: If the character using this Gift rolls more successes, the target suffers a penalty equal to the Uratha’s Glory Renown to all actions that directly oppose the user. Attempts to flee or otherwise avoid the character are not penalized. The Gift’s effects last for a scene.

Exceptional Success: The subject will suffer the effects of this Gift again the next time he encounters the werewolf.

Honor: Bone Carapace

Honor: Bone Carapace

The werewolf turns his mastery over bones back within himself, forcing his skeleton to extend spurs through his skin. These wickedly sharp plates not only turn aside attacks that would harm him, but the keen edges slice open anyone who manages to land a blow. Having parts of his bones burst out of his skin does hurt the werewolf, but his pain is often worth the extra protection.

Cost: 2 Essence

Action: Instant

Effect: The werewolf takes one point of lethal damage and gains armor equal to half of his Honor Renown (rounded up for both general and ballistic armor. The bone spurs may be used as weapons, inflicting +1 lethal damage (This does not stack with claws or bite attacks). Once per turn, the werewolf may make a Dexterity + Brawl check against anyone grappling him as a reflexive action; the target contests with Dexterity + Brawl as a reflexive action. If the werewolf wins this reflexive contest, the target takes one point of lethal damage for each success by which the werewolf won. The Armor provided by this Gift cannot protect the werewolf against damage done by silver. This gift causes Mild Lunacy to those affected by it

Purity: Osteokinesis

Purity: Osteokinesis

Drink your milk and take your vitamin D was always told to children. Werewolves with this gift decided to to one better. By spending essence, an Uratha can make his bones stronger, lighter or sturdier and this gives the wolves better physical specialties, but they know that it means sacrificing something else at the same time.

Cost: 1 Essence

Dice Pool: None

Action: Instant

Effect: For the remainder of the scene, the Uratha may pay one Essence to shift any physical Attribute dot to another physical Attribute. He may shift a number of dots up to his Purity Renown, and this may go beyond the five dot attribute limit. The gift can be used in any form the Uratha possesses (including the bonuses that the form gives), affecting derived traits as well. Gaining two dots of Dexterity for two dots of Stamina will give you a +2 Initiative Modifier (and possibly Defense), but you will lose 2 health boxes and 2 turns in Gauru form before succumbing to Wasu-Im.

Wisdom: Strip Carcass

Wisdom: Strip Carcass

Werewolves have many uses for the bones of their foes, from ritual aids to jewelry and fetish-making. Waiting for the flesh to decay can take too long, and the presence of a butchered corpse missing its skull often causes too many awkward questions. This Gift causes already dead flesh to decay, sloughing off the bones of the fallen in grey-brown puddles of rotten meat.

Cost: 1 Essence

Dice Pool: Composure + Survival + Wisdom

Action: Instant

Roll Results

Dramatic Failure: The meat rots under the werewolf’s touch, but the bone fragments and dissolves as well, leaving a half-melted puddle of flesh and bone. Roll a Harmony breaking point toward spirit.

Failure: Nothing happens.

Success: The body ages and the skin and bone decay as though time past. The bones are clean from any meat and skin and ages as though it were six months later. (This allows the gift “Gnow the Bone” to work without being a harmony sin)

Exceptional Success: Same as above but the bones have aged for years. Any attempts to find out who’s bones they were, whether it be supernatural or mundane, suffer a penalty equal to the gift user’s Wisdom Renown.

Gift of the City [Affinity: Iron Masters]

*Credit for updating this gift goes to Brickwarrior and Penguinconiptia.

Metal scraps bang on fire escapes and empty trash cans, beating out a rhythm that pulses with the beat of a werewolf’s heart. Trash fires burn, casting the city in living, yellow light. For many humans, their walls and buildings are their refuge, a place that they retreat to for safety. But to an Uratha who knows these Gifts, the spirit of the City is an ally in the hunt. Building- and road-spirits teach these Gifts, as do the spirits of urban animals.

Cunning: Gridlock

Cunning: Gridlock

Uratha are the master hunters of the city as well as the wilderness, and this Gift helps demonstrate that fact to their prey. The werewolf reaches out into the spirit of his city and breaks the lines of escape around his prey. Busses never arrive. Traffic is jammed solid. Subway trains do not stop at any platform the target waits at. Rubble and trash snare the prey’s feet, if a crowd doesn’t form to block his way through. The werewolf must know roughly where his prey is and must be in the same city for this Gift to work. This Gift can be used only in an urban environment.

Cost: 1 Essence

Dice Pool: Resolve + Streetwise + Cunning versus Composure + Primal Urge

Action: Instant, contested

Roll Results

Dramatic Failure: Everything the city does to stop the target is seconds too late. The truck pulls out just after his taxi; the crowd is just thin enough that he can squeeze through and away from the werewolf. All attempts to follow the target for the rest of the scene have a –1 penalty.

Failure: The city does not react, and the target can escape without hindrance.

Success: The target cannot escape his immediate surroundings by any vehicular means, and his Speed on foot is reduced by the Uratha’s Cunning Renown due to the little inconveniences the city throws in his path. The Gift’s effects last for one minute per success.

Exceptional Success: As above but all Athletics rolls to escape the street by any means suffer a penalty equal to the Uratha’s Cunning Renown as well.

Glory: Urban Chaos

Glory: Urban Chaos

Humans may have built the first cities, but all have spiritual reflections apart from their creators. The spirit of a city can exist without the people crammed into it, and sometimes it is actively displeased with the humans who cram its streets and foul its alleyways. This Gift allows an Uratha to direct the anger of a suddenly very active city against its population. Fire hydrants explode like cannon shells, streetlights over-charge and ground out through people and windows shatter, raining razor shards of glass as the city seeks to reclaim its streets.

Cost: 5 Essence

Dice Pool: Intelligence + Streetwise + Glory

Action: Extended (25 successes needed; each roll represents five minutes of concentration)

Roll Results

Dramatic Failure: All accumulated successes are lost. The werewolf must flee the city for one full day.

Failure: No successes are gained yet. If three successive rolls fail, the werewolf cannot continue, and the Gift fails.

Success: Successes are added. Once 25 are gathered, the block lashes out at the people within it by launching fire hydrants, raining broken glass, dropping billboards or any other appropriate means. The block makes two attacks per turn until the end of the scene. Each attack is resolved as a thrown attack with a basic six-dice pool that occurs on the werewolf’s Initiative. The means of attack determines the statistics of the ‘weapon’ the angered city uses: fire hydrants are +3, broken glass is +2, and a billboard is +2 (Apply Defense to these). Everyone in the city block suffers a Speed and Initiative penalty equal to the werewolf’s Glory Renown, and may suffer up to a -3 penalty to other tasks at the Storyteller’s discretion due to smoke, dust and falling debris. By spending an additional Essence up to the werewolf’s Glory Renown, you may choose to have an individual remain unaffected by city’s weapons or by the penalties listed above.

Exceptional Success: If the user rolls five more successes than needed, one of the buildings in the affected block collapses. Anyone underneath or inside takes 10 points of lethal damage to which only armor, not defense, applies. (Those affected by the additional essence cost will still take this damage, but will have a chance to escape the building before damage is dealt.)

Honor: City Eyes

Honor: City Eyes 

Windows are the eyes of a city, everything recorded by the spirits in the panes of glass. For an urban hunter, this extra perspective can help her track prey or be aware of danger. The Uratha using this Gift places her hand to one window of the building and communes with the building’s spirit to see everything its eyes can with perfect clarity.

Cost: 1 Essence

Dice Pool: Wits + Investigation + Honor

Action: Instant

Roll Results

Dramatic Failure: The window shatters under the werewolf’s hand, and nobody can use the Gift on that building for at least a half-hour.

Failure: The werewolf is unable to see through any of the building’s windows.

Success: The werewolf can see through any of the windows of the building, looking either in or out, though she can only see through one at a time. She can change views once per turn, but cannot see through her own eyes while the Gift is active. The Gift’s effects last for one minute per the Uratha’s Honor Renown.

Exceptional Success: The werewolf can see through more than one window at a time. Perception tasks to keep track of someone within the building get a +1 modifier. The Gift’s effects lasts for the remainder of the scene or until the werewolf turns the power off

Purity: City Running 

Purity: City Running 

The city arranges things between the werewolf and his destination to ensure a direct path that is much faster than walking. Fire escapes drop at just the right time for the werewolf to grab, buildings seem to lean closer to catch him when he may fall short and balconies are just where he needs them to be for a perfect landing. A werewolf with this Gift is the fastest predator in any city, capable of outpacing cars and trains, but must run over roofs and leap between buildings.

Cost: 2 Essence

Dice Pool: Dexterity + Streetwise + Purity

Action: Instant

Roll Results

Dramatic Failure: A fire escape is not in position, or a crucial jump is just two inches too far. The character falls at an appropriate point in the run and takes damage for the resulting fall.

Failure: The werewolf reaches his destination in the same time as it would have taken to walk, but by a more impressive route.

Success: The character must know his destination when activating the Gift. From that point, he can run across rooftops, balconies, fire escapes and other urban features in a shortcut across the city skyline. The next time he stops moving is when he reaches his destination. Divide the time taken to reach the destination on foot by the Uratha’s Purity Renown plus one. This is the time it takes the werewolf to travel the full distance. Architectural impossibilities, gang wars and major rivers are no obstacles to this Gift, as long as the start and end points are in the same city.

Exceptional Success: The werewolf outpaces the best transport that humans can offer, arriving at his destination incredibly quickly. On the turn that his run ends, the character doubles his Speed and adds his Purity Renown to his Initiative for the first turn of combat (if applicable).

Wisdom: Word On the Street

Wisdom: Word On the Street

People may come and go, but a city street never forgets. From the moment people fixed the idea of the road into place, the spirit of the road has remembered everything that transpires upon it. Great speeches, uprisings, murders — the street knows it all until the day people tear it up, and nobody remembers it any more. The werewolf using this Gift touches the blacktop lightly and allows his Essence to flow through to the spirit of the road. The werewolf may delve into the road’s “memory” in such a fashion.

Cost: 1 Essence

Dice Pool: Wits + Streetwise + Wisdom

Action: Instant

Roll Results

Dramatic Failure: The road’s memory is patchy and unreliable, infecting the werewolf with a temporary state of urban blight. The character gains the Ban Condition for the remainder of the scene. He may not step foot on any roads (sidewalks are okay).

Failure: The user does not learn anything more than he already knows.

Success: The road responds directly to the character’s questions about one incident in the past, giving him a complete understanding of what transpired from the perspective of the road and possibly granting new insight. For example, “Freddie was running but was out of breath and turned off onto Ninth a couple of minutes before something tore his head off.”

Exceptional Success: The road responds with more detailed information. “Freddie was running oddly, bleeding from one leg, and clutching something to his chest. He collapsed twice, and lost something on the sidewalk the second time, in front of the burned-out hotel.”

Gift of the Alpha [Affinity: Storm Lords]

*Credit for updating this gift goes to Brickwarrior and Penguinconiptia.

The Iminir aspire to the role of the alpha tribe, the leaders of the Forsaken. Not every Storm Lord will be a pack leader or hold a position of authority, but it is the tribe’s duty to lead the others by example and guide their brethren, even when in a subordinate role. Alpha Gifts are often referred to as Winter Wolf’s Gifts, for the spirits that bestow them upon the Storm Lords are closely associated with the Firstborn totem of the tribe. The Gifts are traditionally sought out by Iminir werewolves who want to present a more authoritative demeanor in their packs, most notably by alphas or Uratha that want the top slot.

Cunning: Taste of Flaws

Cunning: Taste of Flaws

A good leader finds out all he can about his enemies before confronting them. This Gift allows the Storm Lord to sense his foe’s weaknesses, detecting flaws in his opponent’s speech, mental faculties or combat style. This Gift does not reveal specific weaknesses as with the New Moon Gift: Sense Weakness, but instead reveals an overall picture of the target’s flaws and shortcomings, allowing the Storm Lord to work around them.

Cost: 1 Essence

Dice Pool: Wits + Empathy + Cunning vs. Composure + Primal Urge

Action: Instant; Contested

Roll Results

Dramatic Failure: The Werewolf receives a false impression of the target’s flaws and reacts to weaknesses that do not exist. For the next three turns, the werewolf suffers a –3 penalty to all dice rolls made against the subject, whether they are combat rolls or social rolls made to intimidate, charm or negotiate, etc.

Failure: The werewolf remains unsure of the target’s flaws.

Success: The Werewolf receives a clear impression of the target’s flaws. The character senses how to seize upon the advantage in combat and social situations, such as exploiting weaknesses in his opponent’s combat style, pinpointing openings in his arguments and so on. For the remainder of the scene, the character receives a +2 bonus to all rolls made against the

subject, including combat rolls.

Exceptional Success: Per success, but the bonus rises to +3.

Glory: Alpha’s Howl

Glory: Alpha’s Howl

With a long and powerful roar, the Storm Lord exalts in his prowess, skill and nobility over his enemies. The howl thunders through the ears of his foes, temporarily stripping them of courage and mastery of their own supernatural abilities. Any enemies within earshot of the howl (beings who actively wish to harm the character) will suffer the Gift’s effects. In cases of more than one opponent, the Storyteller should use the highest Resolve among the group to resist the Gift’s effects.

Cost: 3 Essence

Dice Pool: Presence + Intimidation + Glory minus subjects’ Resolve

Action: Instant and resisted

Roll Results

Dramatic Failure: The Storm Lord fails to instill dread in his enemies and may not use this Gift on anyone for another cycle of the moon. He also cannot use any of his supernatural abilities (including shapeshifting) for the remainder of the scene (He will automatically revert to Hishu form in this case).

Failure: The roar has no effect beyond its natural intimidation value.

Success: For every success on the roll, an enemy within earshot loses the ability to use their supernatural “fuel” (essence, vitae, etc. This does not affect Willpower) for a turn. 

Exceptional Success: As above, but the werewolf restores his 3 essence spent on this gift.

Honor: Alpha’s Aura

Honor: Alpha’s Aura

An alpha should be an inspiration in war as well as peace. This Gift heightens the werewolf’s

outward projection of confidence, creating a palpable aura around the Storm Lord in battle. Enemies suddenly fear the werewolf, re-evaluating their attacks and rethinking strategies in the face of such an impressive opponent.

Cost: None, 1 Essence (special)

Dice Pool: None

Duration: Indefinite

Effect: When calculating your defense, add your Intimidation and Composure together instead of Lower of Dexterity or Wits and Athletics. During Social combat, you may reflexively spend 1 Essence to add your Intimidation to you doors for the scene.

Purity: Lordly Will

Purity: Lordly Will

The strongest leaders render themselves immune to unwanted outside influence, hearing only the voice of their own authority and those of their advisors. This Gift reinforces the alpha’s dominance over his own mind in the face of psychic or other supernatural manipulation.

Cost: 2 Essence

Dice Pool: None

Action: Reflexive

Effect: When activated, this Gift makes the character automatically immune to all Gifts, Disciplines, Numina and other supernatural powers that affect the mind — such as Dominance Gifts, Majesty Disciplines, etc. The Gift’s effects last for the turn in which the Gift is activated; if the opponent attempts to use another mind-affecting power on the werewolf next turn, the werewolf must spend another two Essence to invoke Lordly Will for that next turn if he so chooses.

Wisdom: Sense Guilt

Wisdom: Sense Guilt

Being the leader means knowing your friends and foes. Storm Lords use this Gift to detect any hidden shame or guilt in their packmates and enemies, to see if such a weakness can be neutralized or exploited, depending on the werewolf’s decision. By meeting the target’s eyes for a turn, the character can search the other’s soul for evidence of guilt or past shame that still haunts the subject. This is a sensory Gift, not an invasive one.

Cost: None

Dice Pool: Intelligence + Empathy + Wisdom versus subject’s Resolve + Primal Urge

Action: Instant and contested; resistance is reflexive.

Roll Results

Dramatic Failure: The character either believes she sees a grave guilt that isn’t there in reality, or sees innocence where a great shame truly lies.

Failure: The character detects nothing about the target’s guilt.

Success: The character senses any serious shame or guilt the target feels over past actions. The subject need not be feeling the emotion at the time of the Gift, because the sense detects any shame buried deep in the werewolf’s heart. The character gets a general sensation of whatever deed fuels the guilt, such as “crime against family,” “crime against a stranger,” “violation of Uratha law,” or so on.

Exceptional Success: Per success, and if the character utilizes the information gained from the Gift, he can add his Wisdom Renown to his next social roll against the target.

Gift of Darkness [Affinity: Hunters in Darkness]

*Credit for updating this gift goes to Brickwarrior and Penguinconiptia.

Moonlight casts long shadows, and in those shadows the Uratha lurk. Legends of werewolves often tell that the creatures can only come out at night, preying on an ancient fear of the dark passed down for generations in the form of old stories. Werewolves who have learned Gifts of Darkness embody some of that fear, slipping unseen between patches of shadow and striking with the sudden intensity of a single moonbeam into a blackened room. The spirits of nocturnal creatures (such as foxes, owls or bats) teach these Gifts— though a non-Hunter in Darkness will need to offer plentiful chiminage.

Cunning: Shadow Step

Cunning: Shadow Step

Huddled in stone houses, humans looked out at the dark in fear, never knowing if some beast allows a werewolf to play on that fear, letting him slip from one patch of shadow to another to confuse prey — or predators — as to his location. Though hardly the fastest means of getting around, slipping between shadows in this way does allow the werewolf to move without being seen, strike from odd angles and convince her victims that there is more than just one of her.

Cost: 2 Essence

Dice Pool: Manipulation + Stealth + Cunning

Action: Instant

Roll Results

Dramatic Failure: The werewolf finds herself unable to slip between shadows at all, as reflections and flashes of light stop her from being unseen. The character suffers a –1 penalty to all Stealth rolls for the remainder of the scene.

Failure: The shadows reject the character for now.

Success: The character must be stood in a patch of shadow or darkness large enough to conceal herself. She can move to any patch of shadow she can see that is within twice her Cunning Renown in yards, and that would be large enough to conceal her. The shadows swallow her whole when this Gift is used, and next turn she emerges in her desired patch of darkness.

Exceptional Success: The character can see out of her destination from the moment she vanishes. She gains an Initiative Bonus equal to her Cunning Renown on the turn that she arrives.

Glory: Moonlit Talons

Glory: Moonlit Talons

A character with this Gift can strike from concealment with incredible swiftness and power, like a beam of light that dispels the shadows around him. His claws leave faint contrails of darkness in the air behind them, as though they were sharp enough to slice through light itself, and once he has struck, the character fades back into the darkness that concealed him to await his next victim. This Gift is the province of hunters and assassins, allowing the Uratha to strike from hiding without betraying his position, and finds little favor among those who would rather face an opponent with honor. A werewolf can only use this Gift to augment a surprise attack made from the cover of darkness.

Cost: 2 Essence

Dice Pool: Strength + Stealth + Glory vs. Composure + Primal Urge

Action: Reflexive

Roll Results

Dramatic Failure: The werewolf’s strike is mistimed, leaving him both vulnerable to a counter-attack and visible. The attacker can make an automatic surprise attack against the character.

Failure: Though the attack proceeds as normal, the character’s claws move as swiftly as normal and the shadows do not welcome him once his strike is made. The Gift has no effect.

Success: The character makes a surprise attack as normal (see “Surprise” in the World of Darkness Rulebook, p. 151); however, the target of the attack may not make a Wits + Composure roll to act normally. Next turn, the victim must make a Wits + Composure roll in order to act, as if the surprise attack happened that turn. This gift does not stack with the Efficient Killer Merit.

Exceptional Success: As a success, with the werewolf’s first attack receiving a +2 bonus.

Honor: Night Blind

Honor: Night Blind

Fear of the darkness lurking outside of the cave is one thing, but that fear pales in comparison with the fear many people have of the darkness in their own heads. Using this Gift on a target lets a werewolf reach into a human’s head and turn the brightness right down. A normally blinding light provides no more illusion than the stars alone, and anything less than that leaves the target totally blind, his eyes unable to see. Being struck blind tends to make people panic, making this the perfect Gift to use on a band of hunters. After all, most people need to see what they’re shooting at.

Cost: 1 Essence

Dice Pool: Wits + Occult + Honor – Composure

Action: Instant 

Roll Results

Dramatic Failure: The Uratha inflicts herself with the Blinded Tilt for the remainder of the scene.

Failure: The character cannot affect the target’s sight this time.

Success: The werewolf strikes her target, giving her the Blinded Tilt. For humans, this means visual perception rolls automatically fail. In excessively bright light, the target has a –3 penalty on visual perception rolls, and can see as well as if the only illumination came from the stars on a dark night. The target remains blinded for one turn per success. 

Exceptional Success: The werewolf can target up to three people in an area of twice her Honor Renown in yards.

Purity: Aura of Dread

Purity: Aura of Dread

A werewolf who knows this Gift has an edge beyond the obvious. The darkness hides many things, and through subtle spiritual urging onlookers worry about what will follow her out of the shadows. The darkness may conceal the rest of her pack, or she could be a harbinger of a far deadlier threat. This Gift exacerbates the ancient human fear of the dark places outside of the cave, and though it doesn’t actually alter anything visible, it does instill a feeling in the minds of everyone present. The werewolf is the face at the window on a moonless night; the chill howl heard by campers when there are only stars for light.

Cost: 1 Essence

Dice Pool: Presence + Empathy + Purity

Action: Instant

Roll Results

Dramatic Failure: People who witness the werewolf gain just that bit more confidence, shrugging off minor fears and being more willing to confront her. The werewolf suffers a –1 modifier on any attempts to scare or intimidate anyone who would have been affected by the Gift.

Failure: The victims are unperturbed by this Gift.

Success: Everyone who can see the character (including through a window or one-way mirror, but not a broken or time-lapsed link such as television or photographs) is on edge, fearing what will come for the witness out of the darkness. The next Composure roll each person present makes this scene suffers a penalty equal to the werewolf’s Purity Renown.

Exceptional Success: As a success, plus the user of the Gift can focus on one person and attempt to instill a powerful fear of the dark (as the Shaken Condition). The target resists the effect as a reflexive action with Resolve + Primal Urge. If the werewolf’s number of successes is still over five after the resistance, the target suffers the Shaken Condition the end of the scene.

Wisdom: Darksight

Wisdom: Darksight

Though a werewolf can track by sound and scent, in cities and other human-dominated areas the forms necessary to do so can attract more attention than they’re worth. This Gift mitigates that risk, allowing a werewolf in human form to see perfectly no matter the level of light. Where there is any illumination, the user of this Gift can see as if it were bright daylight. In situations in which there is no light at all, the character can see as if her surroundings were bathed in the light of a full moon. Whichever the case, the character’s eyes glow yellow when using this Gift.

Cost: 1 Essence

Dice Pool: None

Action: Reflexive

Effect: Night becomes as day to the character. You may ignore darkness perception penalties equal to your Wisdom Renown. Sudden bright lights will stop this Gift working as the enhanced vision shuts off to deal with the visual stimulus, but do not have any other detrimental effects. The Gift’s effects last for the scene.

Gift of Tactics [Affinity: Blood Talon]

*Credit for updating this gift goes to Brickwarrior and Penguinconiptia.

The Gifts that heighten a werewolf’s killing power in war are much prized by the Blood Talons, who regard these powers as a blessing from Destroyer Wolf. As such, they are often named after their totem or referred to as Destruction Gifts or Battle Gifts. While they do not specifically increase combat Skills, they add to a Blood Talon’s intimidation and efficiency in combat when facing enemies on the Siskur-dah.

Cunning: Sharpness

Cunning: Sharpness

Cost: 2 Essence 

Dice Pool: None

Effect: For the remainder of the scene, the Uratha gains Wits equal to his Cunning renown. This affects derived traits such as Defense. In addition, the Uratha may apply the higher of his Wits or Dexterity to defense in Hishu, Dalu, and Gauru.

Glory: Visager of Fenris

Glory: Visager of Fenris

Cost: 3 Essence

Dice Pool: Presence + Expression + Glory

Action: Instant

Roll Results 

Dramatic Failure: The werewolf fails to manifest Destroyer Wolf, spiritually hurting themselves in the process gaining the Wracked Condition.

Failure: No effect. 

Success: The wolf allows herself and her pack to gain one of the following benefits for the remainder of the scene:

  • Gain a dice bonus to Pack Tactics rolls equal to the Uratha’s Glory
  • Gain a dice bonus to resist Kuruth equal to the Uratha’s Glory
  • Gain an equipment bonus to crafting armor or weapons in a teamwork roll equal to the Uratha’s Glory
  • Gain a dice bonus in foot chases equal to the Uratha’s Glory

Exceptional Success: Pick an additional benefit.

Honor: Tides of Battle

Honor: Tides of Battle

Cost: 5 Essence 

Dice Pool: None

Action: Instant 

Effect: This gift can spread through a battlefield and potentially turn the tides of war. If the pack (and their allies) are outnumbered, the pack gains a bonus equal to the Uratha’s Honor Renown on all physical rolls. If the pack and their allies outnumber their prey, they instead gain a bonus equal to the Uratha’s Honor renown on all social rolls against their prey. There is no benefit if both sides of the battle have an equal number. This can shift during the battle as enemies surrender, run, or join the fray and lasts for the remainder of the scene.

Purity: Beacon

Purity: Beacon

Cost: 2 Essence

Dice Pool: Stamina + Intimidation + Purity vs. The Prey’s highest Resolve + Primal Urge

Action:Contested 

Roll Results

Dramatic Failure: The facet fails, dimming you beyond recognition by the prey. For the remainder of the scene, if the prey does attack the Uratha, they gain a bonus equal to the Uratha’s Purity to all rolls made against him.

Failure: The Uratha does not draw the prey’s attention.

Success: The Uratha shines brightly through her Renown, drawing the prey’s eyes to herself and inciting fear in the enemy. For a number of turns equal to the Uratha’s Purity Renown, all prey able to see the Uratha MUST attack them and cannot attack any of the Uratha’s packmates or allies. In addition, for an additional 1 essence all incoming attacks now downgrade a number of damage equal to the Uratha’s Purity Renown. (Bashing damage will vanish, lethal damage becomes bashing, and aggravated downgrades to lethal). This does not affect attacks made with silver weapons or ammunition. If two or more Uratha activate this facet, the attackers choose which Uratha to attack.

Exceptional Success: The first person in the round to attack the Uratha gains the Blinded Tilt (Both eyes) until this facet ends.

Wisdom: Battle Mind

Wisdom: Battle Mind

Cost: None/1 essence per packmate

Dice Pool: None

Action: Permanent/Instant

Effects 

Permanent: The Uratha gains a bonus equal to her Wisdom renown on the Building Equipment action (CoD pg 101). 

Instant: Before or during any battle or Siskur-dah that the Uratha has made a Plan using the build equipment action, she may grant a bonus to physical skills equal to her Wisdom Renown to the pack at a cost of 1 essence per packmate. This also allows her packmates to ignore any untrained penalty skill in those skills for the remainder of the scene. This may be any combination of physical skills as the Uratha sees fit, but they must possess at least one dot in the skill in order to grant a bonus to their packmates.

Gift of Metal

*Credit for updating this gift goes to Sehanine, Balor, and Nanabozho

Cunning: Verdigris Hex

Cunning: Verdigris Hex

Shining luster stains before the hungry tongue of rust; sturdy resilience falters into brittle fatigue before time and tide. This is the lesson: the endurance of metal is naught but a masquerade.

Cost: 1 Essence

Dice Pool: Wits + Craft + Cunning vs. Resolve + Primal Urge

Action: Instant

Duration: 1 month This Facet can be used against a character whom the Uratha touches.

Roll Results

Dramatic Failure: The Uratha gains the Ban Condition. She feels an extremely strong aversion to damaging or destroying anything made of or including metal in its construction.

Failure: The Facet fails.

Success: The prey is cursed for the Facet’s duration, suffering the Uratha’s Cunning Renown as a penalty to Craft, Computer, and Science dice pools that involve using or working on metal components in any way; circuitry degrades, metal components rust, or parts snap or break due to metal fatigue.

Exceptional Success: The prey also suffers the Ban Condition. They must strike or otherwise physically lash out at any technology that includes metal in its construction that fails to work, breaks, or frustrates them.

Glory: Gleaming Allure

Glory: Gleaming Allure

The shining hue of precious gold and silver has long bent humanity to the will of metal, twisting their resolve and breaking their wits.

Cost: 1 Essence

Dice Pool: Presence + Subterfuge + Glory vs Composure + Primal Urge

Action: Instant

Duration: 1 month, or until the effect is invoked

This Facet can be used against a character with whom the Uratha makes an exchange or offers a gift to of a precious metal such as gold, silver, or platinum.

Roll Results:

Dramatic Failure: The Uratha gains the Ban Condition. She must hoard shiny things, regardless of their actual value, for the Condition’s duration.

Failure: The Facet fails.

Success: The Uratha can treat the metal she is bartering with to serve, for that particular transaction, as if she had Resources equal to her Glory Renown—however, the beguiling effect will not last, and the prey will be aware of the true value of the exchange at the end of the scene. Additionally, if the trade or gift is accepted, then once in the next month when the Uratha can perceive the prey, she can cause the character to dramatically fail a single dice pool involving Wits or Resolve.

Exceptional Success: Instead of a dramatic failure, the Uratha may cause the victim to suffer the Blinded Tilt for her Glory Renown in turns; this is a metaphorical blindness rather than physical, the victim’s mind too filled with the greedy glint of gold.

Honor: Steel Rancor

Honor: Steel Rancor

The Uratha snarls insult at the slaves of steel, drawing the anger of the iron hornets onto herself.

Cost: 1 Essence

Action: Reflexive

Effect: This Facet can be used when an attack involving a metal weapon, projectile, or component is made against another character within Honor Renown x 5 yards of the Uratha. The attack is instead made against the Uratha; she can use this Facet up to her Honor Renown in times each turn. When multiple characters are targeted via effects such as autofire, the Uratha suffers only a single attack from a given source regardless of how many characters she protects with Steel Rancor; were she to retarget a spray of machine-gun fire or shrapnel that would hit two or three packmates, she is only hit by one instance of the attack.

Purity: Quell Silver

Purity: Quell Silver

Silver’s burning bite craves the flesh and blood of the Uratha; this Facet lets the wolf turn aside its ravening appetite, at least for a little while.

Cost: 2 Essence

Action: Reflexive

Effect: Against attacks or effects that would cause harm via silver, this Facet adds the Uratha’s Purity to her defense or any other value opposing the effect, such as an attribute used for resisting, contesting, or withstanding.

Wisdom: Iron Truth

Wisdom: Iron Truth

There is truth in iron, a cold and hard edge of the real and the raw that grinds against the lofty and the ethereal with its cruel actuality. Humanity has long seen iron as a tool against that which is magical and mad; so too can the Uratha wielding this Facet bring some of iron’s harsh practicality to bear against her foes.

Cost: 1 Essence

Action: Reflexive

Effect: This Facet is used to augment a Brawl, Firearms, or Weaponry attack, triggering a Clash of Wills against a supernatural effect that protects the prey from harm. Success causes the supernatural protection to end or, for permanent and innate powers, to cease functioning for a number of turns equal to the Uratha’s Wisdom Renown. Note that a werewolf’s regeneration is not an effect that protects the prey from harm.

Gift of Time

*Credit for updating this gift goes to Sehanine, Balor, and Nanabozho

Cunning: Amber Snare

Cunning: Amber Snare

The prey is caught in a nightmare of dulled reflexes and sluggish time, the world seeming to slow to a crawl even as the hunters close in.

Cost: 2 Essence

Dice Pool: Wits + Subterfuge + Cunning vs. Stamina + Primal Urge

Action: Instant

Duration: 1 scene

​This Facet can be used against a single prey that the Uratha can perceive.

Roll Results

Dramatic Failure: The Uratha suffers the Exhausted Condition.

Failure: The Facet fails.

Success: Whenever the prey would take an action to interact with objects, structures or processes, the effort takes longer than it should. A Reflexive action takes an Instant action instead; an Instant action requires two Instant actions. Getting a door to open, reaching for a weapon, trying to start a car, trying to hammer the digits into a phone all take painfully long moments or are fumbled, sluggish or inept; for the victim, it feels like every movement is trying to push through something heavy and resisting. Additionally, the prey cannot raise their Defense above its normal value via any means, including the Dodge action or supernatural capabilities; they do not benefit from any reduction in Defence that a target of their attacks would usually suffer from multiple attackers in the turn; and they cannot use supernatural capabilities to preempt another’s’ action or otherwise affect the sequence of events during the scene.

Exceptional Success: The prey also receives the Exhausted Condition.

Glory: Sun Swallower

Glory: Sun Swallower

The great wolf chases the sun and devours it, stilling the cycles of the world. This Facet grants a splinter of that power and that moment.

Cost: ​1 Essence

Action: Reflexive

Duration: 1 scene

Effect: Upon activating this Facet, the Uratha strangles the flow of time in the immediate area of the scene. She can pause or slow down up to her Glory Renown in targeted time-reliant processes in the immediate area; if she does not immediately use her full quota of targets, she can reflexively add new ones during the scene until she reaches her maximum.

A clock, timer or other method of measuring the passage of time might halt (such as the timer attached to a bomb, or the watch that the prey is relying on to coordinate an activity). The sun or moon might halt in the sky, dimming and visually stuttering slightly; while illumination from it remains, it becomes weak and wan, preventing the manipulation of moonlight or sunlight for the duration. A blazing fire could be frozen in a single moment; it does not burn, consume fuel or spread. A bullet’s propellant can be held in stasis rather than immediately igniting when the firearm’s trigger is pulled; a grenade’s fuse does not progress when the pin is pulled; a pebble that would start an avalanche pauses impossibly atop the boulder it will knock loose. A living being’s body can be prevented from bleeding, preventing the loss of health levels from bleeding out. The Poisoned or Sick Tilts on a target can have their effects paused. Supernatural healing on a target can be stifled, although werewolf regeneration is unaffected.

​Sun Swallower does not prevent a character taking actions and, at the end of the scene, any effects held in check immediately resume their usual progression.

Honor: Efficiency

Honor: Efficiency

The efforts of the hunter are honed to perfection, every moment exploited to its full.

Cost: 1 Essence per interval reduced

Action: Reflexive

Effect: When the Uratha participates in an extended action, whether alone or as the primary or secondary actor via teamwork, she can eliminate the time taken for a number of additional intervals up to her dots in Honor. The rolls still take place and count towards the limit on how many rolls can be made during the extended action; Efficiency cannot reduce the time taken below the minimum of a single interval for the entire action, and it cannot be used more than once during a single extended action.

Purity: Out Of Time

Purity: Out Of Time

No matter the prey’s efforts, they’re never ready for the wolves at the door.

Cost: 5 Essence

Dice Pool: Presence + Survival + Purity vs Composure + Primal Urge

Action: Instant

Duration: 1 week

Roll Results

Dramatic Failure: The prey gains the 8-again quality on the first Initiative roll they make in a combat facing the Uratha during the next week.

Failure: The Facet fails.

Success: A significant defensive effort or preparation the prey makes when facing the Uratha is not ready for the first scene in which the Uratha and prey face off during the coming week, and the prey cannot complete that effort until that scene has ended. A human fortifying his house will not manage to get all the doors and windows nailed over with planks by the time the Uratha arrives at his home; a sorcerer, hearing the howl of the wolves, stumbles over the efforts to raise a protective spell around her; a pack take too long about gathering their resources and preparing the rite to call a potent spirit guardian. The exact form the reason for the delay takes will vary depending on the context, and the type of action that the preparation takes is irrelevant – even an Instant or Reflexive action, including throughout the scene of the confrontation. Each use of this Facet will only affect a single preparation or defence and a target can only be under a single effect at a given time, so if the prey is making several such efforts, the Storyteller will pick the most significant or meaningful of those judging on what will actually prevent the Uratha from achieving their goals. Out Of Time does not affect inherent capabilities such as shapeshifting, or defensive measures already taken before the Facet is used.

Exceptional Success: As well as failing to prepare a particular defense or effort in time, the prey is also struck with the Paranoid Condition.

Wisdom: ​Split Second

Wisdom: ​Split Second

With the flesh of time itself caught between her jaws, the Uratha reacts to threats before they are even made real.

Cost: None

Duration: Permanent

Effect: ​The Uratha adds her Wisdom Renown to dice pools to avoid being surprised. Additionally, she can make such rolls against any threat that would surprise her, regardless of the impossibility of her being aware of it before it happens, and can thus take reflexive actions such as spending Willpower to increase a resistance traits, etc, before the threat manifests if she is successful. The originators of such threats still use Dexterity + Stealth in their dice pool to establish surprise for the threat, regardless of whether they are taking a direct physical approach – a sniper on a building over a mile away, an occultist in an unseen sanctum and an IT admin remotely triggering a security device, all use the same dice pool as a man with a knife trying to sneak up on the Uratha would.

​Should the Uratha achieve an exceptional success on her dice pool to avoid being surprised, she instead surprises the source of the threat, adding an entire surprise turn just for her (and any other Uratha with this Facet and exceptional successes on the same role) before regular turns begin for other characters.

Gift of Thought

*Credit for updating this gift goes to Sehanine, Balor, and Nanabozho

Cunning: Mastermind

Cunning: Mastermind

With wits sharper than a fox, the Uratha is a cunning devil, a fiendish conspirator who weaves plots and machinations of terrible complexity.

Duration: Permanent

Effect: The Uratha ignores up to her Cunning Renown in penalties on her dice pools for Mental skills. She also imposes her Cunning Renown as a penalty on dice pools to figure out her plans and schemes or predict her intentions. This automatically triggers a Clash of Wills against supernatural powers that would divine, predict, or decipher her plans and intentions, applying her Cunning Renown as a penalty to the instigator’s dice pool.

Glory: Delusion

Glory: Delusion

A hundred lies can be easier to swallow than a single awful truth. The prey’s thoughts tangle up in eagerness to deceive themselves, engrammatic lambs to the slaughter.

Cost: 1 Essence

Dice Pool: Manipulation + Empathy + Glory versus Resolve + Primal Urge

Action: Instant

Duration: 1 scene. This Facet may be used against a single target the Uratha can perceive, and who can hear a single statement the Uratha makes as part of activating the Facet.

Roll Results

Dramatic Failure: The target sees the stark truth or clear falsehood in everything the Uratha says. For the remainder of the scene, the target can immediately tell if the Uratha speaks a lie.

Failure: The Facet has no effect.

Success: The Uratha makes a short, single-sentence statement about something the prey might be able to perceive with their senses, and they immediately perceive it. For example, the Uratha might say ‘He’s got a gun!’, ‘There’s a wolf in the shadows’, or ‘you’re eating maggots’, and the prey would perceive the statement as true—the angry man really is waving a gun, or the darkness really does conceal a wolf, or the tasty food he’s spooning into his mouth does suddenly writhe with maggots. This delusion is not an illusion as such; only the prey perceives it, and he does so because his own mind and thoughts tell him it is true. Interacting with a delusion may show it to be a lie; if the Uratha says ‘There’s a truck blocking the escape route’ and the prey walks into it, he’ll quickly discover there’s not actually anything there. In this case, the delusion immediately ends. The prey does not forget what they have perceived before the delusion began, so ‘That woman is your sister’ won’t make them forget that they could clearly see her face until now and it wasn’t their sister at all; the delusion also does not make the prey find supernatural or shocking turns of events as normal or acceptable, and they will react as appropriate. While the perception-warping effects of the delusion itself only lasts a scene, the prey will still remember the delusion afterwards and will likely assume it was true unless given a clear reason to believe otherwise; they’ll ardently cling to their belief that the man really did have a gun because, after all, they saw it.

Exceptional Success: For the remainder of the scene or until the prey discovers the nature of the illusion, the Uratha may speak an additional short statement about the illusion on each of her turns, updating what the prey sees (“It’s chasing after you!” when the prey tries to flee, for example).

Honor: Containment

Honor: Containment

The mind is a trap for itself, an evolutionary house of cards just ready to come tumbling down. The hunter turns the victim’s own thoughts inwards, catching her in a cage of her own self so strong that all else seems dull and distant.

Cost: 2 Essence

Dice Pool: Intelligence + Academics + Honor versus Resolve + Primal Urge

Action: Instant

Duration: 1 day. This Facet may be used against a single target that the Uratha can perceive.

Roll Results

Dramatic Failure: The Uratha finds her own mind turn inward in contemplative solipsism. She cannot participate in teamwork actions for 1 day.

Failure: The Facet has no effect.

Success: The prey adds her own Intelligence to the number of successes she must achieve for an exceptional success on any roll, and is unable to participate in teamwork actions with others. She must spend an additional point of Willpower as part of the cost of any supernatural power she uses that would target or affect others.

Exceptional Success: The target also imposes her Intelligence as a penalty to her Empathy and Persuasion dice pools.

Purity: Lucidity

Purity: Lucidity

Where the tired hunter rests and ponders her pursuit, where she drinks deep from the well of contemplation, so she is girded anew with understanding and determination.

Cost: 3 Essence

Duration: Instant

Effect: The Uratha may use this Facet when settling down into an extended rest, sleep, or meditation that would normally allow her to recover a point of Willpower. She recovers an additional number of Willpower points equal to her Purity; this cannot bring her above her usual maximum Willpower. Additionally, while resting in this way, she imposes her Purity as a penalty on all dice pools to influence her mind or dreams via supernatural powers

Wisdom: Zmora

Wisdom: Zmora

The Uratha is a beast of nightmares, an usurper of thought and mind when the consciousness’s grip upon its fleshly throne is at its weakest—in moments of sleep and dream. This Facet lets the Uratha supplant the mind of a sleeping non-werewolf sentient she can perceive being with her own mind instead.

Cost: 1 Essence

Dice Pool: Intelligence + Empathy + Wisdom versus Composure + Primal Urge

Action: Instant

Roll Results

Dramatic Failure: The Uratha gains the Ban condition. She cannot willingly look at her own reflection in a mirror, and must flee from the mirror if she does so.

Failure: The Facet fails.

Success: The Uratha’s mind rides the sleeping victim for as long as she wishes until the sleeper awakens, able to perceive from the sleeper’s perspective with her own senses. She has direct control of the sleeper’s body for as long as they remain in slumber, and can both act and speak through them, replacing their thinking mind with her own for the duration; they are essentially her puppet. The sleeper will not naturally awaken until the next time the sun rises, but can attempt a Resolve + Composure roll penalized by the Uratha’s Wisdom if injured or if the werewolf attempts to take an action that will directly harm or kill them to try and rouse themselves immediately. While riding the sleeper, the Uratha cannot perceive with her own senses at all and appears to be in a state of deep sleep. Any mental Conditions or supernatural effects that would target the Uratha while she is riding the sleeper affect the sleeper instead. Returning to her own senses takes an Instant action and ends the Facet. Should the sleeper be killed while she is riding, she is ejected back to her own body and treats it as a breaking point towards Spirit. Should the Uratha be slain while she is riding, her mind remains in control of the victim permanently, creating a unique Claimed.

Exceptional Success: The Uratha remains aware of her own surroundings and is alerted if her real body is injured.

Gift of War

*Credit for updating this gift goes to Sehanine, Balor, and Nanabozho

These Gifts focus on the most important commodity in war: information. Skill in battle and powerful weapons are valuable, but knowledge is king. Because so many spirits operate on a personal, local level, it can be exceedingly difficult to find those that teach War Gifts. Moreover, because large-scale, organized war is so faint in werewolves’ memories, few know these Gifts exist or think to seek them out. Most commonly, a werewolf can learn these Gifts from the military-spirits that hover about military bases. Regimented creatures, usually insects such as army ants or wasp colonies, also have a nature that would allow their spirits to teach a War Gift or two.

Some famous battle-sites, such as Gettysburg, Waterloo or Normandy Beach have powerful spirits that linger still and might share their secrets. Finally, hot combat zones spawn hundreds of the active (but short-lived) war- and battle-spirits that know these Gifts, if a werewolf can only get close before they dissipate.

Cunning: Find Conflict

Cunning: Find Conflict

In the middle of a massive battle, a general can easily lose track of his troops. With this Gift, a war leader can instantly locate the hottest fighting and focus his efforts there, or he can detect incoming enemy action before the scouts reach him.

Cost: None

Dice Pool: Composure + Investigation + Cunning

Action: Instant

Roll Results

Dramatic Failure: The power fails, and the werewolf cannot activate any War Gifts for one hour.

Failure: The werewolf does not learn the location of any battles.

Success: The werewolf becomes aware of the fiercest and most escalated conflict within one mile, plus one mile per success. In calm areas, this Gift can pick up something as innocent as a heated argument.

When there are multiple conflicts underway within the Gift’s range, the werewolf always pinpoints the more dangerous. A conflict with weapons bared always trumps one that is not, and open violence always has precedence over a situation without exchanged blows.

If two battles are at about the same level of escalation, the one with more participants wins.

Exceptional Success: In addition to learning the location of the most violent conflict, the werewolf gains a rough estimate of how many are fighting on each side.

Glory: Whispers on the Wind

Glory: Whispers on the Wind

Possessing good intelligence is not the same as being able to use it. Before knowledge can become action, a general must command his troops. Using this Gift allows a werewolf to direct the action from afar, remaining central to an engagement while ensuring that his subordinates hear his instructions.

Cost: 1 Essence

Dice Pool: No roll is necessary.

Action: Instant

Activating this Gift lets the werewolf speak directly into the wind, which carries his words as much as three miles to people he commands. He can convey as much as three short or two longer sentences before the effect ends, and the werewolf can

target an individual, select a group or indiscriminately let the words reach all who serve under him. Targets of the Gift hear the statements about one minute later. They all recognize the source of the commands as their superior, but they are in no way compelled to obey any instructions given.

Honor: Notice Defeat

Honor: Notice Defeat

When several groups of Forsaken soldiers are fighting the enemy, knowing when one requires reinforcements or other assistance is important. Using this Gift allows a war leader to know when any werewolf or pack under her command is losing a battle.

Cost: 1 Willpower

Dice Pool: Wits + Empathy + Honor

Action: Reflexive

Once she has learned this Gift, a character never activates it consciously. Instead, any time a soldier or company (usually a werewolf or pack) under the werewolf’s effective command is in battle against the joint enemy and in need of support, something tick-

les at the back of her mind. By reflexively spending a Willpower point, the werewolf turns that irritation into solid information on which she can act.

Roll Results

Dramatic Failure: The werewolf misinterprets the information, making it dangerously nonsensical and contradictory. She becomes temporarily dizzy, losing one die from all physical actions. 

Failure: Despite the werewolf’s attention, the vague unease fades without revealing anything.

Success: The werewolf learns which of her units is in trouble, based on its most common appellation (the name of the werewolf or pack, the title of her special task force, etc.). More successes reveal more information: three successes means the leader learns approximately where the subjects are (within about one square mile). With five successes, the werewolf also knows what sort of the support the troubled unit most desires (which is not always the best support to give).

Exceptional Success: Increased knowledge (as described above) becomes known to the werewolf.

Suggested Modifiers

Modifier Situation

–1 More than 1 mile away

–2 More than 10 miles away

–3 More than 100 miles away

Purity: Echoes  of Opposing Brilliance

Purity: Echoes  of Opposing Brilliance

Every military commander in history has wanted to know what her enemy counterparts are doing. This Gift steals the words of opposing commanders and carries them to the werewolf. Being able to hear their orders gives the war leader a definite edge.

Cost: 1 Essence

Dice Pool: Wits + Investigation + Purity – highest Resolve

Action: Instant

Roll Results

Dramatic Failure: Unable to discern useful from dross, the wind-spirits whisper hundreds of babbled words in the werewolf’s ear. She suffers a –2 dice penalty to all Perception rolls relating to hearing and a –1 die penalty to anything that requires concentration for the scene.

Failure: The werewolf fails to eavesdrop on her enemies.

Success: The werewolf hears words spoken by her enemy commanders, carried to her by fleet spirits.

She does not hear everything they say, but she usually gets enough to construct an overall picture of the tactics they employ. In most cases, the Storyteller should give the werewolf an idea of what her opponents plan and allow her to counter their strategies.

When a battle is being played out more abstractly with dice rolls, the werewolf gains a +2 bonus on all tactical rolls.

Exceptional Success: Wind-spirits are particularly thorough. Nearly every word the opposing commanders utter, the werewolf hears. With this much information, she should be able to construct a nearly unbeatable counter-tactic. In dice terms, she gets a +3 dice bonus to relevant rolls

Wisdom: Shared Battle Mind

Wisdom: Shared Battle Mind

Many wars suffer because the general is too far removed from his rank-and-file soldiers. They cannot see the plans he has made because they’re too close to the action. This Gift gives a small portion of the war leader’s awareness to all his werewolf allies, keeping a battle moving in the right direction.

Cost: 2 Essence

Dice Pool: Presence + Socialize + Wisdom

Action: Extended (five successes + one success per werewolf affected; each roll represents one minute)

Roll Results

Dramatic Failure: The werewolf’s attempt to infuse his allies with a portion of his strategy ends catastrophically. Instead of receiving a subconscious understanding of the battle, they develop false ideas about what they should do. For 10 minutes until

the confusion clears, all werewolves targeted with the Gift suffer a –1 die penalty to all actions as they charge enemies who are somewhere else and expect reinforcements that are miles away.

Failure: No successes accumulate.

Success: Successes accumulate. When the werewolf achieves a number of successes equal to the number of targeted werewolves plus five, he manages to imbue those allies with a small piece of his knowledge. It manifests as a subtle instinct to head in

a certain direction, stand fast, recover the wounded or other broad and immediate tactics. These instincts depend on the Gift-user’s tactics, so a war leader with out-of-date information can still lead his soldiers astray.

Shared Battle Mind conveys no clear information. This Gift does not replace Whispers on the Wind or having runners in battle to carry orders and information back and forth. There is only an itch in the back of the head, a gut feeling that this is the right thing to do at the moment, and nothing compels a werewolf to obey. It is often hard for werewolves to obey, since it is a quieter instinct than chase and kill! and less stirring; war leaders must keep their urges under control to wisely manage a battle.

Battles commanded with the help of this Gift typically run much more smoothly, as the war leader’s followers know better what he needs them to do and do it. The Storyteller should help make this happen when a players’ character is running the war. Mechanically, werewolves affected by the Gift may make Composure + Empathy to sense what the Gift-user desires. Penalties on the roll come from distraction or competing instincts. Success indicates that the werewolf gets a general idea (“stay where you are,” “rout them!” “help another pack”); exceptional success provides somewhat more detailed information (“stay in place to protect supplies,” “finish off that Hallowed Jungle pack,” “be reinforcements to your west”).

Exceptional Success: More successes accumulate. If the werewolf ends the Gift exceeding the necessary number of successes by five or more, the subconscious directions become stronger. Werewolves roll Composure + Empathy + Primal Urge to feel out their Gift-given instincts.

Gift of the Wolfslayer

*Credit for updating this gift goes to Sehanine, Balor, and Nanabozho

The Wolfslayer Gifts are powers only effective against werewolves and, unlike some Rage or auspice-related Gifts, Wolfslayer Gifts are almost always harmful or negative. Some Uratha disapprove of these Gifts because there is only one real reason to learn them: to fight other werewolves. Spirits are often reluctant to teach these to the Forsaken, less than eager to reveal their arsenal of anti-werewolf powers. Other spirits are happy to share the knowledge, considering it a warning of their capabilities or hoping that the People will use them to tear itself apart.

Rebellious and warlike spirits teach these Gifts, the ones that the Forsaken consider most likely to rise up in arms against the continued policing of the werewolves. Greed-spirits, envy-spirits and panther-spirits can be teachers, among others.

Cunning: Patronless Pack

Cunning: Patronless Pack

Nearly every werewolf pack has a personal and specific totem, which lends them a portion of its power in exchange for children among the Uratha. Werewolves with this Gift can temporarily sever the bond between pack and totem, eliminating some of the advantages her enemies have.

Cost: 1 Essence

Dice Pool: Intelligence + Occult + Cunning – totem’s Resistance

Action: Instant

Roll Results

Dramatic Failure: Offended by the attempt, the spirits instead separate the werewolf from her totem for one day. Werewolves without totems are unaffected and fail simply.

Failure: The werewolf is unable to remove her opponents’ totem’s influence.

Success: The werewolf targets a pack and temporarily drives a wedge between them and their totem. They lose any and all totem benefits for the rest of the scene. She affects all werewolves she can see that belong to the same pack; she need not know the pack’s name to target it — looking at an enemy werewolf and concentrating on

That pack is enough. Members of the affected pack not present are unaffected by the Gift and remain blessed by the totem. (This may mean that one lone werewolf is the only one available use pack Attributes or Skills, or the only one who can call upon

story bonuses.) Some werewolves consider being under the effect of this Gift to free them from the constraints of their totem’s ban until the Gift ends, but few totem

spirits see it that way.

Exceptional Success: Even members of the pack who are not present are cut off from the totem spirit. The pack is sure to have a few words about why their totem is so susceptible to enemy Gifts later on.

Glory: Object of Piercing Clarity

Glory: Object of Piercing Clarity

One of the People’s greatest defenses is Lunacy. Against mortals, it is usually effective enough to end a fight. When the fight is with other supernaturals, Lunacy can blank the minds of those annoying witnesses. It may be hard to deal with in personal life, but it’s a great blessing when worrying about “the herd,” especially when a war spills into the streets. This frightening Gift frees a werewolf from the curse of Lunacy for a time. While it may seem like a boon for those Uratha who still try to live a human life, it is definitely a double-edged sword.

Cost: 1 Essence

Dice Pool: Presence + Expression + Glory vs. Composure + Primal Urge

Action: Instant

Roll Results

Dramatic Failure: Some measure of the werewolf’s Lunacy shifts from him to his target. Mortals viewing him in a form that induces Lunacy gain +2 to Willpower for the purposes

of dealing with Lunacy, cumulative with bonuses for wolf blood and less-frightening forms. Mortals viewing the target lose –2 from Willpower for the same purpose. Both effects last a half-hour.

Failure: The Gift fails to dampen the target’s cloak of Lunacy.

Success: The werewolf temporarily subdues his target’s Lunacy; the target senses this diminishment.

Treat all onlookers as if they have +4 Willpower for the purposes of dealing with the target’s Lunacy. This bonus is cumulative with others. Successful use of the Gift does not mean that a person with six dots of Willpower (treated as 10 after this Gift takes effect)

is automatically unafraid of a werewolf in Gauru, because it would be stupid not to fear a giant wolf-monster. But significantly more people are going to see the werewolf for what she truly is and be in control of their own actions. The effect lasts for a half-hour.

Object of Piercing Clarity has multiple potential effects on the target. A werewolf concerned with the Oaths of the Moon might break off the fight and retreat, more

wary of revealing herself than usual. Or the humans that see her in an impossible shape

— and recognize it, thanks to the Gift — might assault her, especially if her opponent looks like nothing more than a fellow mortal.

Use of this Gift can be very tactically effective, but many Uratha do not approve. It is a few hairs breadths short of actively revealing the People to humanity, which no sane werewolf desires.

Exceptional Success: The werewolf completely subdues his target’s Lunacy for a full hour. Even the weakest-willed mortals are unaffected (at least supernaturally), even by the terrifying Gauru form.

Honor: Form Lock

Honor: Form Lock 

Shifting shape is instinctive to the People. It’s as completely natural as clenching a fist or flipping off the guy who’s tailing you. So, when shapeshifting is denied a werewolf, it is very frustrating. Some even panic, unaware that hostile magic is affecting their change.

Cost: 1 Essence

Dice Pool: Charisma + Science + Honor vs. Resolve + Primal Urge

Action: Instant

Roll Results

Dramatic Failure: The Gift not only fails to affect the target, its residue hinders the shape changing of the werewolf who invoked it. The character suffers a –2 dice penalty to all shapechanging rolls.

Failure: The Gift fails to reduce the target’s shapeshifting pool.

Success: Each success on the roll reduces the target werewolf’s shapeshifting pool for one minute by the character’s Honor. Any successful, voluntary change on the target’s part eliminates the penalty.

Exceptional Success: The target’s shapeshifting pool remains penalized for one hour; each successful change reduces the remaining duration by five minutes.

Purity: Return to Birth

Purity: Return to Birth

Hishu, while the best form for hiding among the six billion sheep on Earth, is one of the least combat-effective and everyone knows it. This Gift forces a werewolf back into human form, though it can’t keep her there.

Cost: 1 Essence

Dice Pool: Charisma + Science + Purity vs. Resolve + Primal Urge

Action: Instant

Roll Results

Dramatic Failure: The attempt fails, and the werewolf cannot use this Gift again for 24 hours.

Failure: The werewolf fails to force his target into her human shape.

Success: The target reverts immediately to Hishu form and cannot use her next action to change shape. For werewolves already suffering from Form Lock, this forced change does not end that effect. A werewolf currently suffering Kuruth is immune to this Gift.

Exceptional Success: The target’s system is so shocked by being forced into Hishu form that she cannot attempt to change into another shape for five turns.

Wisdom: Human Health

Wisdom: Human Health

One of the Uratha’s most serious advantages in battle is their ability to bounce back from nearly any wound, and quickly. Take that away, and a werewolf goes down that much faster. Even worse, a werewolf in Gauru knows he has to release the form soon or go berserk, and if he’s taken so many wounds that he would die by shifting back to human, he’s in a very bad place.

Cost: 1 Essence

Dice Pool: Wits + Medicine + Wisdom vs. Composure + Primal Urge

Action: Instant

Roll Results

Dramatic Failure: Rather than shutting down, the target’s enhanced healing blurs into action. As if the werewolf spent a point of Essence on her target’s behalf, the target immediately heals a point of lethal damage.

Failure: The target continues to heal as normal (for a werewolf).

Success: For the next hour, the target heals as a human does. He cannot spend Essence to heal lethal wounds instantly, though it will heal bashing wounds.

Exceptional Success: The effect lasts a full day, and the target werewolf cannot even spend Essence to heal bashing damage.