Werewolf:Revised gifts

Revised Gift List

 * Here are listed all the gifts that have been revised for Dirge. All these changes are currently in effect, though more gifts may be added to this list as I come up with them. I would like to thank this guy here for providing both a great deal of the revisions and providing for inspiration to rework the rest of the gifts.


 * Signature Renown: All gift lists now have a Signature Renown attached. For all gifts that require rolls within this list, the attached Renown modifier will always be that of the Signature Renown. Therefore, all Stealth Gifts will use Cunning in all rolls to activate the gifts from this list.


 * Reasoning: Werewolf, for some reason, has a really awkward balance to the gifts it provides to werewolves. I am not 100% sure why this is the case (go ahead, look in the WTF corebook. Some gifts are gems, others are wretched EXP sinks), but I've decided we could do with balancing out the werewolf gifts against the powers of other races. Just because werewolves are pack creatures, doesn't mean that their individual powers should be weaker. Plus, the way Renown was distributed across gift lists was just plain stupid.

Werewolf: The Forsaken

 * • Cunning: New Moon, Evasion, Stealth, Technology
 * • Glory: Gibbous Moon, Inspiration, Strength, Rage
 * • Honor: Half Moon, Warding, Shaping, Weather
 * • Purity: Full Moon, Dominance, Elemental, Nature
 * • Wisdom: Crescent Moon, Knowledge, Insight, Death
 * • Primal Urge: Father Wolf, Mother Luna

Blood of the wolf

 * • Cunning: Urban
 * • Honor: Halcyon

The Pure

 * • Wisdom: Disease, Fervor
 * • Honor: Agony, Scourging
 * • Glory: Savagery

Blasphemies

 * • Cunning: Eclipse
 * • Wisdom: Tainted Moon
 * • Purity: Wound

Signs of the Moon

 * • Glory: Glory, Scheherazade
 * • Cunning: Cunning
 * • Wisdom: Wisdom
 * • Purity: Purity
 * • Honor: Honor

Territories

 * • Primal Urge: Territories

The Rage

 * • Honor: Alpha, Weakness
 * • Glory: Battle, Predator
 * • Cunning: Blending, Darkness
 * • Wisdom: Ending, Information
 * • Purity: Stalking, Endurance
 * • Primal Urge: Pack

Lore of the Forsaken

 * • Purity: Blood
 * • Wisdom: Bone
 * • Cunning: City

Gauntlet Cloak (ooo)

 * Success: The Ithaeur becomes shrouded in a cloak Gauntlet membrane, attempts to spot him or recognize him take a penalty equal to the number of successes on the activation roll, though the penalty can be no more than his highest Renown. The Werewolf is also treated as having a -2 concealment modifier vs ranged attacks, that stacks with natural concealment. This effect lasts the entire scene, may be activated reflexively at no cost whenever the Werewolf willingly crosses the Gauntlet, though this still calls for a roll.

Between the Weave (oooo)

 * Cost: 1 Willpower
 * Dice Pool: Manipulation + Occult + Wisdom
 * Action: Extended (One Minute per Roll)


 * The Itheaur becomes able to slip through the slightest cracks in the gauntlet, even where no other creature would be able to pass through. This requires the Werewolf to focus on pushing through, rolling in one minute intervals until he accrues enough successes (between 5 and 25, depending on Gauntlet density, at the Story Teller's discretion). The werewolf can bring one person (or objects with a total size equal to 5 that are not dedicated or otherwise bound to her) with her across the gauntlet. If this power is performed within a locus's area of effect, it becomes instant and requires only 1 success. Anyone (or anything) who the Itheaur wants to bring to the other side needs to be in physical contact with her. If the target of this power is unwilling, he/she may attempt to break physical contact with the Itheaur (with a reflexive Brawl + Strength roll) long enough to avoid being drawn across the gauntlet.


 * Dramatic Failure: The Itheaur doesn't bring herself across the gauntlet, but rather draws something across it from the other side. This could be drawing a spirit into the physical world, or a human into the spirit world. All successes are lost, and the Itheaur must start over (and pay the Willpower cost again) if he/she wishes to try once more.
 * Failure: No successes are gained towards the goal.
 * Success: The Itheaur and her cargo begin to cross over, slowly fading from existence as per stepping sideways. An essence point cannot be spend to speed up the process. She and her cargo only fully materialize on the other side once the thirty seconds have passed. Until then, both she and her cargo can be interacted with denizens in the world she is currently residing in.
 * Exceptional Success: The crossover is immediate, costing only a single turn.

Crash the Gates (ooooo)
Also grants the benefit of Between the Weave, the classical version.

Ghost Knife (oo)
Lasts for a day, not a scene.

Vengeance of the Slain
If an additional Willpower point is spent, the gift lasts for one day per success, rather than one turn.

Dominance Gifts
Dominance Gifts work against all supernatural entities, Werewolves and Spirits included. Spirit Rank does not prevent the Gifts effects, but can add to or penalize the roll. Subtract the difference in spirit rank between the Werewolf and his target from the Gift's dice pool (Or add it, if the Werewolf is higher rank). This bonus does not apply vs targets that have no spirit rank. Other supernatural creatures use their appropriate supernatural resistance trait as usual when resisting Dominance gifts.

Warning Growl (o)

 * Cost: None


 * Success: Warning Growl inflicts the target with a predonatural weariness where the Werewolf is concerned. He takes a -1 penalty to all rolls made to knowingly oppose or harm the Urtha for the remainder of the scene.
 * Dramatic Success: The penalty increases to -3

Luna's Dictum (oo)
Effect unchanged, but make the duration 30 minutes per success.

Voice of Command (ooo)

 * The Werewolf learns to carry themself with an air of utmost authority. This Gift activates automatically but is contested individually by those with whom the Werewolf interacts. The Werewolf roles only once while activating this power, this number activates as the difficulty others must resist it by.


 * Cost: 1 Essence
 * Dice Pool: Presence + Indimidation + Purity vs Resolve + Primal Urge
 * Action: Instant, then Contested (resistance is reflexive)


 * Dramatic Failure: The Gift inverts itself, all present see the Urtha as utterly below them. Attempts to exert any kind of authority (including through Dominance Gifts) are at a -3 for the rest of the scene.
 * Failure: Nothing happens
 * Success: The subject(s) with which the Urtha interacts see him or her as their direct superior. This isn't a literal illusion, the Werewolf does not appear to be a different person, but something about his presence indicates to the subject that he has authority over them. If they are a member of some group or organization they mistake the Urtha for a superior within that heirachy (if they are a member of several organization they will apply the most sensible one), otherwise they view the Werewolf as a sort of big brother, authority figure. Subjects take -2 to any action intended to oppose the Werewolf's authority and, more importantly, will generally follow his orders and grant him access into relevant locations and information pertanent to the organization, granting 2 bonus dices to social rolls in which the Werewolf uses his aura of dominance. Though, the Storyteller may require an the Werewolf to make a Manipulation+Subterfuge roll to justify why he'd need access, if the information is sensative enough.
 * Exceptional Success: The Werewolf never needs to roll to justify their need, the victim simply assumes they MUST have a reason.

Tug the Soul's Strings (ooooo)

 * The Werewolf learns to apply the principles of dominance to groups and congregations, acting with authority over many as opposed to over one. This functions much like Luna's Dictum, but on a much larger scale. The Werewolf applies the command not to a single individual, but to everyone within earshot (up to [Cunning+Successes+Extra Essence]*10 individuals) for one hour per success. Supernatural entities and meaningful NPCs resist individually, but it is advised that background characters be lumped together when rolling.

This Gift still cannot cause people to perform actions that are deeply against their moral code, or clearly harmful to their wellbeing, but otherwise any order is fair game. Unlike Luna's Dictum, the sheer magnitude of people obeying quells rebellion. Subjects cannot twist the meaning of the command unless they spend a point of willpower, and will actively attempt to stop those who are trying to sabatoge the order. Minor harm is not enough to break the hyponosis, only major trauma (enough to knock them unconcious) can shake them of it.


 * Cost: 1 Willpower + 1 Essece for every 10 targets
 * Dice Pool: Manipulation + Intimidation + Purity vs Resolve + Power Stat
 * Action: Contested; resistance is reflexive


 * Dramatic Failure: The Gift fails completely, the Werewolf cannot use any Dominance Gifts for the rest of the scene.
 * Failure: Subjects do not obey, but remain unaware of the supernature nature of the order.
 * Success: The subject follows the command as loyally as possible. They cannot attempt to twist the orders meaning or intent unless they pay a point of willpower, even then others will likely try to stop them. If faced with mortal danger, however, the subject may opt to...delay their duties while they escape.
 * Exceptional Success: For a week after the Gift ends the subject remains more pliable towards Dominance, they suffer a -1 penalty on all rolls to resist Dominance effects for the duration.

Elemental Gifts
See houserules and the Elemental gifts page.

Playing Possum (oo)
Is now a two-dot gift, rather than three-dot. Effects and costs are unchanged.

Sand in the Eyes (ooo)

 * The Urtha blurs his presence in the world, taking on a spirit like aspect though one that is next to impossible to notice. It allows him to tread unseen and pass unremembered into places he does not belong. This effect endures for the entire scene and effects only attempt to remember the Werewolf's actions and presence within that scene.


 * Cost: 1 Essence
 * Dice Pool: Manipulation + Subterfurge + Honor versus Composure + Primal Urge
 * Action: Instant, then Contested


 * Dramatic Failure: The effect backfires, everyone gains +5 to remember the Werewolf and details about him.
 * Failure: Memory is not clouded
 * Success: Everyone who sees the Werewolf while he is under the effects of the Gift take a -5 penalty to remember any details about him from the scene. Even technology seems to suffer, camera footage comes out blurred and security records seem to have gaping holes for the time during which he was present. However, this power does not make the Uratha invisible. People (though not machines) will still react to his immediate presence.
 * Exceptional Success: The affected must make an Intelligence + Composure roll at -5 to remember he was there at all, all electronic records are erased completely.

Double Back (oooo)
Same, but the Gift now also works against supernatural powers. When faced with a supernatural power, the gift user compares his successes against those of mystical effects, if the Werewolf rolls better those effects are trumped.

Fog of War (ooooo)

 * Cost: 1 Essence
 * Dice Pool: Presence + Expression + Cunning
 * Action: Instant


 * The werewolf releases a piercing howl, which echoes infinitely about the battlefield. With it he summons, chaos, discord and contempt. Communication and coordination collapse and chaos reigns within the field. For the remainder of the scene all communications are made at a -5 penalty, even simple communication such talking face to face or texting on a phone become difficult. Attempt to communicate that roll no successes are automatically considered dramatic failures, and the contents of the message are warped to one that is destructive to the original intent.

The caster may choose to select individuals to be exempt from the effects of the Gift, though they must be present at the moment of invocation to do so. This effect endures for (Successes) minutes.

Primal Howl (ooo)

 * Primal Howl may only effect a target once per scene. Regardless of success or failure subsequent invocations will have no effect for the remainder of the scene.


 * Dice Pool: Presence + Expression + Primal Urge vs Composure + Power Stat


 * Dramatic Failure: The Howl is so weak that it grants the Urtha's foes confidence. They gain +1 vs Lunacy and all rolls to resist being frightened or intimidated by the user.
 * Failure: Nothing Happens.
 * Success: The Howl terrifies listeners to the bones. All foes who hear it are immediately subject to the full effects of Lunacy. Even supernatural creatures, such as spirits and Urtha are subject to this effect.
 * Exceptional Success: The fear sticks with them, add +1 to all attempts by the user to intimidate or frighten those effected by Primal Howl. This lasts for one week after the gifts activation.

Rage Armor (oooo)

 * Cost: 1 Essence
 * Dice Pool: Not rolled
 * Action: Instant


 * The werewolf gains points of armor equal to the number of dots in their highest renown. When the Werewolf Shifts into Gauru form he may substitute 1 willpower for the essence cost of Rage Armor and activate the power reflexively. Rage Armor lasts scene long.

Luna's Fury (ooooo)

 * Cost: 1 Essence
 * Dice Pool: Dexterity + Brawl + Purity
 * Action: Reflexive


 * Success: For a number of turns per successes rolled; the werewolf loses one essence per turn (not spent, but forcibly loses it from the use of the gift) and allows the Werewolf to make all-out-attacks without losing his defense, furthermore defense doubles against all incoming attacks even ranged ones and is not penalised by the number of opponents. This defense bonus even applies in Death Rage, allowing the Werewolf to continue to dodge even in the throws of pure fury. The werewolf may not opt to prematurely and the gift. Furthermore the werewolf may not use instant gifts due to the spiritual rage of the gift.
 * Exceptional Success: The werewolf may end the effects of the gift any time he wants.

Resist Pain (oo)
Resist Pain may be given to packmates with an inspirational word. For those connected mentally, this inspiration may be given across that link. Using the Gift this way costs 1 Essence instead of 1 Willpower.

Call of Glory (ooooo)
A character can only benefit from Call of Glory once per day, it does not matter if the Gift is being used by a different Urtha, once per day is the limit.

Scent Beneath the Surface (o)

 * Exceptional Success: The Elodoth's senses are so keen that he can discern exact detail from omission alone. The player gains one clue as the their targets motivation. Thus, the target is no longer aware of the Elodoth seeing through his deciet.

Snarl of Command (oo)

 * Cost: 1 Essence


 * Effects are unchanged save that the Werewolf may challenge (Honor) lies, per activation. The lies must all be answered in succession, so it is advised the werewolf let the victim weave their nest of untruths before breaking it.

Aura of Truce (ooo)
Same but add: If a member takes hostile action, but then elects to return to peaceful conduct he is brought back under the effects of Aura of Truce and must spend willpower to break free again.

Fuel Rage (oooo)
Same but it functions in the Shadow and may be activated repeatedly in succession prior to Gauru to stack extra turns. Fuel Rage may be used a number of times each day equal to the Werewolf's Primal Urge score. Regardless of the number stacked, shifting down ends all invocations of the Gift.

Sense Emotion (o)

 * Cost: None
 * Dice Pool: None
 * Activation: Reflexive


 * All emotions have a scent, the hot of hatred, spice of attraction, heaviness of depression. An Urtha who knows this gift can sense these auras. When activating this Gift the Werewolf specifies a specific emotion they want to sniff out. For the remainder of the scene they can smell said emotion as well as they can any other scent. Roll Wits + Composure + Wisdom for all perception rolls to smell the chosen emotion. Creatures trying to hide their emotions may roll Composure + Primal Urge to resist, and magical effects go into roll off vs Sense Emotion.

This effect endures for the duration of the scene, and the Werewolf may reactivate this Gift at any time to change the emotion for which they are hunting.

Scent of Taint (oo)

 * Action: Reflexive


 * Success: The Werewolf catches the distinct scents of all supernatural effects within his area (roll off against hidden effects). Beings, objects, locations, all fair game. The scents are nonspecific but generally give a vague sense of the nature of the magic, general location, and vague description (person, place, or thing). For the rest of the scene the Werewolf can follow these scents just as he would a normal trail to find their origin.
 * Exceptional Success: The Werewolf selects one scent in the area and gains a much more accurate descriptor of its nature and location.

Omen Gazing (oooo)
Alternatively, they may opt to remain unspecific in which case the Storyteller is encouraged to provide them with disjointed and cryptic visions of critical challenges yet to come. Key word here is cryptic. Really, really cryptic.
 * The Werewolf chooses a future on which they long to dream. This may be as vague as "Coming Danger" or as specific as "My Best Friends Moment of Death". They proceed to fall into a long trace, during which they may take not action and are totally unaware of the outside world. Only extreme trauma, such as violent shaking or taking damage, can shake them from this trance.


 * Cost: 2 Essence
 * Dice Pool: Resolve + Occult + Wisdom
 * Action: Extended.


 * Success: The vision lasts for one minute per success, each granting a different vision. If the Werewolf is seeking for a particular event or omen the visions will generally revolve around it, showing different aspects leading up to and resulting from the event. Otherwise it will show the Urtha tid bits of random, but meaningful events in their life.
 * Exceptional Success: The vision focuses very specifically on the key components of one event, notably those that conspire to bring about that particular future or how it might be prevented.

Camaraderie (oo)

 * Cost: 1 Essence
 * Roll: Presence + Presuasion + Glory
 * Action: Instant


 * Dramatic Failure: The inspiration fails and imbitters the Urtha. The user cannot gain teamwork bonuses for the remainder of the scene.
 * Failure: The speech is not inspiring
 * Success: The Urtha binds all subjects into a pact of unity. Everyone in the group gains +1 to resist Deathrage for every other member within earshot (max bonus = successes rolled). Additionally all members gain a +2 modifer on all teamwork rolls.

True Leader (ooo)
Same effect but change: Activation targets only one ally within 100 feet of the user. That person must be able to hear, or at least see the user's show of support for the Gift to function.

Skin Stealing (oo)

 * Is now two-dots instead of four-dots.

Silver Jaws (ooo)
As the user's jaws have grown metallic, they are far stronger than any teeth that grace the natural predators of the world. In addition to normal effects, Silver Jaws ignore two points of durability on any object they bite down upon.

Any-Beast (oooo)

 * Is now four-dots instead of two-dots.


 * Cost: None
 * Dice Pool: None
 * Activation: None


 * When a Werewolf purchases this power the select a single predatory animal, generally a mammal (though great birds and even sharks have been observed). This creature many vary in size from a wolf, but small forms (ferrets, cats, etc) are very very uncommon. Their Dalu, Gauru, Urshul, and Urhan forms all adjust to fit it. They gain all additional advantages that said form would acquire (such as wings, gills, armored hide, etc). Storytellers are encouraged to work with players to come up with appropriate stats for their new Gauru form.
 * This Gift has a permanent duration, whenever the Urtha changes forms he may choose between his standard forms, or those provided by Any Beast. Urtha who learn this Gift often avoid public use of its power, as they are frequently shunned or distrusted in Urthan culture due to their...none normative form. Once purchased the chosen form cannot be changed, but Any Beast may be bought again (up to Primal Urge times), each purchase adding a new option to their library of forms.

Primal Form (ooooo)

 * Cost: 1 Essence
 * Dice Pool: This power requires no roll
 * Action: Instant


 * Same, but change: Primal Form is an enhancement to Gauru and consumes Gauru turns at the same rate. If the Werewolf enters Death Rage while in Primal Form (very likely), he remains in Primal Form for the duration. If a werewolf enters Death Rage outside for Primal Form, he may reflexively activate Primal Form (assuming he can pay the cost).

Nature's Vengeance (ooooo)

 * Same, but: The Urtha can specify individuals to be spared the world's fury at the activation of the Gift. However, once active he cannot add new exemptions.

Sense Weakness (o)

 * The player chooses which catagory of weakness they learn about.

Distractions (ooo)

 * Dice Pool: Manipulation + Subterfuge + Cunning


 * Success: The victim is distracted by the Irraka's illusions. In combat this inflicts a -2 pentalty to all actions through confusion and annoyance. This penalty increases greatly if the target is unaware of the Irraka's presence. Against targets who are caught unawares or are not currently in combat the penalty increased to the Irraka's cunning.

Blend In (oooo)

 * Add the following: The anonymity extends to the Irraka's scent as well, and inflicts a -[Successes+Cunning] penalty on all attempts to track, chase or otherwise follow the Irraka through a crowd. Even if located the Irraka remains almost indistinguishable, levying the same penalty on attempts to accurately recall his appearance.


 * Change: Other supernatural powers compare their successes to the Werewolf's when determining if they can breach his anonymity.

Ghost Step (ooooo)

 * Duration: Success + Harmony Minutes, the Irraka suffers a culmalative -1 penalty to all rolls for every minute beyond the duration he remains ethereal.

Reinforce (o)

 * Cost: 1 Essence
 * Dice Pool: Intelligence + Crafts + Purity
 * Action: Reflexive


 * The Werewolf calls upon the tiny spirit of an object, bolstering it with essence and renewing it in purpose. Each success on the activation roll adds 1 point to the object's durability for the remainder of the scene. This does not in any way repair a damaged object, nor can it grant use to an object that has been completely ruined (though he might still be able to use a reinforced object for unintended function, like bashing things). At the end of the scene the durability fades, damaged suffered does not. In many cases this can cause the object to collapse.

Feet of Mist (o)

 * Cost: None


 * The Urtha leaves no tracks what-so-ever, attempts to track her by scent or magical signature automatically take a -2 penalty. This gift does not need to be activated.

Left-Handed Spanner (o)

 * Cost: None
 * Dice Pool: Wits + Crafts + Purity
 * Action: Instant


 * Change: The touched object ceases to function for the remainder of the scene. The object's owner may make an Extended Intelligence + Crafts roll to attempt to fix the object. The difficulty of said roll is equal to the number of successes rolled on Left-Handed Spanner's activation roll. The interval of the action is decided by the storyteller based on the devices complexity, as well as any bonus or penalties from the character's own expertise.


 * Errata: Genius wonders are harder to stop through these gifts. As a result, the wonder gets to contest the user's roll with a Resolve (wielder's Resolve) + Wonder Rank roll.

Iron Treachery (ooo)

 * Errata: Genius wonders are harder to stop through these gifts. As a result, the wonder gets to contest the user's roll with a Resolve (wielder's Resolve) + Wonder Rank roll.

Machinegeist (ooooo)

 * Change:In addition to all other effects of Machinegeist, the Urtha may control the machine completely, employing it to any of the mundane functions for which it was designed. Mundane attempts to arrest control from him (such a steering the car, or slamming on the breaks) fail, though supernatural powers must roll off against the user.


 * Errata: Genius wonders are harder to stop through these gifts. As a result, the wonder gets to contest the user's roll with a Resolve (wielder's Resolve) + Wonder Rank roll.

Ward Against Rage (o)

 * One of the simplest precautions a Werewolf can take to secure their territory is to defend it against his own rage, and that of others.


 * Cost: None
 * Dice Pool: Composure + Persuasion + Honor
 * Action: Extended (5 Successes per square mile requried; one hour per roll)


 * The Werewolf ritually walks the boundaries of her territory (a maximum area equal to one square mile per point of the character's Primal Urge). She takes the time to familiarize herself with the objects and places within, and show their spirits she means no harm. This act brings an unnatural tranquility to the zone. Add +3 to any rolls by the character to resist Death Rage within her territory. Additionally this calm spreads to other within the zone, all other Uratha (and supernaturals with a similar tendancy to go berserk) gain +1 to resist Deathrage (Torment, Frenzy etc), packmates gain +2 instead.

Killing Frost (oooo)

 * Change: Living creatures take [Honor - Stamina] bashing damage from the extreme change in temperature. Clothing and outside temperature can add to or penalize this roll. A creature that takes no damage does not suffer the -2 to Stength and Dexterity.
 * Modifier | Situation
 * +2 | Heavy Winter Clothing
 * +0 | Street Clothing
 * -1 | Swimsuit
 * -2 | Wet

Cloud Cover (oo)

 * A very... Strange gift. It may have some uses in terms of roleplaying, but beyond that...


 * Change: If the spirits can't find clouds, water-spirits will make clouds, meaning the user is no longer reliant on local weather conditions.

Raising Doldrums (ooo)

 * Change: No moving winds mean that it's incredibly hard to track by scent, as one will only be able to track by scent if they're right on top of the trail. Therefore, within the null-zone, all attempts to track by scent suffer a -4 penalty. Where the wind still moves, but sluggishly, the penalty is -2.

Lightning Ward (oooo)

 * This is, beyond any doubt, the weakest level 4 gift... Across all books. Hands down.


 * Change: The lightning ward, also electrifies the area around the ward. People's hairs stand on end in the area of effect,electrical devices malfunction and after a minute of exposure, fry out permanently. However, unlike the similiar Technology Ward, the user can choose to exempt certain devices from the effect by placing a rune drawn on the device in blood. The effect lasts for a scene. Only affects electrical devices, not all technology!

Relentlessness (o)

 * Unbelievably, this one was actually overpowered.


 * Change:The werewolf spends one turn in quiet meditation, spending essence. For every point of essence spent, the werewolf gains temporary health dots. The werewolf cannot gain more temporary health dots than the werewolf's Glory score.

Righteous Rage (oo)

 * Cost:None


 * Change: this ability is always on, and does not require activation. This is to ensure the werewolf enjoys its benefits in Kuruth.

Alpha's Aura (oo)

 * The werewolf is a great leader, as frightening to his enemies as any great warlord of yore.So why should this power cost so much, yet apply to only a single enemy?


 * Cost: One Essence
 * Dicepool: Composure + Intimidation + Honor vs highest enemy Resolve + Resistance


 * Change: Rather than apply the benefits to a single enemy, the effect is applied to all enemies in sight, using the highest Resolve + Resistance dicepool to contest the user's roll.

Lordly Will (oooo)

 * This is an excellent ability. However, if it lasts for only one turn, you should be able to activate it when you need it.


 * Cost: One Essence

Alpha's Howl (ooooo)

 * Change:Instead of each success only allowing you to apply the effect to one more opponent, you can choose between affecting either one more opponent or to use any additional successes to apply the effect for one more turn on an opponent already targetted.


 * Errata: Does gift does not disconnect geniusses from their wonders. It will, however, prevent them from using their wonder's supernatural effects.

Savaging (ooo)

 * An interresting ability, but with a lot of requirements. Changed to reflexive to be more in line with how the description says it should work, and increased effect to be more on par with a level 3 ability.


 * Action: Reflexive


 * Change: Instead of a -2 penalty, an enemy affected by this ability suffers a -3 penalty for one turn. On an exceptional success, this becomes a -5 penalty.

Manytongues (oo)

 * Cost: One essence per language heard, rather than per subject. This makes a little more sense.

Mask The Hunter (oooo)

 * For its cost and level, this ability is just... Weak. Worse, it's a weaker version of the level 5 gift, which is superior in almost every way (at a significant setback). Therefore, it warrants getting some more power attributed to it.


 * Change: "One with the crowd" In addition to ignoring Primal Urge penalties, whenever the werewolf finds himself in a dense crowd of humans, he finds it much easier to blend into the mass. He becomes just another face among many, another body in the herd, and as a result, becomes extremely hard to track. Any attempt to spot the werewolf or track his scent takes a -4 penalty as he blends in seamlessly with the humans around him. These penalties are lost if the werewolf moves out of a crowd. No longer protected by the mass of bodies around him, the werewolf's protection fades.

Aura of Dread (oo)

 * This ability isn't that bad, it's just so situational it makes me want to cry. Added one more effect for the purpose of making the ability more versatile.


 * Change: In addition to the list effects, the werewolf gains +2 on any intimidation rolls against the victims of this ability for the rest of the scene.

Shadowstep (ooo)

 * This ability wouldn't even be that bad, were it not for its atrocious range.


 * Change: The range on this ability is a number of yards, equal to the users Manipulation + Stealth + Primal Urge.

Images of Death (ooooo)

 * Change: It shows a completely plausible death, but not neccesary the death the victim will suffer. The victim, however, will unerringly believe that this will be the manner of his death and no amount of persuation will convince him otherwise.

Eternal Hunter (ooo)

 * Change: lasts for two turns per success, not one.

Steganography (ooo)

 * This gift takes a lot of effort to cast, and it quite situational. Again, calls for more versatility for a gift of this level.


 * Change: In addition to all its base effects, the gift can also be applied to written messages, creating codes that only those indicated by the user can understand. Such coded messages can only be sent to people the werewolf has more than a passing acquaintance with, as it more difficult to transfer such a message. A written message lasts for one day per success.

Warning Howl (oo)

 * Changes: Functions as the description says, rather than what the mechanics say. The pack will hear the warning from anywhere in their own territory, which must've been in their possession for at least a lunar month or have been marked through gifts or wards. Outside of the werewolf's given territory, it has the ranges indicated in the default ability.

Hunter's Fortitude (oo)

 * This gift allows the werewolf to go without food for another... three hours? That's nothing! This gift is useless, plain and simple, costing 1 essence to avoid 1 bashing damage for a few hours. Again, it calls for strengthening.


 * The gift lasts for a number of days equal to successes rolled, before the character is forced to consume a hearty meal and sleep for at least 12 hours. The werewolf cannot activate this gift again until he has eaten and rested.

Heaven's Guidance (oo)

 * This gift essentially means your werewolf can't get lost. The price, unfortunately, is one willpower to activate it, which is a steep cost for a fairly weak effect.


 * Cost: 1 Essence

Scent the supernatural (ooo)

 * A fine ability, but a little tweak is in order. It costs a lot for the ability to detect something that you can already identify fairly well with just your eyes.


 * Change: The range on the ability is 30 feet per dot of Primal Urge that the character possesses.

Shadow Strike (oooo)

 * Interrestingly, this gift is a near-copy of the level 3 Darkness gift, Shadow Step, with only added range and reduced cost. This is hardly a fair change, considering the difference in level between the two abilities.


 * Change: The werewolf is capable of using Shadow Strike to initiate a surprise attack on an unaware victim if that victim is near a shadow that the Uratha can use to strike from. If the Uratha performs a surprise attack in this manner, the Wits + Composure roll of the werewolf's victim suffers a -2 penalty as she literally strikes from nowhere.

Hidden Self (oooo)

 * Again, a high-level gift with a high cost that is so situational, no one would ever use it. More effects added!


 * Change: In addition to all normal effects, all attempts to figure out the user's hidden weakness anyway suffer a -2 penalty. With an exceptional success, this becomes a -4 penalty.

Scent Weakness (oooo)

 * This gift has the potential to be interresting if it wasn't so bloody hard to apply (pun intended).


 * Dicepool: No roll required
 * Action: reflexive

Sacrifice (ooooo)

 * It's an amazing gift, even if it doesn't have that much potential. However, it deserves just a tiny boost.


 * Change: If the user gains more essence than his/her Primal Urge score would allow through this ability, the excess essence is lost at the end of the scene, not the end of the turn.

Freeze Marrow (ooo)

 * Change: In addition to other effects, the user also gains a +2 bonus on intimidation rolls against the subject of this power.