Werewolf:Elemental Gifts

Level 1

 * Call Water
 * See Werewolf: The Forsaken, the core rulebook

level 2

 * Manipulate Water
 * This gift gives the user the ability to temporarily force water to do the user's bidding, allowing the werewolf to create temporary passageways across flooded terrain, stop rushing waters or force water to move, or even create an underwater air bubble with which to move across the bottom of a lake!
 * Cost: 1 Essence
 * Dice Pool: Dexterity + Crafts + Cunning
 * Action: Instant
 * Dramatic Failure: Water-spirits are angered by the Uratha tampering. Spirits of water or similiar fluids become more hostile to the caster. Any gifts or rites that target or involve such spirits are at -2 dices for the next 24 hours.
 * Failure: Nothing happens
 * Success: The werewolf can manipulate water in a 6-yard radius around himself, or in a single area within line of sight. The user can force water to break its banks, to recede, to be still, or to flow. Each such a manipulation lasts for one turn per success rolled or for as long as the user concentrates on nothing else. Note that this gift works only on reasonably pure water; it cannot be used to manipulate the water in the air, in living creatures, or in heavily polluted, tainted, or mixed water. The caster is also capable of repelling the water around him, effectively creating a bubble that lets him move on the bottom of any deep source of water, but this takes all of the Uratha's concentration. If his concentration is broken, the bubble bursts. The bubble can only be remade on the surface, as there is no air beneath the waves. In addition, using this power to create a bubble is at -2 dices, due to the amount of effort needed to create it.
 * Exceptional Success: The Uratha can manipulate even the most polluted sources of water, though the water in living things or in the air still cannot be manipulated. Changes the user makes to the water lasts for one hour per success rolled (though the user can still terminate the effect prematurely).

level 3

 * Command Water
 * The user becomes able to manipulate water as though it were a weapon. Thin tendrils form from the liquid, lashing out against victims with great precision, or grab the unfortunate to drag him to a watery grave.
 * Cost: 1 Essence
 * Dicepool: Strength + Survival + Glory
 * Action: Instant
 * This gift only functions against a single target within line of sight. The target must be within 20 yards of a significant water source, or else the water will simply be too far away to use effectively as a weapon. The water rises up at the user's command, forming tendrils which lash out against opponents. Each success rolled deals 1 bashing damage, and the roll is penalized by the opponent's defense and any applicable cover or concealment. At the storyteller's discretion, armor might also provide protection. In addition, the water can also initiate a grapple attack against an opponent, using the dice pool for this gift. If the water successfully grapples an opponent, the water can be commanded to flow into the opponent's lungs or drag the opponent into whatever source of water sprouted the tendrils. This, obviously, will make most opponents drown in short order, and due to the violence of this attack, opponents cannot roll Stamina to gain extra seconds of consciousness under water. Keeping the opponent under water does not require subsequent rolls. The victim has to exceed the number of successes the user rolled on the activation roll of this gift in order to escape, using a dice pool of Strength + Athletics. Lastly, this gift can also be used similarly to Manipulate Water, though not nearly as effectively. All attempts to do so are at -2 dices.

Level 4

 * Water Form
 * The caster becomes so adept at manipulating water that he may physically become it.


 * Cost: 3 Essence
 * Dicepool: Strength + Empathy + Honor
 * Action: Reflexive


 * Dramatic Failure: The caster's gift turns against him, temporarily making the water in his own body rebel against him. The caster takes 2 automatical lethal as his body is ravaged by its own fluids.
 * Failure: Nothing happens.
 * Success: The character's body turns to liquid water, any dedicated items join the Uratha's liquid form. In this form, the character can move around in a method similar to an amoeba and is immune to all forms of physical damage. However, any form of damage that can vaporise the water (such as powerful fires) or deals damage through magical means is still capable of hurting the Uratha. Any damage dealt to the Uratha while he is in this way is automatically aggravated damage, which manifests itself when the Uratha reforms in the shape of missing flesh, missing skin, or even missing limbs, as the Uratha reshapes himself with less mass then is neccesary. In addition, the caster takes one healthlevel of aggravated damage every hour in which he is not moving through a greater body of water, due to evaporation. Lastly, even in this form the Uratha is not safe from silver. Any contact with silver causes the Uratha's liquid form to boil.
 * Exceptional Success: The uratha gains absolute control over his own form. He can change into a watery form and back again with incredible speed, potentially shifting his entire stance in the process. If the user dodged a physical attack by entering Water Form, he may immediately roll to grapple his opponent as a reflexive action.

Level 5
(Original gift: Lament of the River)

level 1

 * Call Fire
 * Create a small, short-lived flame within the palm of your hand. The flame only lasts long enough to light a fire, and is most certainly too weak to be used as a weapon against any but the incapacitated. Still, this gift can be an invaluable tool for those Uratha who find themselves far away from civilization, or for those with an unhealthy interest in pyromania...
 * Cost: None (cannot be invoked more then once per hour)
 * Dicepool: Stamina + Survival + Purity
 * Action: Instant
 * Upon activation, the gift creates a small ignition that bursts forth from the caster's hands. The flash is hot enough to light paper, kindling, or gasoline on fire, but is too weak and sudden to be used to warm the user or be used as a weapon in combat.

Level 2

 * Manipulate Fire
 * This gift temporarily allows the user to manipulate a burning flame. The flames dance at the caster's bidding and bend to his will. While such power is useful for quickly opening a way through a burning inferno, it has little use in combat.
 * Cost: 1 Essence
 * Dicepool: Dexterity + Crafts + Cunning
 * Action: Instant
 * Dramatic Failure: Fire-spirits are angered by the Uratha's tampering. Any spirit of fire or heat becomes more hostile to the caster. Any gifts or rites that target or involve such spirits are at -2 dices for the next 24 hours.
 * Failure: Nothing happens
 * Success: The werewolf can manipulate fire in an area of about 15 yards around him. This power does not protect the Uratha from heat, smoke, or toxic fumes, but the flames will recede or move as he desires. Once the Uratha moves out of range or abandons his control over the flames, they resume burning as normal. A candle will remain a candle and cannot be forced to reach beyond its logical bounds. Any changes made to a fire remain for a number of turns equal to the user's successes, or for as long as the user concentrates on maintaining his control. The user can also try to intensify existing flames or stop their advance, though doing so requires so much effort that the user is at -2 dices.
 * Exceptional Success: The Uratha can manipulate fires in an area of up to 30 yards around him, and the user can even drain heat from fires, extinguishing them entirely.

level 3
(Basic gift: Command Fire)

level 4

 * Fever Pitch


 * The user's body temperature rises to extremes, so much so that the user radiates it to everything around himself. Those who dare stay too close to the Uratha find the heat to be unbearable at best, deadly at worst as their blood boils in their very veins.


 * Cost: 2 Essence
 * Dicepool: Strength + Empathy + Honor
 * Action: Instant


 * Dramatic Failure: The caster overloads his system. He takes two automatic lethal damage from overheating, and anything flammable he is wearing might catch on fire.
 * Failure: No successes are gained this turn.
 * Success: The caster's body heat rises to such extremes that it physically damages the people around him. Everyone within a radius of 2 yards * Primal Urge of the user will suffer 1 automatic lethal damage every turn as the heat ravages their bodies. The gift lasts for one turn per success and can be turned off voluntarily. The user is immune to his own heat and any fire damage he takes suffers a -2 reduction, though he cannot exempt anyone or anything else from his heat. Objects and flammables that the user has lingering physical contact with may catch fire, though this requires at least one turn of physical contact with an object or at least one turn of grappling an opponent. If an opponent catches fire while the user has him grappled, the user also takes damage from the fire.
 * Exceptional Success: It lasts the rest of the scene.

level 5

 * The Seventh Plague


 * Pitch black clouds gather above the area, blotting out the sun. Not long after, the sky is alight once more, not with the suns rays, but with raging fire. To bystanders, it seems as though the sky itself comes crashing down. In a less enlightened age, they would even call it the wrath of divinity.


 * Cost: 3 Essence
 * Dicepool: Stamina + Intimidation + Wisdom
 * Action: Extended (50 successes, each roll represents one minute of uninterrupted concentration)


 * Dramatic Failure: All accumilated successes are lost and the user cannot use this gift again for a month.
 * Failure: No successes are gained this turn.
 * Success: When 50 successes are gathered, dark clouds suddenly form above the target area, totally eclipsing the sun. When the darkness is complete, fireballs will begin raining down on the target area like a hailstorm of pure destruction. Considered to be one of the most devastating abilities that can be wielded by an Uratha, this power is capable of causing tremendous destruction, not just as the fire hits, but also as the fire spreads beyond the initial area.
 * Exceptional Success: No further effects beyond making significant progress.

Level 1

 * Call Air
 * A tool often used by Uratha who choose to dwell in subterranean environments, this gift creates about a room's worth of fresh air. This allows the werewolf to survive in environments that would smother others.
 * Cost: None (cannot be invoked more then once per hour)
 * Dicepool: Stamina + Survival + Purity
 * Action: Instant
 * Upon activation, this gift creates about a room's worth of fresh air starting at the base of the caster's hands, or refreshes the air in that same area, but the air moves naturally and will flow away from its summoner if not otherwise prevented. Using this gift underwater will cause the air to float to the surface and be wasted.

Level 2

 * Manipulate Air
 * This gift allows the user to temporarily manipulate the air around him. He can create a breeze to save himself from fumes blowing in his direction, hide his scent from nearby enemies by changing the direction of the wind, or simply to make a dramatic entrance, hailed by a gust of wind!


 * Cost: 1 Essence
 * Dicepool: Dexterity + Crafts + Cunning
 * Action: Instant
 * Dramatic Failure: Air-spirits are angered by the Uratha's tampering. Any spirit of air becomes more hostile to the caster. Any gifts or rites that target or involve such spirits are at -2 dices for the next 24 hours.
 * Failure: Nothing happens
 * Success: The werewolf can manipulate the air in an area of about 15 yards around him. The user can create a stiff breeze blowing in any direction he/she wants, or have the air swirl threateningly around himself. The breeze is strong enough to blow smoke away from the user, but not to cause significant damage to anything sturdier than a newspaper. Any changes the the direction of the wind only apply locally to the place the Uratha used this power on, and lasts only for one hour per success. If the caster manipulates the area surrounding himself for dramatic effect (or whatever) the effect remains as long as the caster concentrates.
 * Exceptional Success: The Uratha can manipulate the air in an area of up to 30 yards around him, and if the direction of the wind is changed, the effect is stretched across the city.

Level 3

 * Command Air
 * An Uratha who learned this gift is certainly a fearsome opponent, for he is never without his weapon. This gift is the most non-lethal way of dealing with opponents using the elements.
 * Cost: 1 Essence
 * Dicepool: Strength + Survival + Glory
 * Action: Instant


 * This gift can target groups of opponents by firing concentrated bursts of air at them. The user must have air available to use this gift. This gift deals one bashing damage for every two successes. If the attack roll was succesful, opponents also have to roll Dexterity + Athletics as a reflexive action (per Knockdown rules in the WOD: core rulebook) to avoid being blasted off their feet. Opponents who fail this roll are also pushed back two yards per success. The caster can also choose to instantly cause a dramatic shockwave of air to blast everything around him away, which deals no damage, but blasts everything near the user away for 5 yards per success on the activation roll. (Note that while the shockwave deals no damage, enemies might still take damage from being thrown into potentially dangerous objects)


 * Exceptional success (regular attack): The attack deals bashing damage per success, rather than per two successes.
 * Exceptional success (shockwave): In addition to being a powerful deterant for anything getting too close for comfort, the power of the blast is so strong that it also deflects projectiles. All projectile attacks performed against the user in the same combat round, but at a later initiative order, suffer a -3 penalty. Firearms, being a lot less influenced by the wind, take only a -1 penalty.

Level 4

 * Basic gift: Invoke the Wind's Wrath

level 5

 * The Perfect Storm


 * It is not often that a werewolf is capable causing truly wide-scale destruction, but a werewolf who reaches this mastery of the Air element becomes just that. Calling to the clouds, the werewolf conjures up a great tornado that will leave only destruction in its wake.


 * Cost: 3 Essence
 * Dicepool: Stamina + Intimidation + Wisdom
 * Action: Extended (50 successes, each roll represents one minute of uninterrupted concentration)


 * Dramatic Failure: All accumilated successes are lost and the user cannot use this gift again for a month.
 * Failure: No successes are gained this turn.
 * Success: When 50 successes are gathered, dark clouds suddenly form above the target area. Within minutes, a powerful vortex will come down from the sky, leaving terrible destruction wherever it may go. Its direction is determined by the current direction of the wind (on a city wide scale, not a local scale). In addition, it cannot be controlled by the user. It will continue its rampage until it spends the last of its energies and dies out naturally.
 * Exceptional Success: No further effects beyond making significant progress.

Level 1

 * Call Earth
 * Create a small mound of earth from nothing. Though admittedly, this power serves little use for any but the most creative of Uratha, there are some ritemasters who use this gift in rites to mark terrain and less scrupulous ones who use the dirt to choke sleeping victims to death.
 * Cost: None (cannot be invoked more then once per hour)
 * Dicepool: Stamina + Survival + Purity
 * Action: Instant
 * Upon activation, the gift creates about five pounds worth of dirt. The user can choose to force the created earth to trickle into existence rather then burst, allowing him to distribute the earth far more efficiently.

level 2

 * Basic gift: Manipulate Earth

Level 3

 * Command Earth
 * The user becomes able to make the earth itself rise up against his opponents. Sprays of soil and rock blast his opponents, while the ground rises up to pummel them relentlessly.
 * Cost: 1 Essence
 * Dice pool: Strength + Survival + Glory
 * Action: Instant
 * This gift only functions against a single target within line of sight. The target must be within 20 yards of a significant source of natural ground (e.g. concrete and asphalt cannot be commanded with this gift), or else the earth will simply be too far away to use effectively as a weapon. The user can have rocks be expelled by the earth itself as projectiles or have the earth literally form a fist to strike an opponent with. Each success rolled deals 1 bashing damage, and the roll is penalized by the opponent's defense and any applicable cover or concealment. At the storyteller's discretion, armor might also provide protection. In addition, the earth can also perform a grapple attack against an opponent, using the dicepool of this gift. If the earth succeeds on this roll, another roll can be made to attempt to drag the victim down below the earth, burying him alive. Due to the difficulty of performing this attack, the user is at -2 dices to drag a victim below the soil, however, the weight of the earth gives the victim a 2-die penalty to escape effort. In order to get away, the victim must exceed the user's successes on his activation roll with a Strength + Athletics roll. This gift can also be used like Command Earth, but does so at a -2 dice penalty.

level 4

 * Maw of the World
 * At the caster's command, the earth itself splits open and devours his enemies. Very few are capable of resisting this attack, even if they see it coming.
 * Cost: 2 essence
 * Dice Pool: Strength + Empathy + Honor
 * Action: Instant
 * Dramatic Failure: The earth rebels against the command of the caster and instead turns its hunger upon him. The caster is swallowed up by the earth instead, as per success.
 * Failure: Nothing happens
 * Success: The caster slams his fist against the ground, sending a fissure through the earth at his target. Obviously, this means the user must be standing on earth which has a direct connection to the earth his potential victims are standing on. The fissure travels at a speed of twice the caster's unmodified base movement speed. Once it reaches its intended target, the fissure causes the earth to plit upon and rise up like the mouth of a gigantic beast, which seals itself shut around its victim(s) and then drags them several feet beneath the surface. A victim can attempt to escape the fissure, but doing so requires a Dexterity + Athletics roll which only succeeds if the victim exceeds the caster's number of successes. The maw itself is about 4 yards wide and will devour whatever was unfortunate enough to stand too close. If a victim is caught, the victim takes 3 automatic dices of lethal damage as bones and organs are crushed by the pressure, and is then dragged about 6 feet beneath the ground. A victim can try to escape being buried alive, but this requires at least strength 3.
 * Exceptional Success: The fissure travels four times the caster's unmodified base speed, making it nearly inescapable.

level 5

 * Gaia's Wrath
 * The werewolf commands the earth itself to lay waste to everything that stands upon it. The earth quakes, buildings topple, and humanity's works are left in ruin.


 * Cost: 3 Essence
 * Dicepool: Stamina + Intimidation + Wisdom
 * Action: Extended (50 successes, each roll represents one minute of uninterrupted concentration)


 * Dramatic Failure: All accumilated successes are lost and the user cannot use this gift again for a month.
 * Failure: No successes are gained this turn.
 * Success: When 50 successes are gathered, strong tremors begin to torment the target area. After a few minutes, a truly massive earthquake hits the target area, causing widespread destruction and ripping open the earth itself. However, the caster is unable to target specific areas with this gift or stop it prematurely.
 * Exceptional Success: No further effects beyond making significant progress.