Gifts	

Gifts by Breed (Rank 1)

Homid:
Master of Fire*:  spend a Gnosis:  for the rest of the scene treat Fire damage as lethal (not aggravated)
Persuasion:  +1 Influence of your choice each month
Smell of Man*:  Pull 1 - all mundane animals nearby leave; you have toughness +1 against all animals

Metis:
Create Element:  Pull Gnosis - each success above 2 gives 1 cubic foot of Element (Earth, Water, Air or Fire)
Primal Anger*:  take X aggravated wounds - for the rest of the scene you have +X Rage (increase the number of Fire Beads in your Pull Bag if necessary)
Sense Wyrm:  Pull Will and inform ST of result
Shed*:  if activated, Resistance +1 vs grappling attacks, +1 pull when restrained

Lupus:
Heightened Senses*:  spend a Gnosis to activate this for the scene 
Rabbit’s Leap*:  spend gnosis to make a huge leap; in combat use this gift to gain additional movement equal to running speed for one round
Sense Prey:  this gift reveals enough prey to feed your pack.  Once per day you may Pull Gnosis - each Skill bead gives you the location of enough food for one Garou for a day;  normally this just takes an hour per success to find, although the ST may ask you to roleplay the hunt.

Gifts by Auspice (Rank 1)

Ragabash:
Blur of the Milky Eye*:  Pull 1 when no one is looking - success gives you Hide +1
Open Seal:  spend Gnosis to open any lock (in high gauntlets the ST may ask you to Pull Gnosis as well)
Scent of Running Water*:  you mask your scent - hunting you by scent requires HS +2
Spider’s Song:  put your ear to a telephone wire and spend a Gnosis:  the spider spirits whisper the conversation to you

Theurge:
Mother’s Touch:  spend a Gnosis to heal a wound on another person
Sense Wyrm (as Metis above)
Spirit Speech*:  talk to all spirits (except some Wyrm or Weaver Spirits)

Philodox:
Resist Pain*:  spend a Gnosis to ignore Wound penalties for the current combat
Scent of the True Form:  spend a gnosis and Pull Will to identify the nature of a target (1 sx for most, 2 to identify nature of human)
Truth of Gaia:  each player (starting with the target) draws beads in turn - if your opponent draws the first Fire, he must tell you if his character’s last statement was a lie

Galliard:
Beast Speech:  you may talk to animals; this does not change their reaction
Call of the Wyld:  you can emit a huge howl - pull Will and tell the ST what you wish to convey; more successes mean the howl travels further (and occasionally other effects)
Mindspeak*:  spend a gnosis and pull gnosis - you may add the number of successes to a telepathic mind link; each member is -1 to all Pulls, but can cut their link at any point (if the initiator does this, all links are broken)

Ahroun
Inspiration:  spend a gnosis - each of your other pack members gains 1 Will for the scene, which does not add to Pulls but may be spent
Razor Claws:  scratch your claws on a hard surface to Pull +1 on claw attacks for the rest of the scene
The Falling Touch*:  spend a Gnosis before you pull to brawl someone; if you Pull any Fire beads, they take a step back (if possible) and fall over; their next action must be to stand up
Trick Shot*:  any gun shot that is not intended to cause damage gains automatic successes equal to your rank

Gifts by Tribe (Rank 1)

Black Furies
Breath of the Wyld:  you may install a Wyld-born vitality in a target.  Touch your target while you are in natural setting (a park will do) and pull 1 (2 if your Gnosis is greater than 5).  The target regains 1 Will.
Heightened Senses*:  as Lupus
Sense Wyrm:  as Metis above
Song of the Seasons*:  spend a Gnosis:  for the rest of the day you gain Toughness +1 vs extremes of temperature, including attacks and the weather

Bone Gnawers
Cardboard Mansion:  Spend a gnosis to make your cardboard home safe from the elements for one night
Cooking:  Pull Will to cook any small, easily destroyed item; edible, nutritious but horrible
Resist Toxin*:  you are immune to most mundane toxins and diseases and may heal some Wyrm toxins; the ST may request you pull Gnosis
Scent of Sweet Honey*:  Spend gnosis and pull will; lasts 10 minutes/sx; target is slowly surrounded by a swarm of insects who distract them (Pull -1 on all pulls).
Tagalong:  you seem acceptable to many Caern and pack Totems.  Prostrate yourself before a Totem crying their name:  you and the Totem Pull Gnosis, and if you win you can use some of the Totem’s abilities (such as using the Rite of the Opened Caern, pack manoeuvres etc).  Be careful not to abuse this gift.  

Children of Gaia
Mercy*:  spend Gnosis:  for the rest of this scene, all damage caused by your body (including claws) is Bashing damage (not aggravated)
Mother’s Touch:  as Theurge
Resist Pain*:  as Philodox

Fianna
Faerie Light:  by concentrating you can create a small light that moves slowly; you can make it stay for a scene without concentration by spending a Gnosis point
Persuasion:  as Homid
Resist Toxin*:  as Bone Gnawers

Get of Fenris
Razor Claws:  as Ahroun
Resist Pain*:  as Philodox
Safe Haven:  while within an established territory, spend a Gnosis and pull will; you will be able to detect most Wyrm creatures entering your territory while you are there (for this day).
Visage of Fenris*:  you loom larger and more formidable than usual.  All Will pulls targeting you are -1 Pull

Glasswalkers
Control Simple Machine:  spend a Gnosis and target a non-electronic device (e.g. lever, simple locks, gun triggers) - for the rest of the scene you may pull 1 once per round to try and manipulate the target
Persuasion:  as Homid
Sense Weaver:  as the Metis gift Sense Wyrm, except detects the Weaver’s presence (not very effective in the city).
Trick Shot*:  as Ahroun

Red Talons
Beast Speech:  as Galliard
Eye of the Hunter:  you can always tell the strongest and weakest individuals in a group
Scent of Running Water*:  as Ragabash
Wolf at the Door:  stare a human in the eye - you both Pull Will.  If you succeed they will not leave their house for a day, and are at -1 Pull for a number of days equal to your Gnosis

Shadowlords
Aura of Confidence*:  prevents use of Fatal Flaw and similar powers and your Aura is always Confident
Fatal Flaw:  study an opponent for a round and Pull 1; if you succeed you Pull +1 against them for the rest of the scene
Seizing the Edge:  spend a Gnosis and choose Rage, Gnosis or Will; when in a contest using the chosen trait, pull +X where X is your Rank.  You may only use this gift once per day and it lasts for once scene.

Silent Striders
Sense Wyrm:  as Metis
Silence:  Pull a stealth skill +1; if successful, you cannot be heard without HS +1 for the rest of the scene (unless you do not make a sound that draws attention to yourself)
Speed of Thought*:  spend a Gnosis - for the rest of the scene you move at double movement

Silver Fangs
Eminent Domain:  pull Will when entering a room:  two Skill beads means everyone stops to notice you
Falcon’s Grasp*:  spend 1 Will to gain Pull +2 when trying to hold someone
Lambent Flame*:  you can glow with Luna’s light - spend a Gnosis to activate it for the scene; while active, all brawl and melee attacks within the glow (20’ radius) are Pull -1 and all ranged attacks into the glow are Pull+1
Sense Wyrm:  as Theurge

Stargazers
Balance*:  you can walk on any ledge, rope or solid surface no matter how thin or slippery; this does not include running
Sense Wyrm:  as Theurge
(Stargazers have special gifts and rites available to them should they choose).

Uktena
Sense Magic:  Pull Will to sense the type of Magic present (gifts, mage spheres, blood magic etc); more subtle or distant magics may take more successes to identify
Shroud:  spend a Gnosis to create a 10’ radius sphere of darkness that does not move
Spirit Speech:  as Theurge

Wendigo
Call the Breeze*:  you can manipulate a light breeze at will
Camouflage:  while in the wilderness, you may gain Hide +1; you may not activate this gift while being watched
Song of the Seasons*:  as Black Furies above

Gifts by Breed (Rank 2)

Homid
Jam Technology:  spend a Gnosis and pull Will to stop technological devices from functioning - all devices of the chosen complexity and higher cease to work; difficulties are typically:  electronic device (phone) 1, mechanical 2, no moving parts 4
Staredown:  stare into a targets eyes to prevent a Garou attacking or to make anything else run away; pull Will - successes is number of rounds of effect; target may spend Will to counter all effect

Metis
Burrow:  spend a Gnosis and for a scene you can burrow a semi-permanent tunnel into earth and rock the size of a Hispo wolf (1 yard per round)
Curse of hatred:  spend a Gnosis - target loses a point of Will and pulls -1 Rage for the scene

Lupus
Scent of Sight*:  you can use your sense of smell instead of your eyes; may compensate for darkness or blindness
Sense the Unnatural:  pull Will to sense presence of supernaturals or their effects - consult a storyteller (typically 1 success will detect a presence, 2 will identify it, 3 will locate it)

Gifts by Auspice (Rank 2)

Ragabash
Alter Scent*:  You may change your scent; Pull Will to determine the skill with which you do this
Blissful Ignorance:  while you are standing still you may gain Hide +1; this also affects spirits and technological monitoring devices (such as cameras)
Obscure the Truth*:  spend a Gnosis - for the duration of the scene all tests to see whether you are telling the truth or not show that you are (this includes Truth of Gaia, Aura Perception etc)
Sense of the Prey*:  if using other forms of Heightened Senses, you may track a target using smell at full running speed; alternatively, you gain HS +1 for detecting hidden characters
Taking the Forgotten*:  if you successfully steal something (using a profession or otherwise), the owner (or main person responsible for it) will forget they ever possessed it.  The ST may require you to Pull Will

Theurge
Command Spirit:  spend a Will to give a sentence command to a Spirit, although you cannot force it to break a ban or release from a binding.  More powerful spirits may require 2 Will
Name the Spirit:  spend a Will and pull Will to obtain the power levels of a given Spirit - gain one of the following for each success:  Name, Rage, Gnosis, Will or Power
Sight from Beyond:  you become prone to visions of danger or the future, although they are rarely clear
Umbral Tether:  you can leave a spiritual trail visible only to you as you travel the Umbra; requires one Gnosis per hour to maintain (else it dissipates)

Philodox
Call to Duty:  you may summon a spirit by name and give them one command before they leave (more powerful spirits may refuse the summons).  Alternatively, you may spend a Gnosis to summon all spirits in the area to protect or assist you;  use this gift carefully for Spirits do not like being misused
King of the Beasts:  you may understand and command animals; if you are familiar with the animal this is automatic, if you do not you must both pull Will - if you pull more Skill you succeed; you may only communicate with one animal at once
Strength of Purpose*:  once per game, when you need more Will, you may pull Lore - each success returns one point of Will

Galliard
Call of the Wyrm:  this dangerous gifts attracts creatures of the Wyrm and is usually used to create an ambush or to flush prey from hiding;  Pull Will - all Wyrm creatures must pull Will and gain more successes than you to resist
Distractions*:  you can make annoying yips and howls to divert a target’s attention - target is at -1 pull while he can hear you
Dreamspeak:  you may enter and affect dreams of anyone you know wherever they are; spend one Gnosis to activate and consult a Storyteller

Ahroun
Sense Silver:  Pull Will - one success detects its presence, 2 the amount, 3 the location
Spirit of the Frey*:  spend a Gnosis - for the rest of the combat you always act first
True Fear:  Pull Rage - each Fire bead prevents the target attacking for a round

Gifts by Tribe (Rank 2)

Black Furies
Curse of Aeolus:  Pull Gnosis and consult a Storyteller; typically 2 successes will summon a small mist
Sense of the Prey*:  as Ragabash above
Trail of Pain:  you can sense the direction of those in acute pain within 50 yards; spend a Gnosis to activate for the scene

Bone Gnawers
Blissful Ignorance:  as Ragabash above
Odious Aroma*:  spend a Gnosis - you stink, literally; everyone else in the room (20’r) Pulls -1

Children of Gaia
Calm:  spend a Gnosis and Pull Gnosis - cancel target’s Frenzy (does not effect Thrall of the Wyrm); this gift may weaken certain spirits
Luna’s Armour:  spend a Gnosis and Pull Gnosis - gain successes in free Health Levels, and your Toughness prevents silver damage; lasts for one combat

Fianna
Brew:  spend a Gnosis and pull Gnosis to convert a small container of liquid into liquor.  The number of successes determines the quality.
Glib Tongue*:  spend a Gnosis and Pull Will - everyone listening to you will hear you say what they want you to say for about 5 seconds per success
Howl of the Banshee:  all who hear your howl must Pull Will or run away - your allies need one success, your enemies two to resist

Get of Fenris
Halt the Coward’s Flight:  concentrate and Pull Will - a foe running from you has his speed halved for a number of rounds equal to your Will
Snarl of the Predator:  Pull Will - the target is at Pull -1 next turn for each success

Glass Walkers
Cybersenses*:  spend a Gnosis to replace your normal senses with those of a nearby machine:  Infrared; High-band transmissions (television); Radio band; Radar; Supersonic; Subsonic; Electricity Flow
Heat Metal:  spend a Gnosis point and Pull Gnosis to heat any nearby metal (up to the weight of a chair); each success is a round of heating; the heated metal does 1 Agg damage to anything touching it (no Resistance)
Power Surge:  spend a Gnosis and Pull Will - you cut electricity to an area depending on successes (1 - room, 2 - floor, 3 - whole building, 4 - block, 5 - neighbourhood)

Red Talons
Beastmind:  Pull Will - target’s mind is reduced to bestial level for turns equal to successes
Cull the Herd - Pull Will on a target to establish their fitness:  1 sx indicates if they are wounded; 2 sx gives medical conditions and 3 sx gives Rage
Sense of the Prey*:  as Ragabash above

Shadow Lords
Clap of Thunder:  clap your hands and spend a Gnosis - all within 5 steps cannot act this round, and must pull 1:  any who fail are Pull -1 for each point of your Gnosis for the duration of the scene;  this takes place at the end of the movement phase instead of your normal action
Luna’s Armour:  as Children of Gaia above

Silent Striders
Blissful Ignorance:  as Ragabash above
Messenger’s Fortitude:  spend a Gnosis - you may run at speed for a number of days equal to your Will without rest, food or water; at the end of the run, you must sleep for twice the length of time that you ran for;  you may spend one additional Gnosis to give the effects to another being as well, although you decide when the Gift ends
Summon Talisman:  you may mark a number of items up to half your Gnosis (round down) which are also dedicated to you (through the Rite of Talisman Dedication).  Spend a Gnosis to summon one to your hand from anywhere

Silver Fangs
Awe:  Pull Will - target must treat you with deference and respect and they lose one success when attacking you or using a gift against you
Empathy:  spend a Gnosis and Pull Will - each success tells you more about the most common expectations of a group (attack/parlay, degree of punishment etc); every two successes give more information (consult a storyteller if necessary)
Luna’s Armour:  as Children of Gaia above
Word of Honour:  spend a Gnosis - for the rest of the scene, all hearing you know that you speak the truth; if you lie, all know it immediately

Stargazers
Inner Strength:  meditate for 5 minutes - regain 1 Will; Pull until you reach a Fire bead - for each Skill pulled regain an additional Will; once per week
Surface Attunement:  after a moment of concentration, you may walk (not run) across any surface without leaving a track - this includes mud, water, snow and quicksand

Uktena
Spirit of the Bird:  spend a Gnosis - you may fly at Lupus speed for a scene, but all physical actions are Pull -1
Spirit of the Fish:  spend a Gnosis - you may swim at Hispo speed for a number of hours equal to your Gnosis, and may breathe underwater

Wendigo
Cutting Wind:  spend a Will to summon a harsh wind for a scene - each round following you may attack with it, pulling Will instead of Rage; each point of damage moves the target back one step if possible; +1 damage at point blank range
Speak with the Wind Spirits:  you may ask questions of wind spirits, although they are highly unreliable - consult a Storyteller