Green Flame Rising (Exalted vs Dresden Files)

There were 2,117 train derailments in 2007, but the number of incidents have remained below 2,000 since then. In 2022, train derailments were down to 1,259.
Usually when trains derail they kill most of of the people in them and they happened to derail a lot it's a signature problem of America's profit seeking motive. As Government regulations on Industries and unions Weaken so do safety standards. Which leads to greater numbers of train derailments.

Anything happens on average six times per day it's really difficult to call it rare.
 
The number of total fatalities in 2007 was less than 400. How many people do you think fit on a single train?
Edit: That includes suicide by train.
Not particularly many passenger trains in the US also I will admit I've never done this with you but I was just kind of focusing on the point of the fact that train derailments are not at all uncommon in the US at all.

I can edit my initial post so it doesn't say kill everyone in them but I'm saying a train being derailed and subsequently killing the people in it would not even stand out on a statistics paper other than how many get killed in this passenger train.

My bad for the hyperbole.
 
Usually when trains derail they kill most of of the people in them and they happened to derail a lot it's a signature problem of America's profit seeking motive. As Government regulations on Industries and unions Weaken so do safety standards. Which leads to greater numbers of train derailments.

Anything happens on average six times per day it's really difficult to call it rare.

Dude no, this is about as factual as saying increased veganism causes autism, after all both numbers rose at the same rate! First off most rail is cargo, no passengers involved. I find it interesting your one single quote doesn't mention what types of trains, thus involves. Second derailment is a very wide term. It can be full one whole train spills off to a single wheel pops off and later slides on place, barely slowing the train down. Like the wiki page even has an example of this.

This is as silly as looking at car accident stats and conclude every side mirror swipe is actually a 10 car flaming pile up and making death estimates off that
 
This is as silly as looking at car accident stats and conclude every side mirror swipe is actually a 10 car flaming pile up and making death estimates off that
Okay so let's assume that I'm human and capable of Hyperbole and mistakes does anything that you just quoted actually contradict anything I said. Train derailments happen at a rate that is not at all uncommon in the United States. I very specifically acknowledge that it was hyperbole literally one comment ago.

So other than this being a passenger train what would be the actual difference because it is still running on maintained Rail lines through the United States which means it's subject to United States rail regulations and in 2007 they were not particularly well taken care of especially in the American South which considering this train is going to Montgomery from New Orleans is definitely where it is.

So please don't conflate me making a mistake/using incorrect or hyperbolic language with saying veganism causes autism if you would be so generous.
 
For the record, derailing a train is pretty trivial to mask the supernatural aspects of and the Denarians are really risk tolerant at the best of times with the Masquerade. They don't even need magic, just to steal these.

Make it out to be a terrorist attack or something.
 
Why do we need to steal the train? We don't know what the effect is, we don't know the context, we need to get at least some information first.
 
For the record, derailing a train is pretty trivial to mask the supernatural aspects of and the Denarians are really risk tolerant at the best of times with the Masquerade. They don't even need magic, just to steal these.

Make it out to be a terrorist attack or something.

In a sense if the Denarians are doing it that would be a terrorist attack. They certainly have 'causing terror' among their goals and in their own way they are even motivated by an ideology.
 
Why do we need to steal the train? We don't know what the effect is, we don't know the context, we need to get at least some information first.
Well to be honest I'm unsure of what you're trying to say here. The best case scenario for a spell targeting a whole train is that it slowly brings it to a stop and they try to initiate combat in a train full of innocent people uncaring of any Witnesses or masquerade.

Every other possible magic thing they could do to a moving train is way more deadly to everyone else on the train and the first one still almost guarantees a lot of innocent people die.

They could cause the train to speed up to an unsafe speed at an opportune moment or they could just be targeting a destructive spell that pops a ton of the spokes out from under the train and causes it to derail immediately. A moving Earth spell that causes the Earth under the tracks to depress breaking the rail causing the train to crash.

The opportunities are limitless and I don't think they're going to go for open combat again considering they didn't win that last time and they couldn't recover quickly enough to find him before he stole someone else's clothes bought a train ticket and got on a train to another city they're not going to attempt to fight him directly again.

So just removing the train from the equation even if it is a masquerade breach we don't care about the Masquerade that much and the Masquerade isn't fragile enough that a train disappearing for a couple minutes is enough to do anything about it. Might allow us to circumvent most of that.
 
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Why do we need to steal the train? We don't know what the effect is, we don't know the context, we need to get at least some information first.
Well to be honest I'm unsure of what you're trying to say here. The best case scenario for a spell targeting a whole train is that it slowly brings it to a stop and they try to initiate combat in a train full of innocent people uncaring of any Witnesses or masquerade.

Every other possible magic thing they could do to a moving train is way more deadly to everyone else on the train and the first one still almost guarantees a lot of innocent people die.

They could cause the train to speed up to an unsafe speed at an opportune moment or they could just be targeting a destructive spell that pops a ton of the spokes out from under the train and causes it to derail immediately. A moving Earth spell that causes the Earth under the tracks to depress breaking the rail causing the train to crash.

The opportunities are limitless and I don't think they're going to go for open combat again considering they didn't win that last time and they couldn't recover quickly enough to find him before he stole someone else's clothes bought a train ticket and got on a train to another city they're not going to attempt to fight him directly again.

So just removing the train from the equation even if it is a masquerade breach we don't care about the Masquerade that much and the Masquerade isn't fragile enough that a train disappearing for a couple minutes is enough to do anything about it. Might allow us to circumvent most of that.
This effectively. I don't want to keep the train afterwards, just obliterate any plans the Denarians have for it and drop it off somewhere after we've finished our business.

The core weakness of this plan is if we get a bad reaction from Azhi, but that's not totally unmanageable.

I entirely understand your concerns about later fights and honestly share them. My rationale here is that we've got 50% of the new exalts in a very vulnerable situation where some of the most serious people in the setting are preparing to take a swing.

Best case scenario is a physical fight on the train, which leads to situations like Azhi activating his aura of madness in a confined space full of mortals. Worst case is that they try to kill us all off by turning this locomotive into a missile. Molly could maybe survive a crash engineered for lethality, but I wouldn't bet on anyone else here doing so.

The trade then is our Shintai activation and the potential social complications of sudden alien train for the opportunity to bypass/substantially disrupt the efforts of the Denarians and protect the Abyssals currently exposed to them.
 
Well to be honest I'm unsure of what you're trying to say here. The best case scenario for a spell targeting a whole train is that it slowly brings it to a stop and they try to initiate combat in a train full of innocent people uncaring of any Witnesses or masquerade.

Every other possible magic thing they could do to a moving train is way more deadly to everyone else on the train and the first one still almost guarantees a lot of innocent people die.

They could cause the train to speed up to an unsafe speed at an opportune moment or they could just be targeting a destructive spell that pops a ton of the spokes out from under the train and causes it to derail immediately. A moving Earth spell that causes the Earth under the tracks to depress breaking the rail causing the train to crash.

The opportunities are limitless and I don't think they're going to go for open combat again considering they didn't win that last time and they couldn't recover quickly enough to find him before he stole someone else's clothes bought a train ticket and got on a train to another city they're not going to attempt to fight him directly again.

So just removing the train from the equation even if it is a masquerade breach we don't care about the Masquerade that much and the Masquerade isn't fragile enough that a train disappearing for a couple minutes is enough to do anything about it. Might allow us to circumvent most of that.
This effectively. I don't want to keep the train afterwards, just obliterate any plans the Denarians have for it and drop it off somewhere after we've finished our business.

The core weakness of this plan is if we get a bad reaction from Azhi, but that's not totally unmanageable.

I entirely understand your concerns about later fights and honestly share them. My rationale here is that we've got 50% of the new exalts in a very vulnerable situation where some of the most serious people in the setting are preparing to take a swing.

Best case scenario is a physical fight on the train, which leads to situations like Azhi activating his aura of madness in a confined space full of mortals. Worst case is that they try to kill us all off by turning this locomotive into a missile. Molly could maybe survive a crash engineered for lethality, but I wouldn't bet on anyone else here doing so.

The trade then is our Shintai activation and the potential social complications of sudden alien train for the opportunity to bypass/substantially disrupt the efforts of the Denarians and protect the Abyssals currently exposed to them.
We know too little. We don't know if it's magic or angelic lore. We don't know what re intended effect is. Is it aimed at the train, for example, making it crash, or taking it to hell / NeverNever, or is it amied at the passengers, making them into raging berserkers an forcing the abyssal to kill them? Or is it a summoning circle of sorts, to allow denarians to get to the train with their forces? Remember, normally teleportation is not a thing, and getting onto a moving vehicle via NeverNever is almost impossible.

We don't know what anchors the effect - maybe all we need to do is to break something, or clean off a scribble drawn in some hard to notice place, or kill a cultist. We don't know the trigger - is it timed? Is it set to activate remotely? Is it set to activate when the abyssal tries to leave?

Basically, we don't know nearly enough to formulate a response. Jumping to Shintai is way to premature. I honestly cannot understand how this can be thought of as a good idea. Even if we didn't have two more abyssals to go through, one of which is already looking problematic. It's way too provocative, and is unlikely to be reacted well to by the guy who just fled a denarian cult, and likely fought a denarian warform.
 
We know too little. We don't know if it's magic or angelic lore. We don't know what re intended effect is. Is it aimed at the train, for example, making it crash, or taking it to hell / NeverNever, or is it amied at the passengers, making them into raging berserkers an forcing the abyssal to kill them? Or is it a summoning circle of sorts, to allow denarians to get to the train with their forces? Remember, normally teleportation is not a thing, and getting onto a moving vehicle via NeverNever is almost impossible.

We don't know what anchors the effect - maybe all we need to do is to break something, or clean off a scribble drawn in some hard to notice place, or kill a cultist. We don't know the trigger - is it timed? Is it set to activate remotely? Is it set to activate when the abyssal tries to leave?

Basically, we don't know nearly enough to formulate a response. Jumping to Shintai is way to premature. I honestly cannot understand how this can be thought of as a good idea. Even if we didn't have two more abyssals to go through, one of which is already looking problematic. It's way too provocative, and is unlikely to be reacted well to by the guy who just fled a denarian cult, and likely fought a denarian warform.
If we don't know aren't you effectively banking on an enemy attack being safe? We don't have unlimited time to figure out what's happening, especially when we're noticed by the Fallen. Hell, Anduriel might be following Molly's shadow around as a matter of course by this point in the day.

Suppose for a moment the plan is to turn this into a missile one way or another and we find out when it goes off. What are we supposed to do to preserve everyone else?
 
It's way too provocative, and is unlikely to be reacted well to by the guy who just fled a denarian cult, and likely fought a denarian warform
Find Azhi and try to start a friendly conversation, then use Shintai to steal the train before anything happens.
-[X] FPoR, BSM using a water bottle, and up to 1 mote of social excellency on the introduction.
-[X] [Stunt] "You know" Molly began, a ponderous tone to her voice. "I think the Denarians just used up the last of my patience for subtlety". From the look on Listens to Wind's face he didn't seem to find the look in her eyes reassuring.
—[X] Walking down the passageway - wet shirt hidden beneath a jacket - with Lydia and Silver, the three of them slid into the seats across from Azhi. "Long day, cousin?" She spoke into the shocked silence.
—[X] "There's not really a good way to start this sort of conversation, so I'll get the big stuff out of the way first. Welcome to the" - as she gestured between the three of them an unexpected phrase darted to her lips like an old reflex - " madhouse. We're people like you trying to seek each other out to find answers about what we are"
—[X] There was a shudder as the train started to struggle with something. "First though, we're a target out here. Mind if I shake off your stalkers?"
I do get it really I do but the plan starts with us walking up to him and talking to him before we do anything. Meant to start a dialogue that I will admit due to planning it begins with familiar language that establishes a relation between us considering he titled himself after a dark god's creation.

Us having a greater demonic form isn't too off-putting.

Though this largely stems from different views on levels of resources. I'm of the thought that even if we use shintai right now there's nothing stopping us from activating it again it's a difficulty 6 roll while paying the cost again it would suck but we could pay it, we would still have enough willpower left to activate both shaping and mental defenses and enough Essence left to still fight for 15 rounds of combat or pull up our defenses that work with shintai and still fight for 10 Rounds.

This excursion with the train at least in my mind saves Essence so because we won't be using HMP and fighting denarians at minimum. As that's five to six Essence right there steel skin VLE occult Excellency and melee Excellency and possibly PSP as well.
 
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If we don't know aren't you effectively banking on an enemy attack being safe? We don't have unlimited time to figure out what's happening, especially when we're noticed by the Fallen. Hell, Anduriel might be following Molly's shadow around as a matter of course by this point in the day.

Suppose for a moment the plan is to turn this into a missile one way or another and we find out when it goes off. What are we supposed to do to preserve everyone else?
No, I am not. By possessing the train we should be able to get at least some more information, and perhaps even some ability to protect the train until we can do something about the effect. Basically, get information in as quick a way as possible, then use said information.

EDIT: More detailed reply in the morning, I am falling asleep.
 
Adhoc vote count started by Anaja on Mar 8, 2025 at 9:54 PM, finished with 82 posts and 13 votes.

  • [X] Plan Spirit Train
    -[X] Apply BSM to yourself
    -[X] Find something that can be used to HMP the train, like an internal communication system, or emergency breaks, or a power distribution board. then use it to call a sanctuary spirit with relevant experience to possess it
    --[X] If there's nothing in the car you are in that is connected to the electronic systems, slip out of the window, and get in direct line of sight of the locomotive or the breaks to use HMP
    -[X] Get the train spirit to locate Azhi Dahaka and to brief you on what the enchantment on the train is, if it can
    -[X] Move towards Azhi Dahaka. Ask him to join you in disarming the enchantment on the train - you'll talk after he and the passengers are safe, and the Fallen plan is derailed, pardon the pun
    [X] Plan: The Murder Oriented Express familiar
    -[X] Find Azhi and try to start a friendly conversation, then use Shintai to steal the train before anything happens.
    -[X] FPoR, BSM using a water bottle, and up to 1 mote of social excellency on the introduction.
    -[X] [Stunt] "You know" Molly began, a ponderous tone to her voice. "I think the Denarians just used up the last of my patience for subtlety". From the look on Listens to Wind's face he didn't seem to find the look in her eyes reassuring.
    —[X] Walking down the passageway - wet shirt hidden beneath a jacket - with Lydia and Silver, the three of them slid into the seats across from Azhi. "Long day, cousin?" She spoke into the shocked silence.
    —[X] "There's not really a good way to start this sort of conversation, so I'll get the big stuff out of the way first. Welcome to the" - as she gestured between the three of them an unexpected phrase darted to her lips like an old reflex - " madhouse. We're people like you trying to seek each other out to find answers about what we are"
    —[X] There was a shudder as the train started to struggle with something. "First though, we're a target out here. Mind if I shake off your stalkers?"
    —[X] At his signal Molly took a deep breath and exhaled fire, her anima flaring forward and out in a tide of lidless eyes. As they settled into orbit the four exalts looked around to see the world changed.
    —[X] The train, once aging plastic and dingy carpet, was a thing of gleaming brass and shimmering obsidian.
    —-[X] The windows held holographic overlays crawling with text in at least a dozen languages, none native to Earth. There was distant scent of alien spices in the air, and the taste of ozone from overhead lights more similar to bottled lightning than anything Amtrak used. Even the seats beneath them had changed, transmuted to lacquered ironwood padded with something close but not quite like wool.
    —-[X] Outside they had a fraction of a moment to see a tunnel into a mountain that didn't exist before they plunged down into the earth, replacing the countryside with mosaics of life in strange cities.
    —[X] Behind them the world snapped back into place, leaving no sign that the train had ever existed.
    —[X] "Let's start with your questions" Molly continued as she settled comfortably into her second skin, taking a sip from a smoking flute of wine presented by multi armed drone trundling along the ceiling offering refreshments.
    -[X] Plan Split the Party
    --[X] Molly takes Listens to Wind and one of the knights with her to secure the train.
    --[X] Silver, Tiffany, one of the knights, and Dresden track down the Abyssal.
    [X] Plan Split the Party
    -[X] Molly takes Listens to Wind and one of the knights with her to secure the train.
    -[X] Silver, Tiffany, one of the knights, and Dresden track down the Abyssal.
 
No, I am not. By possessing the train we should be able to get at least some more information, and perhaps even some ability to protect the train until we can do something about the effect. Basically, get information in as quick a way as possible, then use said information.

EDIT: More detailed reply in the morning, I am falling asleep.
I'm not going to pretend a plan I introduced as a bad idea is perfect. However, after more consideration I think there's real value in completely bypassing this event because Denarians are scary as fuck.

Right now Azhi should be frighteningly low on motes, and Silver is a Day caste unlikely to have enough soak boosters to deal with our worst case scenarios.

The way I see it there are only a few avenues of attack we can fully block off on the fly like this without Shintai. If we were alone here, or together in a less precarious environment, it'd be different. Unfortunately Azhi put himself in a metal tube full of baselines running on a big metal track. This is the best place to try killing a serious supernatural.

Once we get noticed things could get bad quick. If I was Nicodemus I would have at least one backup plan involving derailing the train to "reroll" the Abyssal specifically targeting his group. Especially if someone like Molly showed up.

I'm pretty sure Molly and maybe the elder Dragonblooded are the only ones who could walk away from that. Even then they'd be more vulnerable than they'd ever been.

By the time we figure out the precise plan it'd be too late. Realistically a bent piece of metal on the tracks as insurance would be trivial for them to set up and almost impossible for us to learn about before we hit it.

By acting decisively now we can preserve the half of the Abyssals we have at hand and avoid putting 300 innocent lives at risk fighting the knights of hell in a glorified soup can.

We may miss the ability later, but for all we know later will be in about 30 minutes.
 
I'm not going to pretend a plan I introduced as a bad idea is perfect. However, after more consideration I think there's real value in completely bypassing this event because Denarians are scary as fuck.

Right now Azhi should be frighteningly low on motes, and Silver is a Day caste unlikely to have enough soak boosters to deal with our worst case scenarios.

The way I see it there are only a few avenues of attack we can fully block off on the fly like this without Shintai. If we were alone here, or together in a less precarious environment, it'd be different. Unfortunately Azhi put himself in a metal tube full of baselines running on a big metal track. This is the best place to try killing a serious supernatural.
What if the magic involved is a tracking charm / summoning beacon?

Once we get noticed things could get bad quick. If I was Nicodemus I would have at least one backup plan involving derailing the train to "reroll" the Abyssal specifically targeting his group. Especially if someone like Molly showed up.
Nicodemius doesn't have a plan for this. Everyone is improvising. Everyone. At most someone may have had plans to track Molly's successor if she died. No one expected "suddenly four abyssals and the Neverborn are waking up" to happen.
By the time we figure out the precise plan it'd be too late. Realistically a bent piece of metal on the tracks as insurance would be trivial for them to set up and almost impossible for us to learn about before we hit it.

By acting decisively now we can preserve the half of the Abyssals we have at hand and avoid putting 300 innocent lives at risk fighting the knights of hell in a glorified soup can.

We may miss the ability later, but for all we know later will be in about 30 minutes.
I don't agree on timing? Not precisely. Using HMP should be fast. From there, we can react.
 
What if the magic involved is a tracking charm / summoning beacon?
You have no way to tell in advance, this is what I'm taking about with betting on it being something nice.
Nicodemius doesn't have a plan for this. Everyone is improvising. Everyone. At most someone may have had plans to track Molly's successor if she died. No one expected "suddenly four abyssals and the Neverborn are waking up" to happen
Not a long term plan, but whatever they've improvised for this situation. Which has a lot of simple ways to obliterate the problem.


I don't agree on timing? Not precisely. Using HMP should be fast. From there, we can react
HMP would not warn us about a simple physical countermeasure that is along the easiest possible solutions for this problem from the Denarian perspective. It wouldn't stop many of their potential panic buttons either.

If it's anything but a hex then they can set off anything they've got set up as soon as we start to prod it.
 
Vote closed.
Adhoc vote count started by DragonParadox on Mar 9, 2025 at 1:18 PM, finished with 86 posts and 13 votes.

  • [X] Plan Spirit Train
    -[X] Apply BSM to yourself
    -[X] Find something that can be used to HMP the train, like an internal communication system, or emergency breaks, or a power distribution board. then use it to call a sanctuary spirit with relevant experience to possess it
    --[X] If there's nothing in the car you are in that is connected to the electronic systems, slip out of the window, and get in direct line of sight of the locomotive or the breaks to use HMP
    -[X] Get the train spirit to locate Azhi Dahaka and to brief you on what the enchantment on the train is, if it can
    -[X] Move towards Azhi Dahaka. Ask him to join you in disarming the enchantment on the train - you'll talk after he and the passengers are safe, and the Fallen plan is derailed, pardon the pun
    [X] Plan: The Murder Oriented Express familiar
    -[X] Find Azhi and try to start a friendly conversation, then use Shintai to steal the train before anything happens.
    -[X] FPoR, BSM using a water bottle, and up to 1 mote of social excellency on the introduction.
    -[X] [Stunt] "You know" Molly began, a ponderous tone to her voice. "I think the Denarians just used up the last of my patience for subtlety". From the look on Listens to Wind's face he didn't seem to find the look in her eyes reassuring.
    —[X] Walking down the passageway - wet shirt hidden beneath a jacket - with Lydia and Silver, the three of them slid into the seats across from Azhi. "Long day, cousin?" She spoke into the shocked silence.
    —[X] "There's not really a good way to start this sort of conversation, so I'll get the big stuff out of the way first. Welcome to the" - as she gestured between the three of them an unexpected phrase darted to her lips like an old reflex - " madhouse. We're people like you trying to seek each other out to find answers about what we are"
    —[X] There was a shudder as the train started to struggle with something. "First though, we're a target out here. Mind if I shake off your stalkers?"
    —[X] At his signal Molly took a deep breath and exhaled fire, her anima flaring forward and out in a tide of lidless eyes. As they settled into orbit the four exalts looked around to see the world changed.
    —[X] The train, once aging plastic and dingy carpet, was a thing of gleaming brass and shimmering obsidian.
    —-[X] The windows held holographic overlays crawling with text in at least a dozen languages, none native to Earth. There was distant scent of alien spices in the air, and the taste of ozone from overhead lights more similar to bottled lightning than anything Amtrak used. Even the seats beneath them had changed, transmuted to lacquered ironwood padded with something close but not quite like wool.
    —-[X] Outside they had a fraction of a moment to see a tunnel into a mountain that didn't exist before they plunged down into the earth, replacing the countryside with mosaics of life in strange cities.
    —[X] Behind them the world snapped back into place, leaving no sign that the train had ever existed.
    —[X] "Let's start with your questions" Molly continued as she settled comfortably into her second skin, taking a sip from a smoking flute of wine presented by multi armed drone trundling along the ceiling offering refreshments.
    -[X] Plan Split the Party
    --[X] Molly takes Listens to Wind and one of the knights with her to secure the train.
    --[X] Silver, Tiffany, one of the knights, and Dresden track down the Abyssal.
    [X] Plan Split the Party
    -[X] Molly takes Listens to Wind and one of the knights with her to secure the train.
    -[X] Silver, Tiffany, one of the knights, and Dresden track down the Abyssal.
 
Clone Character Sheets
Splintered Gale Sheets
Name: Molly Carpenter Pursuer of Diligent Scholarship
Age: 18
Gender: Female
Faith: 10
Permanent Willpower: ●●●●●●●●●
Temporary Willpower: ●●●●●●●●●
Soak: 5
Health Levels: 0//0/0//-1/-1/-1/-1/-1/-1/-1/-1//-4/-4/-4//Inc
Double slashes mark where your hit boxes are for the purposes of healing

Attributes
PHYSICALSOCIALMENTAL
Strength ●●●●●Charisma ●●●●○Perception ●●●●○
Dexterity ●●●●●Manipulation ●●●●○Intelligence ●●●●●●●●
Stamina ●●●●●Appearance ●●●○○Wits ●●●○○

Abilities
(Bold are Favored Abilities)
TALENTSSKILLSKNOWLEDGES
Alertness ●●○○○Animal Ken ○○○○○Academics ●○○○○
Athletics ●●○○○Crafts ●●●●
Specialty: Mechanics
Computer ○○○○○
Awareness ●●○○○
Demonic Guide: DC -2
Drive ●○○○○Finance ○○○○○
Brawl ○○○○○ Etiquette ●●●●●Investigation ○○○○○
Empathy ●●●●●Firearms ○○○○○Law ○○○○○
Expression ○○○○○Larceny ○○○○○Medicine ○○○○○
Intimidation ●●●●○Melee ●●●●●Occult ●●●●●
Specialty: Kakuri the Night Realm
Leadership ●●○○Performance ○○○○○Politics ●○○○○
Streetwise ○○○○○Stealth ○○○○○Science ○○○○○
Subterfuge●●○○Survival ○○○○○Technology ●●○○○

Inherent Bonuses
-3 to all attempts to escape confinement (Charm)
+2 Dice to all rolls in sub zero temperatures (Charm)
-2 to all DCs of social actions against lesser Creatures of Darkness (Charm)
-1 to all soak rolls (Charm)
-1 to all DCs when wet
x3 Movement speed natively (Charm)
Doubled result for initiative (Charm)
x5 Crafting Speed x10 if Technology or Computer (Charm)
-2 difficulty to perception rolls (Acute senses)
-2 difficulty to math and calculation based Rolls (Lightning Calculator)
-2 difficulty to all academics Rolls (Ability aptitude)
Eliminates additional difficulty to all skills with no dots or specialties and allows knowledges rolls with no dots. (Jack of all trades)
Charmed existence ignore a single one on every roll
Soak Aggravated at difficulty 7
Dragons never die allows the stunting benefit of the exalted
+10 dice to Willpower rolls
+10 dice to Countermagic rolls
+10 dice to Awareness Rolls

Faith Powers / Miracles
By invoking the strength of her character's convictions, the player can spend a point of Faith like a point of Willpower.

Faith points that are lost in this manner are regained by acts of devotion. If the use of Faith as Willpower was successful, then lost Faith should be returned almost as easily as lost Willpower. If the use of Faith as Willpower was a failure, then it should require more acts of devotion on the part of the character.
By laying on hands, the character can try to heal another character even if she lacks the Life Sphere. A successful Faith roll, difficulty 6, heals one bashing or lethal health level, and two successes can heal one aggravated health level. A character with malignant True Faith can cause damage at the same rate.
A firm or compassionate lecture might get another character to repent his sins and offer remorse and penance to the appropriate Powers That Be. Game-wise, this might demand a contested roll of True Faith versus the offender's Willpower. The difficulty is the offender's Willpower, although additional social-feat rolls during the lecture can lower that difficulty for the character with Faith.
When assaulted by fire, torture, or other attacks, a Faith-full individual can try to soak the attack with a True Faith roll at Difficulty 6. Each success adds to the character's soak roll, even against aggravated attacks, for one turn. At the Storyteller's discretion, a successful roll might protect the character entirely; flames, beasts, temptations, and other torments might be diverted by a strong display of Faith.
The player rolls her Faith rating (difficulty of the vampire's Willpower). The number of successes rolled determines the number of steps backward that the vampire must make. If five successes are rolled, then the vampire either flees, or if impossible, takes a (non-aggravated) level of Health damage: the pain is so great that the vampire's entire body is wracked in agony.

If the player places his holy symbol against the vampire's body (splashes holy water, presses a crucifix, etc.), the vampire actually receives damage: the number of successes determines non-aggravated damage levels received. As an option, Storytellers may decide that five successes causes one level of aggravated damage.
Players with a Faith rating may bless another character. Ordination is not a necessity if the mortal has Faith. Depending upon the tradition, the form a blessing takes may vary. In the Roman Catholic tradition, the blessing usually consists of a priest making the sign of the cross (gesturing with his right hand in a cruciform gesture in the air before him) above the person being blessed, while making a short prayer — as short as "the Lord be with you." The results of a blessing may vary from the contextual, just adding a touch of atmosphere to a game, to the "mechanics" aspect. Roll Faith (difficulty of 8). The number of successes determines possible effects, which are up to the Storyteller.
The following list is not meant to be decisive.

Successes/Effect
1 Beneficiary "feels" better, but nothing else happens.
2 Beneficiary gains a temporary Willpower point
(till end of scene).
3 Beneficiary gains a temporary Willpower point (as
above) plus one additional die on any one Ability
roll made.
4 Beneficiary gains a temporary Willpower point (as
above) plus two additional dice on the next Dodge
or Soak (player's choice) that must be made.
5 Beneficiary gains a temporary Willpower point (as
above) plus three additional dice on the next
Dodge or Soak (player's choice) that must be made.
Exorcists who wish to drive out a possessing wraith must roll their Faith rating (difficulty of the wraith's Willpower); some form of holy symbol is necessary for a true exorcism. If a ritual of exorcism is used (which will, like holy symbols, vary in nature according to the exorcist's tradition), then the Exorcist's Occult skill may be added to their Faith rating. An Exorcism will dissolve any Consort link that has been built by a wraith, which then has to repeat the process again.
The Beatific can see through all Levels of Kindred Obfuscate, Chimerstry and other related Disciplines or Gifts
with a Perception + Alertness roll (difficulty of the opposing power's level + 3). Mages who try to sway the character with Mind Sphere magicks add +2 to their difficulties.
Become completely immune to and protected from supernatural evil (or whatever supernatural force that would cause you harm), provided you remain passive and concentrate. You can take no violent actions, and may protect others as well, but only if they remain peaceful.

Gifts
This Gift imbues a homid's words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart.
System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).
The Black Spiral Dancer's body is limned in a terrible green-black radiance that saps the strength from her enemies' blows and inflicts toxic burns upon their flesh. A Furmling teaches this Gift.

System: The player spends one Willpower point to activate the Gift. The light illuminates a 100-foot area around the Dancer for the rest of the scene. All attacks against the werewolf suffer a –1 die penalty while this Gift persists, and anyone who lands a Brawl attack against the Dancer takes one level of bashing damage.
As judges of the Litany, Philodox may easily separate truth from falsehood. A Gaffling of Falcon teaches this Gift.

System: The player rolls Intelligence + Empathy (difficulty equals the subject's Manipulation + Subterfuge). This Gift reveals only which of the words that have been spoken are true and which are false. It doesn't reveal the truth behind a lie unless the speaker utters it. If the speaker is uncertain whether his words are true or false, the Gift identifies them as neither.
Philodox use this Gift to fortify themselves in the face of the Apocalypse, turning hot passion and burning Rage into cold, steely resolve. A wolf-spirit teaches this Gift.

System: Once per scene, the player may roll Stamina + Occult (difficulty 7). For every two successes, the Philodox
recovers one point of Willpower, up to her maximum.
The Black Spiral can harden his skin into a leathery hide. Like a Black Spiral calling upon a Bane Protector, the Black Spiral must proclaim his need for aid from the baneful spirit. Some achieve this through trash-talking or insane rants, often accompanied by physical posturing or disturbing dances.

System: Spend one Gnosis and roll Manipulation + Leadership. Each success grants an additional soak die, up to a maximum of three. As long as he doesn't botch the roll, the Black Spiral also treats lethal damage as bashing.
Sometimes, one must give information to get information. However, Uktena are notoriously tightfisted with secrets. With this Gift, the werewolf can share a bit of knowledge that later vanishes from the subject's memory. An ancestor-spirit teaches this Gift.

System: After relating a bit of lore, the player rolls Wits + Subterfuge (difficulty of the opponent's Wits + Subterfuge).
If the roll succeeds, whatever information the Uktena imparted completely vanishes from the target's memory when
the sun next rises.
This Gift enables mental communication, even over vast distances. The user must either know the target personally (although friendship isn't necessary) or have something that belongs to that person, such as a lock of his hair. Bird-spirits and spirits of intellect teach this Gift.

System: The player rolls Charisma + Empathy (difficulty 8) and spends a Willpower point; the effects last for a scene. The character may hold a mental conversation with a target at a maximum distance of 10 miles (16 km) per success. Mind reading isn't possible, but the werewolf may use social Abilities such as Intimidation.
The wisest of Stargazers understand that all divisions of the flesh are mere illusion. The only true separation is of spirit — Wyrm from Weaver, Weaver from Wyld, Triat from Gaia. But even then, the great forces of the universe are connected. Drawing upon this wisdom, the Garou banishes the boundaries dividing the mind and body of man from the power of the werewolf. An avatar of Gaia herself teaches this Gift.

System: The player spends one Gnosis point. For the next day, the Stargazer enjoys the physical Attribute bonuses and regenerative powers of the Crinos form while in Homid. This Gift doesn't grant Crinos form's claws, fangs, or expanded senses, nor does it inflict the Delirium
The werewolf with this potent Gift may shrug off even flames and the claws of his own kind. A warrior Incarna teaches this Gift.
System: The Garou becomes permanently capable of healing all aggravated damage as though it were lethal damage, save for wounds inflicted by silver.

Fomor Powers
The fomor can learn any Level of Gifts. The Gift's effects always appear twisted or warped in some way. For instance, a fomor using Persuasion might appear to be brainwashed and speak in tongues, speak through chittering insectile mandibles hidden within her mouth, influence onlookers with the double-irises of her hypnotic eyes, or possess the fanaticism and determination of a religious cultist.

System: The fomor may always spend points of temporary Willpower (in place of points of Rage or points of Gnosis) to activate any Gift she possesses; similarly, the fomor may choose to roll her Willpower (rather than the listed Attribute + Ability, if any) when activating any Gift she possesses.
Grant +3 in Given Attributes
The fomor's body becomes completely numb, feeling no pain. During this time, she feels no sensations. She can't talk properly (as though her tongue is anesthetized), and she can cut herself without feeling anything. Some fomor become addicted to this release from suffering. For some poor bastards, feeling nothing is better than feeling pain, emotional or otherwise.

System: The fomor spends one Willpower point and rolls Stamina + Medicine (difficulty 6). The effects last for one scene. The fomor suffers no wound penalties and has three extra Health Levels. However, when this power wears off, the extra Health Levels disappear; if the fomor is below Incapacitated, she dies and melts into a dissolving pile of muscle and bone. Fortunately, she doesn't feel a thing.
Name: Molly Carpenter Maker of Immaculate Relic Untarnished
Age: 18
Gender: Female
Faith: 10
Permanent Willpower: ●●●●●●●●●
Temporary Willpower: ●●●●●●●●●
Soak: 5
Health Levels: 0//0/0//-1/-1/-1/-1/-1/-1/-1/-1//-4/-4/-4//Inc
Double slashes mark where your hit boxes are for the purposes of healing

Attributes
PHYSICALSOCIALMENTAL
Strength ●●●●●Charisma ●●●●○Perception ●●●●○
Dexterity ●●●●●Manipulation ●●●●○Intelligence ●●●●●●●●
Stamina ●●●●●Appearance ●●●○○Wits ●●●●●●○○

Abilities
(Bold are Favored Abilities)
TALENTSSKILLSKNOWLEDGES
Alertness ●●○○○Animal Ken ○○○○○Academics ●○○○○
Athletics ●●○○○Crafts ●●●●
Specialty: Mechanics
Computer ○○○○○
Awareness ●●○○○
Demonic Guide: DC -2
Drive ●○○○○Finance ○○○○○
Brawl ○○○○○ Etiquette ●●●●●Investigation ○○○○○
Empathy ●●●●●Firearms ○○○○○Law ○○○○○
Expression ○○○○○Larceny ○○○○○Medicine ○○○○○
Intimidation ●●●●○Melee ●●●●●Occult ●●●●●
Specialty: Kakuri the Night Realm
Leadership ●●○○Performance ○○○○○Politics ●○○○○
Streetwise ○○○○○Stealth ○○○○○Science ○○○○○
Subterfuge●●○○Survival ○○○○○Technology ●●○○○

Inherent Bonuses
-3 to all attempts to escape confinement (Charm)
+2 Dice to all rolls in sub zero temperatures (Charm)
-2 to all DCs of social actions against lesser Creatures of Darkness (Charm)
-1 to all soak rolls (Charm)
-1 to all DCs when wet
x3 Movement speed natively (Charm)
Doubled result for initiative (Charm)
x5 Crafting Speed x10 if Technology or Computer (Charm)
-2 difficulty on Designing building or repairing reducing the number of required successes by three on extended crafting rolls. (Master Craftsman)
-3 difficulty to all Craft and Expression Rolls (Gifted)
-2 difficulty to all Craft Rolls (Ability aptitude)
Charmed existence ignore a single one on every roll
Soak Aggravated at difficulty 7
Dragons never die allows the stunting benefit of the exalted
+10 dice to Willpower rolls
+10 dice to Countermagic rolls
+10 dice to Awareness Rolls

Faith Powers / Miracles
By invoking the strength of her character's convictions, the player can spend a point of Faith like a point of Willpower.

Faith points that are lost in this manner are regained by acts of devotion. If the use of Faith as Willpower was successful, then lost Faith should be returned almost as easily as lost Willpower. If the use of Faith as Willpower was a failure, then it should require more acts of devotion on the part of the character.
Items that are Blessed may be used by those without Faith as though they do have it, but usually for a limted duration. A mortal may drive offf a vampire, have limited Countermagic,etc; The item carries a temporary Faith rating of One.
Successes/Time
1 - One Round
2 - One Turn
3 - One Story
4 - One Chronicle
5 - Permanent
By laying on hands, the character can try to heal another character even if she lacks the Life Sphere. A successful Faith roll, difficulty 6, heals one bashing or lethal health level, and two successes can heal one aggravated health level. A character with malignant True Faith can cause damage at the same rate.
A firm or compassionate lecture might get another character to repent his sins and offer remorse and penance to the appropriate Powers That Be. Game-wise, this might demand a contested roll of True Faith versus the offender's Willpower. The difficulty is the offender's Willpower, although additional social-feat rolls during the lecture can lower that difficulty for the character with Faith.
When assaulted by fire, torture, or other attacks, a Faith-full individual can try to soak the attack with a True Faith roll at Difficulty 6. Each success adds to the character's soak roll, even against aggravated attacks, for one turn. At the Storyteller's discretion, a successful roll might protect the character entirely; flames, beasts, temptations, and other torments might be diverted by a strong display of Faith.
The player rolls her Faith rating (difficulty of the vampire's Willpower). The number of successes rolled determines the number of steps backward that the vampire must make. If five successes are rolled, then the vampire either flees, or if impossible, takes a (non-aggravated) level of Health damage: the pain is so great that the vampire's entire body is wracked in agony.

If the player places his holy symbol against the vampire's body (splashes holy water, presses a crucifix, etc.), the vampire actually receives damage: the number of successes determines non-aggravated damage levels received. As an option, Storytellers may decide that five successes causes one level of aggravated damage.
Players with a Faith rating may bless another character. Ordination is not a necessity if the mortal has Faith. Depending upon the tradition, the form a blessing takes may vary. In the Roman Catholic tradition, the blessing usually consists of a priest making the sign of the cross (gesturing with his right hand in a cruciform gesture in the air before him) above the person being blessed, while making a short prayer — as short as "the Lord be with you." The results of a blessing may vary from the contextual, just adding a touch of atmosphere to a game, to the "mechanics" aspect. Roll Faith (difficulty of 8). The number of successes determines possible effects, which are up to the Storyteller.
The following list is not meant to be decisive.

Successes/Effect
1 Beneficiary "feels" better, but nothing else happens.
2 Beneficiary gains a temporary Willpower point
(till end of scene).
3 Beneficiary gains a temporary Willpower point (as
above) plus one additional die on any one Ability
roll made.
4 Beneficiary gains a temporary Willpower point (as
above) plus two additional dice on the next Dodge
or Soak (player's choice) that must be made.
5 Beneficiary gains a temporary Willpower point (as
above) plus three additional dice on the next
Dodge or Soak (player's choice) that must be made.
Exorcists who wish to drive out a possessing wraith must roll their Faith rating (difficulty of the wraith's Willpower); some form of holy symbol is necessary for a true exorcism. If a ritual of exorcism is used (which will, like holy symbols, vary in nature according to the exorcist's tradition), then the Exorcist's Occult skill may be added to their Faith rating. An Exorcism will dissolve any Consort link that has been built by a wraith, which then has to repeat the process again.
The Beatific can see through all Levels of Kindred Obfuscate, Chimerstry and other related Disciplines or Gifts
with a Perception + Alertness roll (difficulty of the opposing power's level + 3). Mages who try to sway the character with Mind Sphere magicks add +2 to their difficulties.
Become completely immune to and protected from supernatural evil (or whatever supernatural force that would cause you harm), provided you remain passive and concentrate. You can take no violent actions, and may protect others as well, but only if they remain peaceful.

Gifts
Though many of Gaia's children use tools, none have mastered them so thoroughly as humanity. The homid focuses this mastery into the tools she uses, causing their spirits to awaken and lend her aid. An ancestor-spirit or spirit of a man-made object teaches this Gift.

System: The werewolf spends a turn concentrating, and then the player rolls Wits + Crafts (difficulty 7). Each success reduces the difficulty by one on the next roll she makes for her character to employ a tool made by human hands. The purpose is irrelevant—this Gift is equally efficacious for attempts to repair an engine, drive a car or fire a gun.
The Glass Walker can tell at a glance what is wrong with a machine. He can then enlist the aid of the machine's spirit in repairing it. Any technological spirit can teach this Gift.

System: The character automatically succeeds at all attempts to diagnose a problem with broken technological devices. The player spends one point of Gnosis as theGarou mentally convinces the spirit of a broken device to aid her in fixing it. The time required to fix the device is halved, as are the number of successes needed to repair it.
The Boli Zousizhe can see from the perspective of his tools and draw on their concentration for the task at hand, allowing him to perform multiple actions with ease. While this was originally used to wield two swords with equal dexterity, any tools can be used; even the werewolf's own hands count as a "tool." Either a monkey-spirit or a spirit of war teaches this Gift.

System: The player spends one Gnosis point to receive an extra action. For the rest of the scene, the Garou need not be able to see his opponents in order to attack them. No visibility modifiers or off-hand penalties affect his actions while this Gift is in effect.
The Ahroun can invoke the sun's power to gain immunity to flame. Additionally, she may ignite any portion of her body and keep it burning as she desires. Garou with this Gift are as likely to light their mane to honor the sun during rituals as they are to ignite their claws or fangs in battle. A fire elemental or sun-spirit teaches this Gift.

System: The player spends one Gnosis. For the rest of the scene, the character is unharmed by any natural source of flames or heat. Artificial (napalm, gas fires, etc.) and supernatural flames can inflict no more than a single level of bashing damage during a turn. The character inflicts two additional dice of aggravated damage with burning attacks.

Fomor Powers
The fomor can learn any Level of Gifts. The Gift's effects always appear twisted or warped in some way. For instance, a fomor using Persuasion might appear to be brainwashed and speak in tongues, speak through chittering insectile mandibles hidden within her mouth, influence onlookers with the double-irises of her hypnotic eyes, or possess the fanaticism and determination of a religious cultist.

System: The fomor may always spend points of temporary Willpower (in place of points of Rage or points of Gnosis) to activate any Gift she possesses; similarly, the fomor may choose to roll her Willpower (rather than the listed Attribute + Ability, if any) when activating any Gift she possesses.
Grant +3 in Given Attributes
The fomor's body becomes completely numb, feeling no pain. During this time, she feels no sensations. She can't talk properly (as though her tongue is anesthetized), and she can cut herself without feeling anything. Some fomor become addicted to this release from suffering. For some poor bastards, feeling nothing is better than feeling pain, emotional or otherwise.

System: The fomor spends one Willpower point and rolls Stamina + Medicine (difficulty 6). The effects last for one scene. The fomor suffers no wound penalties and has three extra Health Levels. However, when this power wears off, the extra Health Levels disappear; if the fomor is below Incapacitated, she dies and melts into a dissolving pile of muscle and bone. Fortunately, she doesn't feel a thing.
Name: Molly Carpenter Burden Everlasting of the Dutiful Sovereign
Age: 18
Gender: Female
Permanent Willpower: ●●●●●●●●●
Temporary Willpower: ●●●●●●●●●
Soak: 5
Health Levels: 0//0/0//-1/-1/-1/-1/-1/-1/-1/-1//-4/-4/-4//Inc
Double slashes mark where your hit boxes are for the purposes of healing

Attributes
PHYSICALSOCIALMENTAL
Strength ●●●●●Charisma ●●●●○Perception ●●●●●●●○
Dexterity ●●●●●Manipulation ●●●●○Intelligence ●●●●●●●●
Stamina ●●●●●Appearance ●●●○○Wits ●●●●●●○○

Abilities
(Bold are Favored Abilities)
TALENTSSKILLSKNOWLEDGES
Alertness ●●○○○Animal Ken ○○○○○Academics ●○○○○
Athletics ●●○○○Crafts ●●●●
Specialty: Mechanics
Computer ○○○○○
Awareness ●●○○○
Demonic Guide: DC -2
Drive ●○○○○Finance ○○○○○
Brawl ○○○○○ Etiquette ●●●●●Investigation ○○○○○
Empathy ●●●●●Firearms ○○○○○Law ○○○○○
Expression ○○○○○Larceny ○○○○○Medicine ○○○○○
Intimidation ●●●●○Melee ●●●●●Occult ●●●●●
Specialty: Kakuri the Night Realm
Leadership ●●○○Performance ○○○○○Politics ●○○○○
Streetwise ○○○○○Stealth ○○○○○Science ○○○○○
Subterfuge●●○○Survival ○○○○○Technology ●●○○○

Inherent Bonuses
-3 to all attempts to escape confinement (Charm)
+2 Dice to all rolls in sub zero temperatures (Charm)
-2 to all DCs of social actions against lesser Creatures of Darkness (Charm)
-1 to all soak rolls (Charm)
-1 to all DCs when wet
x3 Movement speed natively (Charm)
Doubled result for initiative (Charm)
x5 Crafting Speed x10 if Technology or Computer (Charm)
-2 difficulty to all social rolls involving speaking. (Enchanting Feature voice)
complete immunity to emotion affecting magics such as presence or mind or life-based effects. (Judge's Wisdom)
+3 dice to art ,expression, etiquette and Leadership rolls. (Natural linguist)
-2 difficulty from social rolls when trying to make an impression. (Regal Bearing)
-2 difficulty to intimidation subterfuge and resistance to intimidation (Poker Face)
+2 difficulty for subterfuge reading or otherwise Gathering details from the character. (Poker Face)
-2 to all social rolls based upon impressing others with character capabilities.(Confidence)
+2 dice on all leadership based rolls. (Natural Leader)
Eliminates additional difficulty to all skills with no dots or specialties and allows knowledges rolls with no dots. (Jack of all trades)
Charmed existence ignore a single one on every roll
Soak Aggravated at difficulty 7
Dragons never die allows the stunting benefit of the exalted

Gifts
This Gift imbues a homid's words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart.
System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).
Laughter is the tool with which Gaia's tricksters promote enlightenment and the knife that slashes through the veil of Rage. When the Ragabash laughs, those around her are compelled to follow along, forgetting their grievances. A coyote- or hyena-spirit teaches this Gift.

System: The Ragabash must make some comment mocking the present situation in which she finds herself,
then laugh at it. The player then rolls Manipulation + Expression (difficulty of the highest Rage rating of anyone
listening). Success causes those who hear the Ragabash's comment and laughter lose hold of their ire, and forget
what it was that had them upset in the first place — although their temper will return if they are reminded of
what the New Moon has made them forget.
As judges of the Litany, Philodox may easily separate truth from falsehood. A Gaffling of Falcon teaches this Gift.

System: The player rolls Intelligence + Empathy (difficulty equals the subject's Manipulation + Subterfuge). This Gift reveals only which of the words that have been spoken are true and which are false. It doesn't reveal the truth behind a lie unless the speaker utters it. If the speaker is uncertain whether his words are true or false, the Gift identifies them as neither.
Other werewolves look to the Ahroun for leadership in battle, and this Gift helps them to live up to that trust. The werewolf employs this Gift to lend her resolve and righteous anger to those who share her cause. A lion- or wolf-spirit teaches it.

System: The player spends one Gnosis point. All comrades (but not the Gift's user) receive one Willpower point, which disappears if it is not used before the end of the scene.
This Gift allows the Garou to send her foe sprawling with but a touch. Any aerial spirit can teach this Gift.

System: The player rolls Willpower (difficulty of the opponent's Stamina + Athletics). Even one success sends the victim to the ground. This Gift may be employed through even the lightest, brushing contact at no cost, or may be delivered through an attack by paying one point of Willpower or Rage. Such attacks inflict full damage in addition to knocking the target prone.
The Philodox draws all eyes to herself with a great exclamation, a clap of her hands, the striking of klaive to shield, or
some other such gesture. Until she has had her say, none may depart or interrupt her. A lion-spirit teaches this Gift.

System: The player spends one Willpower point and rolls Appearance + Leadership (difficulty equals the highest Willpower among those whose attention she seeks to gain). If the roll succeeds, all in attendance fall quiet and listen. Any individual who wishes to interrupt the Philodox or walk out before she has finished speaking must spend two points of Willpower to do so.
The werewolf displays his full, terrifying might — baring teeth or claws, howling, or simply looming ominously over a foe. Terror strikes one foe into quiescence. Spirits of fear teach this Gift.

System: The player rolls Strength + Intimidation (difficulty equal to the target's Willpower). Each success cows the enemy for one turn; the victim cannot attack during this time, but may defend himself and otherwise act normally (although his actions are likely guided by overwhelming terror).
Rage burns in a werewolf's eyes, striking fear into the hearts of mortals and animals, causing them to flee for their lives. Used against another werewolf, the target will freeze in place rather than run. A ram- or snake-spirit teaches this Gift.

System: This Gift affects only one target at a time. The player rolls Charisma + Intimidation (difficulty 5 + the target's Rank, if applicable). The victim flees for one turn per success, though he may spend a point of Willpower to resist the effects of the Gift for one turn. Should the player roll five or more successes, the victim flees for the rest of the scene. Garou and other shapeshifters with Rage do not flee, but may not attack while the Gift is in use
This Gift enables mental communication, even over vast distances. The user must either know the target personally (although friendship isn't necessary) or have something that belongs to that person, such as a lock of his hair. Bird-spirits and spirits of intellect teach this Gift.

System: The player rolls Charisma + Empathy (difficulty 8) and spends a Willpower point; the effects last for a scene. The character may hold a mental conversation with a target at a maximum distance of 10 miles (16 km) per success. Mind reading isn't possible, but the werewolf may use social Abilities such as Intimidation.
The Children of Gaia must communicate if they wish to accomplish their goals of unity and understanding. This Gift is a greater version of the Homid Gift: Speech of the World. The Garou can understand, read, write and speak any language as fluently as she physically can. She can emulate the roars of the Simba, but any member of that Breed would know the difference since she does not have the vocal capacity to make the correct sounds. Within those limits, she can speak the languages of various Changing Breeds, she knows the secret rune language of dead magi, and if she were so inclined, she could even understand the dread tongues of the Wyrm. This Gift does not protect the Garou mind from what she hears. A servant of Unicorn teaches this Gift.

System: The character can understand any language once she had learned this Gift. With an Intelligence + Academics roll (difficulty 7) she can read and write in those languages for the scene. If the language is not in common usage by more than a single, small group or culture — or does not have a written form — the difficulty increases to 9.

Fomor Powers
The fomor can learn any Level of Gifts. The Gift's effects always appear twisted or warped in some way. For instance, a fomor using Persuasion might appear to be brainwashed and speak in tongues, speak through chittering insectile mandibles hidden within her mouth, influence onlookers with the double-irises of her hypnotic eyes, or possess the fanaticism and determination of a religious cultist.

System: The fomor may always spend points of temporary Willpower (in place of points of Rage or points of Gnosis) to activate any Gift she possesses; similarly, the fomor may choose to roll her Willpower (rather than the listed Attribute + Ability, if any) when activating any Gift she possesses.
Grant +3 in Given Attributes

Name: Molly Carpenter Dancer in Glass Shadows (Newborn Scholar)
Age: 18
Gender: Female
Permanent Willpower: ●●●●●●●●●
Temporary Willpower: ●●●●●●●●●
Soak: 5
Health Levels: 0//0/0//-1/-1/-1/-1/-1/-1/-1/-1//-4/-4/-4//Inc
Double slashes mark where your hit boxes are for the purposes of healing

Attributes
PHYSICALSOCIALMENTAL
Strength ●●●●●Charisma ●●●●●●○Perception ●●●●●●●○
Dexterity ●●●●●Manipulation ●●●●●●○Intelligence ●●●●●
Stamina ●●●●●Appearance ●●●●●○○Wits ●●●●●●○○

Abilities
(Bold are Favored Abilities)
TALENTSSKILLSKNOWLEDGES
Alertness ●●○○○Animal Ken ○○○○○Academics ●○○○○
Athletics ●●○○○Crafts ●●●●
Specialty: Mechanics
Computer ○○○○○
Awareness ●●○○○
Demonic Guide: DC -2
Drive ●○○○○Finance ○○○○○
Brawl ○○○○○ Etiquette ●●●●●Investigation ○○○○○
Empathy ●●●●●Firearms ○○○○○Law ○○○○○
Expression ○○○○○Larceny ○○○○○Medicine ○○○○○
Intimidation ●●●●○Melee ●●●●●Occult ●●●●●
Specialty: Kakuri the Night Realm
Leadership ●●○○Performance ○○○○○Politics ●○○○○
Streetwise ○○○○○Stealth ○○○○○Science ○○○○○
Subterfuge●●○○Survival ○○○○○Technology ●●○○○

Inherent Bonuses
-3 to all attempts to escape confinement (Charm)
+2 Dice to all rolls in sub zero temperatures (Charm)
-2 to all DCs of social actions against lesser Creatures of Darkness (Charm)
-1 to all soak rolls (Charm)
-1 to all DCs when wet
x3 Movement speed natively (Charm)
Doubled result for initiative (Charm)
x5 Crafting Speed x10 if Technology or Computer (Charm)
-2 to all soak rolls (Corpse Hide)
-2 difficulty to all occult rolls. (Ability Aptitude)
x1.5 Movement speed natively (Extra Speed)
Soak Aggravated at difficulty 5
Perfect memory

An Unholy Beast Of Flesh, Steel and Silicon (Enhanced SUPER Beast-Mode)
Strength +5, Dexterity +4, Stamina +5, Intelligence +3 Appearance 0, Charisma -2, Manipulation -2

Gifts
Though many of Gaia's children use tools, none have mastered them so thoroughly as humanity. The homid focuses this mastery into the tools she uses, causing their spirits to awaken and lend her aid. An ancestor-spirit or spirit of a man-made object teaches this Gift.

System: The werewolf spends a turn concentrating and then the player rolls Wits + Crafts (difficulty 7). Each success reduces the difficulty by one on the next roll she makes for her character to employ a tool made by human hands. The purpose is irrelevant—this Gift is equally efficacious for attempts to repair an engine, drive a car or fire a gun.
All of the Weaver's works are connected through the same web, the same song. The Glass Walkers exploit this truth to draw more power from the modern profusion of technology, making their devices compatible with almost everything. A Net Spider teaches this Gift.

System: The player spends one Willpower point. For the next day, any computer the Glass Walker uses — no matter how simple — becomes fully compatible with any other digital device, regardless of obstacles such as different operating systems, lack of physically compatible access ports, or even the complete absence of any means of receiving or interpreting a wireless signal. Generally, Glass Walkers use this Gift to turn their smart phones into omni-compatible access keys to computer networks, security feeds, and even car GPS systems.
The Theurge channels spiritual power through her hands, mending the wounds of any other living creature. This Gift may not heal the werewolf herself, spirits, or the undead. A bear- or unicorn-spirit teaches it.

System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty is the target's current Rage, or 5 for those with no Rage). Each success heals one level of lethal, bashing, or aggravated damage. The healer
may even heal fresh Battle Scars (see p. 259) in this manner, if the Gift is applied during the same scene in which the scar is received and an extra Gnosis point is spent
The Garou may exchange his natural senses for those of machines, witnessing the world in ways more traditional werewolves could never imagine. He might exchange normal hearing for radar, or ordinary sight for infrared or UV vision. Any technological spirit can teach this Gift.

System: The player spends one Gnosis point per sense affected. This Gift lasts for one scene.
With this Gift, the Fury invokes the spirits of art and artifice allowing her to lower the difficulty of any Social Attribute rolls for the duration of the scene.

System: A Gnosis roll (difficulty 8) reduces the difficulty of Social rolls by one per success. The roll itself depends on what the character attempts. A poetry reading, for example, would require Manipulation + Expression, whereas a seduction would involve Appearance + Subterfuge.
The Uktena calls forth dark tentacles of mist or fog that wrap around enemies and hold them in a viselike grip. Each coil is 30 feet long and possesses the same Physical characteristics as the werewolf who summons them. A snake spirit teaches this Gift.

System: The player rolls Dexterity + Occult, difficulty 7. Each success causes a single coil to emerge from the air at a point within 100 feet (30 m) of the Uktena. The player must use a turn's concentration and a Dexterity + Brawl roll to aim the tentacles. The coils focus on a single target, unless the player makes attack rolls against multiple targets, with the normal penalties for multiple actions. The coils only bind; they can't inflict damage. To break free, the victim must make a Strength roll, difficulty 7; if his successes exceed the number of coils entangling him, he struggles free. The tentacles last until the end of the scene or until dismissed, whichever is sooner.
Philodox use this Gift to fortify themselves in the face of the Apocalypse, turning hot passion and burning Rage into cold, steely resolve. A wolf-spirit teaches this Gift.

System: Once per scene, the player may roll Stamina + Rituals (difficulty 7). For every two successes, the Philodox recovers one point of Willpower, up to her maximum.
A doctor who treats only the symptoms of a disease doesn't cure it, but merely prolongs the patient's suffering. The Children of Gaia likewise know that only attacking the pawns of the Wyrm merely prolongs the Apocalypse War, rather than ending it. This Gift helps them go after the Wyrm itself by sensing who's pulling whose strings, and even understanding who's pulling theirs in turn. It is taught by a dog-spirit.

System: The player spends one point of Gnosis and rolls Perception + Investigation (difficulty 8). Each success lets you move "up the chain" one step, revealing the name and face of the next person delivering orders to your target. A single success would reveal that the corporate oil baron is being ridden by a particularly manipulative Bane, two would let you know which Black Spiral summoned the Bane, and three might tell you who that Black Spiral's alpha is. None of this informs the Child of Gaia where these people are, but it gives them firm names and visual impressions to go after
Most Random Interrupts use two methods for dealing with computers. Some use mundane computers and techniques, others leap into the Umbra and deal with the technological spirits driving computers directly. This Gift allows a Random Interrupt to strike a balance between these two techniques, using the Umbra itself as a computer. He can simply type on air and visualize a screen in his own mind. A Pattern Spider teaches this Gift.

System: The player spends one point of Gnosis and rolls Wits + Enigmas (difficulty 7). Only one success is needed to fashion the intangible computer, but no more successes may be achieved using the computer than were achieved on the original Wits + Enigmas roll. The Glass Walker need not be in the Umbra to use this Gift, and the computer is considered to be connected to both the Internet and GWnet.
The Mother's will is impossible to compromise when she does not wish to yield. She can sacrifice her anger and spirit energies to replenish her strength of purpose. This Gift is taught by a Donkey-spirit.

System: A Mother using this Gift rolls Intelligence + Occult with a target of her own permanent Willpower; she spends one point of temporary rage and one temporary Gnosis, and refills her Willpower pool if she achieves 2 or more successes
Spirits fill the world around the Garou, and none knows this fact better than the Theurge. This Gift grants constant awareness of the spirit world. Even in the physical world, the Theurge with this Gift can interact with spirits in the Penumbra at will. While most spirit activity is barely worth watching, the Theurge will be aware of any dramatic changes. Any spirit can teach this Gift.

System: If the Garou's permanent Gnosis equals or exceeds the Gauntlet, he can see into the Umbra automatically. Otherwise, the player must roll Gnosis to pierce the Gauntlet (difficult of the Gauntlet rating). Only one success is required. The effect lasts for an entire scene or until the character enters an area with a higher Gauntlet.
This Gift enables mental communication, even over vast distances. The user must either know the target personally (although friendship isn't necessary) or have something that belongs to that person, such as a lock of his hair. Bird-spirits and spirits of intellect teach this Gift.

System: The player rolls Charisma + Empathy (difficulty 8) and spends a Willpower point; the effects last for a scene. The character may hold a mental conversation with a target at a maximum distance of 10 miles (16 km) per success. Mind reading isn't possible, but the werewolf may use social Abilities such as Intimidation.
The Garou takes no damage from poison or disease, and he may exist in any environment, regardless of pressure, temperature or atmospheric condition. This Gift does not protect the Garou from hazardous situations (like falling), only hazardous environments. A bear-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Stamina + Survival (difficulty 7). Each success extends the Gift's effects by one hour.
The Children of Gaia must communicate if they wish to accomplish their goals of unity and understanding. This Gift is a greater version of the Homid Gift: Speech of the World. The Garou can understand, read, write and speak any language as fluently as she physically can. She can emulate the roars of the Simba, but any member of that Breed would know the difference since she does not have the vocal capacity to make the correct sounds. Within those limits, she can speak the languages of various Changing Breeds, she knows the secret rune language of dead magi, and if she were so inclined, she could even understand the dread tongues of the Wyrm. This Gift does not protect the Garou mind from what she hears. A servant of Unicorn teaches this Gift.

System: The character can understand any language once she had learned this Gift. With an Intelligence + Academics roll (difficulty 7) she can read and write in those languages for the scene. If the language is not in common usage by more than a single, small group or culture — or does not have a written form — the difficulty increases to 9.
With this Gift, the Garou instantly earns the trust of all who meet him or hear him, even over a telephone or television. They feel instinctively that he is a good and trustworthy person. This feeling wells up from such a deep level that it cannot be changed by even the most invasive mind control. People affected by this Gift can still be mind-controlled to attack the Garou, but hate doing so. Those who are Wyrm-corrupted feel intense dislike instead of trust.

This trust is strong, but it does not supersede the person's common sense. If the Child of Gaia is firing a machine gun into the crowd, the people will still scatter, rather than trust that he'll miss them. However, they will all be convinced that he had a very good reason for firing.

The Children of Gaia warn that this Gift has great potential for abuse, and punish those who use it for petty gain. This Gift is taught by an avatar of Unicorn.

System: The Garou rolls Manipulation + Empathy against a difficulty of 6. The difficulty against Garou, or humans corrupted by the Wyrm, is 8. Wyrm beasts are immune. If successful, everyone who sees, hears, or experiences the Garou in any way must make a resistance roll (Willpower against difficulty 6) or feel a high degree of trust for the Garou. They will confide in him as they would a trusted friend. The effect will last for one scene, or as long as the person remains in contact with the Garou. however, even once the Gift's effect has worn off, the person will feel good will toward the Garou.
A werewolf with this Gift blends smoothly into any culture, no matter how strange or unfamiliar he might normally find it. He could slip among Bedouin nomads as if he were one of them, or he could shop in a Chinese market without anyone noticing that he does not belong. The Gift doesn't hide racial differences, but it does allow the user to mimic the behaviors and mannerisms of a native. It also grants the ability to speak and understand the culture's language, although this knowledge vanishes as the Gift ends. Ancestor-spirits teach this gift.

System: The player rolls Manipulation + Empathy. If successful, the character interacts with members of another culture as if he were one of them. This difficulty depends on how alien the culture is. The difficulty would be 5 for another Garou sept, but it could be as high as 9 when trying to assimilate into a Black Spiral Hive in a foreign country. The character will not suffer Social-roll penalties when interacting with members of the culture, although he will not receive any special benefits. The Gift lasts for one scene plus one day per Willpower point spent when activating it.
The wisest of Stargazers understand that all divisions of the flesh are mere illusion. The only true separation is of spirit — Wyrm from Weaver, Weaver from Wyld, Triat from Gaia. But even then, the great forces of the universe are connected. Drawing upon this wisdom, the Garou banishes the boundaries dividing the mind and body of man from the power of the werewolf. An avatar of Gaia herself teaches this Gift.

System: The player spends one Gnosis point. For the next day, the Stargazer enjoys the physical Attribute bonuses and regenerative powers of the Crinos form while in Homid. This Gift doesn't grant Crinos form's claws, fangs, or expanded senses, nor does it inflict the Delirium.
Description:
There are many ways to mystically blend the will of another. This Gift shatters all such bonds, from the blood domination of a vampire to a mage's mind control or a Half Moon's geas. Those who know this Gift may use it on any being, including themselves. This Gift is only granted by an Incarna or equally powerful spirit, usually as a reward for some great service.

System: The Garou is automatically immune to any supernatural coercion save from any being more powerful than an Incarna. The Gifted one may break another's mystic compulsion by touching her, spending a Gnosis point and rolling Manipulation + Leadership (difficulty 11 – the target's Willpower).
Legends among the Red Talons state that the wolves with the greatest connection to the Progenitor Wolf were not bound by distance, but indeed could appear anywhere where wolves were found. This was long thought to be simply lore, but in fact an elder Red Talon with strong enough lineage might well learn to fade from one location and appear anywhere else in the Realm or the Umbra, provided that the Progenitor has been there before him. Only the Progenitor Wolf himself teaches this Gift.

System: The player must roll Gnosis as though her character were stepping sideways. If successful, the character may appear at any location on Earth where wolves might be found naturally (whether or not any may still exist) or any location that boasts Garou. She may instead choose to appear in any Umbral Realm that she has previously visited. A Red Talon must have Pure Breed 5 to learn this Gift.

Fomor Powers
The fomor can learn any Level of Gifts. The Gift's effects always appear twisted or warped in some way. For instance, a fomor using Persuasion might appear to be brainwashed and speak in tongues, speak through chittering insectile mandibles hidden within her mouth, influence onlookers with the double-irises of her hypnotic eyes, or possess the fanaticism and determination of a religious cultist.

System: The fomor may always spend points of temporary Willpower (in place of points of Rage or points of Gnosis) to activate any Gift she possesses; similarly, the fomor may choose to roll her Willpower (rather than the listed Attribute + Ability, if any) when activating any Gift she possesses.
Grant +3 in Given Attributes
The fomor's body becomes completely numb, feeling no pain. During this time, she feels no sensations. She can't talk properly (as though her tongue is anesthetized), and she can cut herself without feeling anything. Some fomor become addicted to this release from suffering. For some poor bastards, feeling nothing is better than feeling pain, emotional or otherwise.

System: The fomor spends one Willpower point and rolls Stamina + Medicine (difficulty 6). The effects last for one scene. The fomor suffers no wound penalties and has three extra Health Levels. However, when this power wears off, the extra Health Levels disappear; if the fomor is below Incapacitated, she dies and melts into a dissolving pile of muscle and bone. Fortunately, she doesn't feel a thing.
Consecration to the Wyrm's unearthly power imbues the wicked with deadly might.

System: The difficulties of all rolls made by the freak to activate any Fomori Power with an activation-roll (such as Ectoplasmic Extrusion or Noxious Breath) are lowered by 2
Corpse Hide allows the vampire to soak damage at a difficulty two lower than normal.
This ability is common among fomori.

System: The creature can soak and heal lethal damage as if it was bashing damage
Sons of Typhon can hide their true appearance. They look exactly as they did before they were possessed. They can drop the disguise if they so choose, but few rarely do.
The fomor can sense supernatural creatures present, such as vampires, werewolves, mages, and other spirits.

System: Roll Perception + Occult (difficulty 6). An additional roll of Intelligence + Enigmas (difficulty 6) may be required to identify the species of supernatural creature. The range is 20 yards. The Ragabash Gift: Scent of Running Water negates this power
Siren's Veil adds two to the fomor's Social Attribute ratings, and allows him to roll Appearance + Empathy against a difficulty of a target's Willpower to appear as their ideal mate, even radically changing the Enticer's age, or making him appear as a different gender. If this roll fails, the Enticer simply appears to be a generic, attractive individual.
The fomor can shapeshift into the form of a hideous beast. Each fomor's bestial shape is different, but none are pleasant to see (or smell or hear, for that matter). No one would ever mistake one for a natural creature — these are the things nightmares are made of. Distinctive freaks can be identified through their odious aromas, unnatural hues, horrific hides or scales, or even sanity-shattering emanations from various orifices. (In other words, let your imagination mutate and go wild.)

System: Shapeshifting takes the same time as it does for Garou (using Dexterity + Primal-Urge, though few fomor
learn that skill.) The freak gains two additional dice for Physical Attributes, but the creature's Appearance in its Bestial Mutation drops to 0. Many of these freaks also have the Power: Claws and Fangs or the Extra Limbs power.
Most fomor capable of pulling-off actual shapeshifting – from "vaguely human, at least in silhouette" to "super-hideous ultra-mega-beef-death-squid-cockroach-monster" format – are still a long way off from matching the sheer, unadulterated, rage-fueled killing-power that is the sacred birthright of Gaia's True Chosen Warriors entering full-on Crinos form.…that said, there are a few exceptions.

System: The fomor must already possess both the Bestial Mutation Fomori Power (W20, pg. 430-431) and be able to pass for human (usually through use of one of the following Powers, but the Storyteller is free to use her discretion) before she may select this Power:
• Disguise (W20 Book of the Wyrm, pg. 137)
• Siren's Veil (W20 Book of the Wyrm, pg. 130 - 131)
• Wyrmish Glamour (below)
• be a Ferectoi (W20 Book of the Wyrm, pg. 131-132), so she always looks outwardly human until she chooses to reveal her hellish powers, and she doesn't even have to pay for it.

When this Power is gained, the fomor chooses two Fomori Powers she does not already possess or that she could select an additional time; she may designate one or both of these (as she desires) as Bestial Powers. If the fomor selects only a single Bestial Power, the other chosen Power is automatically designated as a Standby Power.

The fomor may use Standby Powers whenever she has not activated her Bestial Mutation. When the fomor activates her Bestial Mutation, she loses access to any and all of her Standby Powers and immediately gains access to all Bestial Powers she possesses. Under no circumstances can the fomor achieve access to both her Standby Powers and to her Bestial Powers simultaneously.
When it's time to party, you will party hard.

System: The fomor must already possess both the Bestial Mutation Fomori Power (W20, pg. 430-431) and the Enhanced Beast-Mode Power (above) before she can select this Power. When the fomor activates her Bestial Mutation, she gains an additional 5 dots to spend on her Attributes (other than Appearance) as she sees fit. No single Attribute may be boosted by more than 3 dots in this way, but the fomor may otherwise increase her Attributes (including Social and Mental Attributes) as she desires. While the majority of Fera primarily gain bonuses to their Physical attributes while in non-human forms – the nigh-legendarily badass "Strength +4, Dexterity +1, Stamina +3" bonus-set of a Garou entering Crinos being only the most famous example– members of the Ratkin gain a +3 to Perception in Rodens form (W20 pg. 419).
The fomor has a hard, gnarled, ossified carapace sporting bizarre ivory growths.

System: The exoskeleton grants the fomor +3 Strength and +3 Stamina. If this raises an Attribute above 5, the creature's appearance is so impossible that seeing it incites the madness of the Delirium.
At will, the fomor may vent a caustic blast of flesh-eating worms, acidic wind, shattered glass, rotting meat, obsidian lightning, venom-dripping swords, or other, stranger instruments & energies of death. She may use one of the following (chosen when the Power is selected):

Project a single bolt up to 30 yards: this attack is difficulty 5, it requires a Dexterity + Athletics roll to hit, and normal modifiers from Firearms attacks [W20, pg. 293] apply. The base damage of this attack is 6 dice of lethal damage or 3 dice of aggravated damage.
The fomor can outmaneuver a normalhuman.

System: The fomor can take one extra action per turn without splitting her dice pool. This also allows her to multiply her normal speed by 1.5.
Name: Molly Carpenter ????????????? (Newborn Regent of Sanctuary)
Age: 18
Gender: Female
Permanent Willpower: ●●●●●●●●●
Temporary Willpower: ●●●●●●●●●
Soak: 5
Health Levels: 0//0/0//-1/-1/-1/-1/-1/-1/-1/-1//-4/-4/-4//Inc
Double slashes mark where your hit boxes are for the purposes of healing

Attributes
PHYSICALSOCIALMENTAL
Strength ●●●●●Charisma ●●●●●●●●●○Perception ●●●●●●●○
Dexterity ●●●●●Manipulation ●●●●●●●●●○Intelligence ●●●●●
Stamina ●●●●●Appearance ●●●●●○○Wits ●●●○○

Abilities
(Bold are Favored Abilities)
TALENTSSKILLSKNOWLEDGES
Alertness ●●○○○Animal Ken ○○○○○Academics ●○○○○
Athletics ●●○○○Crafts ●●●●
Specialty: Mechanics
Computer ○○○○○
Awareness ●●○○○
Demonic Guide: DC -2
Drive ●○○○○Finance ○○○○○
Brawl ○○○○○ Etiquette ●●●●●Investigation ○○○○○
Empathy ●●●●●Firearms ○○○○○Law ○○○○○
Expression ○○○○○Larceny ○○○○○Medicine ○○○○○
Intimidation ●●●●○Melee ●●●●●Occult ●●●●●
Specialty: Kakuri the Night Realm
Leadership ●●○○Performance ○○○○○Politics ●○○○○
Streetwise ○○○○○Stealth ○○○○○Science ○○○○○
Subterfuge●●○○Survival ○○○○○Technology ●●○○○

Inherent Bonuses
-3 to all attempts to escape confinement (Charm)
+2 Dice to all rolls in sub zero temperatures (Charm)
-2 to all DCs of social actions against lesser Creatures of Darkness (Charm)
-1 to all soak rolls (Charm)
-1 to all DCs when wet
x3 Movement speed natively (Charm)
Doubled result for initiative (Charm)
x5 Crafting Speed x10 if Technology or Computer (Charm)
-2 to all soak rolls (Corpse Hide)
-2 difficulty to all occult rolls. (Ability Aptitude)
x1.5 Movement speed natively (Extra Speed)
Soak Aggravated at difficulty 5
Perfect memory

An Unholy Beast Of ?????? (Enhanced SUPER Beast-Mode)
Strength +5, Dexterity +2, Stamina +5, Intelligence +2, Wits +3, Appearance 0, Charisma -2, Manipulation -2

Gifts
With this Gift, the Garou can identify states of transformation or significant changes within creatures or objects. This Gift allows the Garou to ascertain whether or not someone is dying of a disease or if a female is pregnant (even in extremely early stages). In the same fashion, the Garou can choose to determine if an object is about to break or cease functioning. The Garou need only concentrate on her target to activate this Gift.

System: No roll is necessary, but the player must spend a point of Gnosis to activate the Gift for one scene. During that time the character can determine the general state of health (or illness) of the individuals or creatures in her vicinity. She can also tell if inanimate objects are on the verge of breaking down or otherwise ceasing to function.
As judges of the Litany, Philodox have the ability to sense whether others have spoken truth or falsehood. A Gaffling of Falcon teaches this Gift.

System: The player rolls Intelligence + Empathy (difficulty of the subject's Manipulation + Subterfuge). This Gift reveals only whether the target speaks the truth or lies.
Though many of Gaia's children use tools, none have mastered them so thoroughly as humanity. The homid focuses this mastery into the tools she uses, causing their spirits to awaken and lend her aid. An ancestor-spirit or spirit of a man-made object teaches this Gift.

System: The werewolf spends a turn concentrating, and then the player rolls Wits + Crafts (difficulty 7). Each success reduces the difficulty by one on the next roll she makes for her character to employ a tool made by human hands. The purpose is irrelevant—this Gift is equally efficacious for attempts to repair an engine, drive a car or fire a gun.
The Garou is able to heal the wounds of any living creature, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself, spirits or the undead with this Gift. A bear- or unicorn-spirit teaches this Gift.

System: The player spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual's Rage, or 6 for non-Garou). Each success heals one health level. The Theurge may heal even Battle Scars in this manner if the Theurge uses the Gift in the same scene in which the scar was obtained and she spends a second Gnosis point. There is no limit to how many times this Gift may be used on a person, but each use requires the expenditure of one Gnosis.
With this Gift, the Fury invokes the spirits of art and artifice, allowing her to lower the difficulty of any Social Attribute rolls for the duration of the scene.

System: A Gnosis roll (difficulty 8) reduces the difficulty of Social rolls by one per success. The roll itself depends on what the character attempts. A poetry reading, for example, would require Manipulation + Expression, whereas a seduction would involve Appearance + Subterfuge.
Some Garou feel so strongly about their place in the pack, the tribe and the world that they can draw on this resolve in times of need. The Philodox can pull new resolve from his deepest reserves. A wolf-spirit teaches this Gift.

System: Once per scene, the player may roll Stamina + Rituals (difficulty 7). For every two successes, the Philodox recovers one point of Willpower up to her maximum.
This Gift grants metnal communication, even over vast distances. The user must either knownthe target personally (although he does not have to be friends with tat person) or have something that belongs to that person, such as a lock of his hair. Bird spirits and spirits of intellect teach this Gift. Owl is a particularly sought-after teacher, and those who learn from him claim to have enhanced abilities at night.

System: The player rolls Charisma + Empathy (difficulty 8) and expends a Willpower point; the effects last for a scene. His character may hold a mental conversation with a target at a maximum distance of 10 miles per success. It does not allow mind reading, but the werewolf may use social Abilities, such as Intimidation.
The Garou takes no damage from poison or disease, and he may exist in any environment, regardless of pressure, temperature or atmospheric condition. This Gift does not protect the Garou from hazardous situations (like falling), only hazardous environments. A bear-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Stamina + Survival (difficulty 7). Each success extends the Gift's effects by one hour.
The werewolf can sense any unnatural presence and determine its approximate strength and type. Supernatural presences can include magic, spirits, the Wyrm, wraiths and vampires, although it won't pick them out specifically as such. The werewolf may sense a person plagued by hauntings as easily as a ghost. Any spirit servant of Gaia can teach this gift.

System: The player rolls Perception + Enigmas. The more successes he rolls, the more information he gains. The sensory input is somewhat vague and subject to interpretation though. For instance, a vampire might smell of old blood, of fear, of rotten flesh, of fresh meat or of whatever else the Storyteller finds appropriate. Interpreting the information properly might require an Intelligence + Occult roll (Storyteller's option).
The Red Talon with this Gift doesn't need to patrol his hunting ground to know what transpires there. With bit a moment of concentration, he may extend his senses to any area he has marked. This Gift is taught by a wolf spirit.

System: To use this Gift, the Red Talon must first mark one or more areas with his own urine. A Talon may have a number of marked locations equal to his Gnosis (and does not have to establish such a mark in every place that he urinates). Thereafter, the player may roll Perception + Primal-Urge (difficulty 7) to extend the Talon's senses to that location. The character can sense the area as though standing in the same place he was in when he marked the area originally. The scent marks last for one week per dot of Gnosis the character possesses (for wilderness) or one day per dot of Gnosis (for urban environments).

Kucha Ekundu (African Red Talons): The Kucha Ekundu don't regard themselves as "Lords of the Savannah," especially given the strength of Africa's other Fera, but they still wish to do their job as Garou. This Gift facilitates that job, allowing the werewolf to "mark" a predator and thereafter look through its eyes.

System: As the Red Talon Gift: Territory. The Red Talon needs not urinate on the animal it wishes to mark; the player must merely roll Charisma + Animal Ken (difficulty 7) while the predator is in sight. Using this Gift on other Fera is possible but requires the Fera's consent. In all other respects, this Gift functions as Territory.

White Howlers: White Howlers can mark a land as their own by carving sigils in stone in the area. Stones marked in this way can be used over and over, by the Garou who carved them. The duration remains the same; the werewolf reactivates the gift by adding additional details to the stone in question.
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Perception is subjective, but the Philodox cannot afford that luxury. This Gift allows the user to sense whether what the subject believes to be true is actually false. A Jaggling of Falcon teaches this Gift.

System: The player rolls Perception + Enigmas (difficulty 7). A single success determines if what the subject is telling an unintended untruth. Three successes will discover if the subject was deliberately misled. Five successes or more will reveal the truth of the lie at its simplest level (it might tell who perpetrated a crime, but not why or who the perp was working for). Note that this Gift only works when a subject speaks what he truly believes; packmates can't go on "fishing expeditions" by throwing out names to determine who really committed a deed, for example.

Reality's path deals with knowable facts ("She never intended to return", "despite his boast, your brother didn't kill the Bane single-handed"), not greater spiritual truths.
Some Silver Fang legends tell of a Great White Wolf who gave his own life to save Mother Gaia. He was the ancestor of the Silver Fangs, and of all the werewolves. Those werewolves who rise to the highest rank amongst the tribe sometimes learn the secret that Gaia imparted to the Great White Wolf after his sacrifice, one that deepens their connection to Her and allows them to be completely aware of their surroundings.

Everything about her environment suddenly becomes part of the werewolf's awareness. She can sense the lay of the land, the type and nature of the plants growing on it and what forms of animal life live there. She can sense what spirits are at work in the area's Penumbra. The werewolf also gains some sense of the health of Gaia in that area. In an urban area, she might feel constricted or restrained, while in an area under attack by the Wyrm, she might feel itchy or in pain, depending on how successful the Wyrm minions are.

Any Silver Fang of sufficient rank may learn this Gift, but the majority of those who learn it are Theurges. For some reason, members of House Wise Heart receive this Gift more frequently than to those of any other House. It is technically possible for a Garou of another tribe to learn this Gift, but it has not happened in living memory, and no song records such an event occurring. Those werewolves who do learn this Gift are often changed as a result. Many choose to walk barefoot on the earth whenever they can, and show a greater than usual aversion to cities. None of them can actually articulate what the secret is, saying that it is either something you understand, or you don't.

System: Secret of Gaia is a more powerful version of the Theurge Gifts Spirit Speech (Werewolf, p. 138) and Pulse of the Invisible (Werewolf, p. 139) and works in a similar fashion. The player spends a point of Gnosis to activate the Gift and then rolls the character's permanent Gnosis (difficulty 7). The werewolf gains an uncanny awareness of her surroundings for a one-mile radius for every success achieved on this roll, almost integrating her awareness into the very landscape. She can automatically see into the Penumbra and may look at both the Penumbra and the material realm simultaneously if she wishes and can step sideways at -2 difficulty. Some Theurges have likened the experiences to what the world must have been like before matter and spirit separated. App Perception rolls made within that radius are at -3 difficulty. All local spirits that are free of Wyrm taint can sense the character's oneness with Gaia and are well disposed towards her. All social rolls are at -2 difficulty while dealing with spirits. This same oneness grants the player an extra die in all rolls, save those involving combat, that occur while the character is in the state in addition to the other bonuses.

The Gift lasts for one hour for each point of permanent Gnosis the werewolf has. If the roll is a botch, the pain of Gaia overwhelms the character's senses and Harano cripples him for the duration of the scene.
With this Gift, the Garou instantly earns the trust of all who meet him or hear him, even over a telephone or television. They feel instinctively that he is a good and trustworthy person. This feeling wells up from such a deep level that it cannot be changed by even the most invasive mind control. People affected by this Gift can still be mind-controlled to attack the Garou, but hate doing so. Those who are Wyrm-corrupted feel intense dislike instead of trust.

This trust is strong, but it does not supersede the person's common sense. If the Child of Gaia is firing a machine gun into the crowd, the people will still scatter, rather than trust that he'll miss them. However, they will all be convinced that he had a very good reason for firing.

The Children of Gaia warn that this Gift has great potential for abuse, and punish those who use it for petty gain. This Gift is taught by an avatar of Unicorn.

System: The Garou rolls Manipulation + Empathy against a difficulty of 6. The difficulty against Garou, or humans corrupted by the Wyrm, is 8. Wyrm beasts are immune. If successful, everyone who sees, hears, or experiences the Garou in any way must make a resistance roll (Willpower against difficulty 6) or feel a high degree of trust for the Garou. They will confide in him as they would a trusted friend. The effect will last for one scene, or as long as the person remains in contact with the Garou. however, even once the Gift's effect has worn off, the person will feel good will toward the Garou.
A werewolf with this Gift blends smoothly into any culture, no matter how strange or unfamiliar he might normally find it. He could slip among Bedouin nomads as if he were one of them, or he could shop in a Chinese market without anyone noticing that he does not belong. The Gift doesn't hide racial differences, but it does allow the user to mimic the behaviors and mannerisms of a native. It also grants the ability to speak and understand the culture's language, although this knowledge vanishes as the Gift ends. Ancestor-spirits teach this gift.

System: The player rolls Manipulation + Empathy. If successful, the character interacts with members of another culture as if he were one of them. This difficulty depends on how alien the culture is. The difficulty would be 5 for another Garou sept, but it could be as high as 9 when trying to assimilate into a Black Spiral Hive in a foreign country. The character will not suffer Social-roll penalties when interacting with members of the culture, although he will not receive any special benefits. The Gift lasts for one scene plus one day per Willpower point spent when activating it.
The Garou is human plus. Human plus strength, agility and health. Human plus devoted, assured spirituality and meaning. Human plus animal instinct and lightning reflexes. He is as man, but greater and more whole. Every Garou radiates this to some extent, causing humans to fear and avoid them instinctively. This Gift warps this perception, turning the Garou from a figure to be avoided into a figure to be admired or adored. An ancestor-spirit teaches this Gift.

System: Once learned, this Gift is always active. Humans dealing with the character will immediately pick her out as more desirable, attractive, smarter or more charismatic compared to throw around them, regardless of their actual capacity in such matters. The Curse still applies, but rather than being instinctively feared as a predator, the werewolf is dreaded as an intimidating figure of great presence. Also, the character may boost his Social Attributes by spending Rage or Gnosis, each dot of either spent raises one Social Attribute by one point for a single scene.
The wisest of Stargazers understand that all divisions of the flesh are mere illusion. The only true separation is of spirit — Wyrm from Weaver, Weaver from Wyld, Triat from Gaia. But even then, the great forces of the universe are connected. Drawing upon this wisdom, the Garou banishes the boundaries dividing the mind and body of man from the power of the werewolf. An avatar of Gaia herself teaches this Gift.

System: The player spends one Gnosis point. For the next day, the Stargazer enjoys the physical Attribute bonuses and regenerative powers of the Crinos form while in Homid. This Gift doesn't grant Crinos form's claws, fangs, or expanded senses, nor does it inflict the Delirium
There are many ways to mystically blend the will of another. This Gift shatters all such bonds, from the blood domination of a vampire to a mage's mind control or a Half Moon's geas. Those who know this Gift may use it on any being, including themselves. This Gift is only granted by an Incarna or equally powerful spirit, usually as a reward for some great service.

System: The Garou is automatically immune to any supernatural coercion save from any being more powerful than an Incarna. The Gifted one may break another's mystic compulsion by touching her, spending a Gnosis point and rolling Manipulation + Leadership (difficulty 11 – the target's Willpower)
Legends among the Red Talons state that the wolves with the greatest connection to the Progenitor Wolf were not bound by distance, but indeed could appear anywhere where wolves were found. This was long thought to be simply lore, but in fact an elder Red Talon with strong enough lineage might well learn to fade from one location and appear anywhere else in the Realm or the Umbra, provided that the Progenitor has been there before him. Only the Progenitor Wolf himself teaches this Gift.

System: The player must roll Gnosis as though her character were stepping sideways. If successful, the character may appear at any location on Earth where wolves might be found naturally (whether or not any may still exist) or any location that boasts Garou. She may instead choose to appear in any Umbral Realm that she has previously visited. A Red Talon must have Pure Breed 5 to learn this Gift.

Fomor Powers
The fomor can learn any Level of Gifts. The Gift's effects always appear twisted or warped in some way. For instance, a fomor using Persuasion might appear to be brainwashed and speak in tongues, speak through chittering insectile mandibles hidden within her mouth, influence onlookers with the double-irises of her hypnotic eyes, or possess the fanaticism and determination of a religious cultist.

System: The fomor may always spend points of temporary Willpower (in place of points of Rage or points of Gnosis) to activate any Gift she possesses; similarly, the fomor may choose to roll her Willpower (rather than the listed Attribute + Ability, if any) when activating any Gift she possesses.
Grant +3 in Given Attributes
The fomor's body becomes completely numb, feeling no pain. During this time, she feels no sensations. She can't talk properly (as though her tongue is anesthetized), and she can cut herself without feeling anything. Some fomor become addicted to this release from suffering. For some poor bastards, feeling nothing is better than feeling pain, emotional or otherwise.

System: The fomor spends one Willpower point and rolls Stamina + Medicine (difficulty 6). The effects last for one scene. The fomor suffers no wound penalties and has three extra Health Levels. However, when this power wears off, the extra Health Levels disappear; if the fomor is below Incapacitated, she dies and melts into a dissolving pile of muscle and bone. Fortunately, she doesn't feel a thing.
Consecration to the Wyrm's unearthly power imbues the wicked with deadly might.

System: The difficulties of all rolls made by the freak to activate any Fomori Power with an activation-roll (such as Ectoplasmic Extrusion or Noxious Breath) are lowered by 2
Twisted spirits in the thrall of the Wyrm delight in empowering their fleshy playthings with the most wicked & baleful of magics.

System: The fomor is considered to have a Willpower pool five points higher (maximum Willpower of 10) for purposes of activating Fomori Powers. These special "Evil Willpower" points are tracked separately and may only be used to activate Fomori Powers: they serve as an extra battery of juice, but do not affect the basic, inherent Willpower of the
fomor. Points of "Evil Willpower" are replenished according to the normal rules (W20, pg. 146)
Corpse Hide allows the vampire to soak damage at a difficulty two lower than normal.
This ability is common among fomori.

System: The creature can soak and heal lethal damage as if it was bashing damage
Sons of Typhon can hide their true appearance. They look exactly as they did before they were possessed. They can drop the disguise if they so choose, but few rarely do.
Siren's Veil adds two to the fomor's Social Attribute ratings, and allows him to roll Appearance + Empathy against a difficulty of a target's Willpower to appear as their ideal mate, even radically changing the Enticer's age, or making him appear as a different gender. If this roll fails, the Enticer simply appears to be a generic, attractive individual.
The fomor can shapeshift into the form of a hideous beast. Each fomor's bestial shape is different, but none are pleasant to see (or smell or hear, for that matter). No one would ever mistake one for a natural creature — these are the things nightmares are made of. Distinctive freaks can be identified through their odious aromas, unnatural hues, horrific hides or scales, or even sanity-shattering emanations from various orifices. (In other words, let your imagination mutate and go wild.)

System: Shapeshifting takes the same time as it does for Garou (using Dexterity + Primal-Urge, though few fomor
learn that skill.) The freak gains two additional dice for Physical Attributes, but the creature's Appearance in its Bestial Mutation drops to 0. Many of these freaks also have the Power: Claws and Fangs or the Extra Limbs power.
Most fomor capable of pulling-off actual shapeshifting – from "vaguely human, at least in silhouette" to "super-hideous ultra-mega-beef-death-squid-cockroach-monster" format – are still a long way off from matching the sheer, unadulterated, rage-fueled killing-power that is the sacred birthright of Gaia's True Chosen Warriors entering full-on Crinos form.…that said, there are a few exceptions.

System: The fomor must already possess both the Bestial Mutation Fomori Power (W20, pg. 430-431) and be able to pass for human (usually through use of one of the following Powers, but the Storyteller is free to use her discretion) before she may select this Power:
• Disguise (W20 Book of the Wyrm, pg. 137)
• Siren's Veil (W20 Book of the Wyrm, pg. 130 - 131)
• Wyrmish Glamour (below)
• be a Ferectoi (W20 Book of the Wyrm, pg. 131-132), so she always looks outwardly human until she chooses to reveal her hellish powers, and she doesn't even have to pay for it.

When this Power is gained, the fomor chooses two Fomori Powers she does not already possess or that she could select an additional time; she may designate one or both of these (as she desires) as Bestial Powers. If the fomor selects only a single Bestial Power, the other chosen Power is automatically designated as a Standby Power.

The fomor may use Standby Powers whenever she has not activated her Bestial Mutation. When the fomor activates her Bestial Mutation, she loses access to any and all of her Standby Powers and immediately gains access to all Bestial Powers she possesses. Under no circumstances can the fomor achieve access to both her Standby Powers and to her Bestial Powers simultaneously.
When it's time to party, you will party hard.

System: The fomor must already possess both the Bestial Mutation Fomori Power (W20, pg. 430-431) and the Enhanced Beast-Mode Power (above) before she can select this Power. When the fomor activates her Bestial Mutation, she gains an additional 5 dots to spend on her Attributes (other than Appearance) as she sees fit. No single Attribute may be boosted by more than 3 dots in this way, but the fomor may otherwise increase her Attributes (including Social and Mental Attributes) as she desires. While the majority of Fera primarily gain bonuses to their Physical attributes while in non-human forms – the nigh-legendarily badass "Strength +4, Dexterity +1, Stamina +3" bonus-set of a Garou entering Crinos being only the most famous example– members of the Ratkin gain a +3 to Perception in Rodens form (W20 pg. 419).
The fomor has a hard, gnarled, ossified carapace sporting bizarre ivory growths.

System: The exoskeleton grants the fomor +3 Strength and +3 Stamina. If this raises an Attribute above 5, the creature's appearance is so impossible that seeing it incites the madness of the Delirium.
The fomor can outmaneuver a normal human.

System: The fomor can take one extra action per turn without splitting her dice pool. This also allows her to multiply her normal speed by 1.5.
Name: Molly Carpenter ????????????? (Newborn Protector)
Age: 18
Gender: Female
Permanent Willpower: ●●●●●●●●●
Temporary Willpower: ●●●●●●●●●
Soak: 5
Health Levels: 0//0/0//-1/-1/-1/-1/-1/-1/-1/-1//-4/-4/-4//Inc
Double slashes mark where your hit boxes are for the purposes of healing

Attributes
PHYSICALSOCIALMENTAL
Strength ●●●●●Charisma ●●●●●●○Perception ●●●●●●●○
Dexterity ●●●●●●●●Manipulation ●●●●●●○Intelligence ●●●●●
Stamina ●●●●●Appearance ●●●●●○○Wits ●●●●●●○○

Abilities
(Bold are Favored Abilities)
TALENTSSKILLSKNOWLEDGES
Alertness ●●○○○Animal Ken ○○○○○Academics ●○○○○
Athletics ●●○○○Crafts ●●●●
Specialty: Mechanics
Computer ○○○○○
Awareness ●●○○○
Demonic Guide: DC -2
Drive ●○○○○Finance ○○○○○
Brawl ○○○○○ Etiquette ●●●●●Investigation ○○○○○
Empathy ●●●●●Firearms ○○○○○Law ○○○○○
Expression ○○○○○Larceny ○○○○○Medicine ○○○○○
Intimidation ●●●●○Melee ●●●●●Occult ●●●●●
Specialty: Kakuri the Night Realm
Leadership ●●○○Performance ○○○○○Politics ●○○○○
Streetwise ○○○○○Stealth ○○○○○Science ○○○○○
Subterfuge●●○○Survival ○○○○○Technology ●●○○○

Inherent Bonuses
-3 to all attempts to escape confinement (Charm)
+2 Dice to all rolls in sub zero temperatures (Charm)
-2 to all DCs of social actions against lesser Creatures of Darkness (Charm)
-1 to all soak rolls (Charm)
-1 to all DCs when wet
x3 Movement speed natively (Charm)
Doubled result for initiative (Charm)
x5 Crafting Speed x10 if Technology or Computer (Charm)
-2 to all soak rolls (Corpse Hide)
-2 difficulty to all occult rolls. (Ability Aptitude)
x1.5 Movement speed natively (Extra Speed)
Soak Aggravated at difficulty 5
Perfect memory

An Unholy Beast Of ?????? (Enhanced SUPER Beast-Mode)
Strength +5, Dexterity +5, Stamina +5, Intelligence +2, Appearance 0, Charisma -2, Manipulation -2

Gifts
This Gift increases the movement rate of the Garou so that he can travel long distances in short periods of time. The character's body seems to flow like quicksilver, enabling him to accomplish astounding feats of agility while under the effects of this Gift. Thus, the Garou can travel rapidly across a tree limb or along a narrow wooden beam without slowing down or faltering.

System: The player spends one Gnosis point and rolls Dexterity + Athletics (difficulty 8). One success allows the character to move at twice her normal speed; two successes gives her three times normal speed, while three successes allows the character to move four times as quickly. More than three successes cause the character to assume a blurry form that confers two extra dice to any rolls involving Dexterity while the character is in motion. The effect lasts for one turn or one scene, depending on the circumstance. This Gift affects movement only and cannot allow a character to stop to deliver blows in combat without ending the Gift's duration. Thus, a character can use the Gift to get to a combat more quickly, but once she engages in battle, she loses the benefits conferred by the Gift.
Though many of Gaia's children use tools, none have mastered them so thoroughly as humanity. The homid focuses this mastery into the tools she uses, causing their spirits to awaken and lend her aid. An ancestor-spirit or spirit of a man-made object teaches this Gift.

System: The werewolf spends a turn concentrating, and then the player rolls Wits + Crafts (difficulty 7). Each success reduces the difficulty by one on the next roll she makes for her character to employ a tool made by human hands. The purpose is irrelevant—this Gift is equally efficacious for attempts to repair an engine, drive a car or fire a gun.
If he knows anything about his prey, the character can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and it is useful for tracking spirits through the Umbra as well as finding beings on Earth. A wolf- or dog-spirit teaches this Gift.

System: No roll is required unless the target is hiding actively (intent alone is not enough), in which case a Perception + Enigmas roll is made against a difficulty of the target's Wits + Stealth. If the target is a spirit, the difficulty is the spirit's Gnosis.
Some Garou feel so strongly about their place in the pack, the tribe and the world that they can draw on this resolve in times of need. The Philodox can pull new resolve from his deepest reserves. A wolf-spirit teaches this Gift.

System: Once per scene, the player may roll Stamina + Rituals (difficulty 7). For every two successes, the Philodox recovers one point of Willpower up to her maximum.
This Gift grants metnal communication, even over vast distances. The user must either knownthe target personally (although he does not have to be friends with tat person) or have something that belongs to that person, such as a lock of his hair. Bird spirits and spirits of intellect teach this Gift. Owl is a particularly sought-after teacher, and those who learn from him claim to have enhanced abilities at night.

System: The player rolls Charisma + Empathy (difficulty 8) and expends a Willpower point; the effects last for a scene. His character may hold a mental conversation with a target at a maximum distance of 10 miles per success. It does not allow mind reading, but the werewolf may use social Abilities, such as Intimidation.
The Garou takes no damage from poison or disease, and he may exist in any environment, regardless of pressure, temperature or atmospheric condition. This Gift does not protect the Garou from hazardous situations (like falling), only hazardous environments. A bear-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Stamina + Survival (difficulty 7). Each success extends the Gift's effects by one hour.
The werewolf can sense any unnatural presence and determine its approximate strength and type. Supernatural presences can include magic, spirits, the Wyrm, wraiths and vampires, although it won't pick them out specifically as such. The werewolf may sense a person plagued by hauntings as easily as a ghost. Any spirit servant of Gaia can teach this gift.

System: The player rolls Perception + Enigmas. The more successes he rolls, the more information he gains. The sensory input is somewhat vague and subject to interpretation though. For instance, a vampire might smell of old blood, of fear, of rotten flesh, of fresh meat or of whatever else the Storyteller finds appropriate. Interpreting the information properly might require an Intelligence + Occult roll (Storyteller's option).
The werewolf's claws burn with mystic force, rending apart the delicate workings of magic. An ancestor-spirit teaches this Gift.

System: After the werewolf makes a successful claw attack, the player may spend a point of Willpower to end the effects of any ongoing magical power enhancing the target (such as the Gift: Razor Claws, or the Armor Charm). Permanent magical effects cannot be rent asunder by this Gift, nor powers that are innate to the nature of the target. For example, a werewolf's Gifts could be cancelled, but not her ability to shapeshift; a vampire's Disciplines could be disrupted, but not her immortality or her ability to spend blood to raise her Attributes. In the event that a magical effect mixes permanent and temporary elements, the permanent elements are retained while transitory elements are disabled. For example, a vampire's Potence would continue to passively grant extra Strength dice, but blood could not be spent to transform those dice into automatic successes.
he Garou may commune with the spirits of a city or town and gain information about the area from them, including rough population, enclaves of Garou or other being and secret tunnels. This Gift does not function in the wilderness, since the Bone Gnawers have lost the knack for conversing with such spirits easily. A rat-spirit teaches this Gift.

Glass Walkers: a cockroach-spirit teaches this Gift.

Silent Strider: one exception: When the Garou learns the Gift, she must choose if it functions in the city or the wilderness. The "city" version is identical to the Bone Gnawer Gift. The "wilderness" version is similar, but the roll required is Perception + Survival.

Uktena: any animal spirit teaches this Gift. Works in rural or wilderness rather than urban areas, and the required roll is Perception + Survival.

System: The player spends one Gnosis and rolls Perception + Streetwise. The amount and accuracy of the information depends on the number of successes rolled. On a botch, playful spirits lie (which can be fatal, depending on the nature of misinformation).
Old legends say that when the first Silver Fang died, he was reborn with this Gift. A Fang with this Gift simply sidesteps what would have become his deathblow. A lion-spirit teaches this Gift.

System: Once per scene, the player may spend three Willpower points to evade a single attack that would inflict enough damage to place the Fang's health levels below Crippled (before soak). The Garou simply appears instantly at the nearest location not affected by the attack, which may be an inch, a mile or more.
A werewolf with this Gift blends smoothly into any culture, no matter how strange or unfamiliar he might normally find it. He could slip among Bedouin nomads as if he were one of them, or he could shop in a Chinese market without anyone noticing that he does not belong. The Gift doesn't hide racial differences, but it does allow the user to mimic the behaviors and mannerisms of a native. It also grants the ability to speak and understand the culture's language, although this knowledge vanishes as the Gift ends. Ancestor-spirits teach this gift.

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

System: The player rolls Manipulation + Empathy. If successful, the character interacts with members of another culture as if he were one of them. This difficulty depends on how alien the culture is. The difficulty would be 5 for another Garou sept, but it could be as high as 9 when trying to assimilate into a Black Spiral Hive in a foreign country. The character will not suffer Social-roll penalties when interacting with members of the culture, although he will not receive any special benefits. The Gift lasts for one scene plus one day per Willpower point spent when activating it.
Some Silver Fang legends tell of a Great White Wolf who gave his own life to save Mother Gaia. He was the ancestor of the Silver Fangs, and of all the werewolves. Those werewolves who rise to the highest rank amongst the tribe sometimes learn the secret that Gaia imparted to the Great White Wolf after his sacrifice, one that deepens their connection to Her and allows them to be completely aware of their surroundings.

Everything about her environment suddenly becomes part of the werewolf's awareness. She can sense the lay of the land, the type and nature of the plants growing on it and what forms of animal life live there. She can sense what spirits are at work in the area's Penumbra. The werewolf also gains some sense of the health of Gaia in that area. In an urban area, she might feel constricted or restrained, while in an area under attack by the Wyrm, she might feel itchy or in pain, depending on how successful the Wyrm minions are.

Any Silver Fang of sufficient rank may learn this Gift, but the majority of those who learn it are Theurges. For some reason, members of House Wise Heart receive this Gift more frequently than to those of any other House. It is technically possible for a Garou of another tribe to learn this Gift, but it has not happened in living memory, and no song records such an event occurring. Those werewolves who do learn this Gift are often changed as a result. Many choose to walk barefoot on the earth whenever they can, and show a greater than usual aversion to cities. None of them can actually articulate what the secret is, saying that it is either something you understand, or you don't.

System: Secret of Gaia is a more powerful version of the Theurge Gifts Spirit Speech (Werewolf, p. 138) and Pulse of the Invisible (Werewolf, p. 139) and works in a similar fashion. The player spends a point of Gnosis to activate the Gift and then rolls the character's permanent Gnosis (difficulty 7). The werewolf gains an uncanny awareness of her surroundings for a one-mile radius for every success achieved on this roll, almost integrating her awareness into the very landscape. She can automatically see into the Penumbra and may look at both the Penumbra and the material realm simultaneously if she wishes and can step sideways at -2 difficulty. Some Theurges have likened the experiences to what the world must have been like before matter and spirit separated. App Perception rolls made within that radius are at -3 difficulty. All local spirits that are free of Wyrm taint can sense the character's oneness with Gaia and are well disposed towards her. All social rolls are at -2 difficulty while dealing with spirits. This same oneness grants the player an extra die in all rolls, save those involving combat, that occur while the character is in the state in addition to the other bonuses.

The Gift lasts for one hour for each point of permanent Gnosis the werewolf has. If the roll is a botch, the pain of Gaia overwhelms the character's senses and Harano cripples him for the duration of the scene.
With this Gift, the Garou instantly earns the trust of all who meet him or hear him, even over a telephone or television. They feel instinctively that he is a good and trustworthy person. This feeling wells up from such a deep level that it cannot be changed by even the most invasive mind control. People affected by this Gift can still be mind-controlled to attack the Garou, but hate doing so. Those who are Wyrm-corrupted feel intense dislike instead of trust.

This trust is strong, but it does not supersede the person's common sense. If the Child of Gaia is firing a machine gun into the crowd, the people will still scatter, rather than trust that he'll miss them. However, they will all be convinced that he had a very good reason for firing.

The Children of Gaia warn that this Gift has great potential for abuse, and punish those who use it for petty gain. This Gift is taught by an avatar of Unicorn.

System: The Garou rolls Manipulation + Empathy against a difficulty of 6. The difficulty against Garou, or humans corrupted by the Wyrm, is 8. Wyrm beasts are immune. If successful, everyone who sees, hears, or experiences the Garou in any way must make a resistance roll (Willpower against difficulty 6) or feel a high degree of trust for the Garou. They will confide in him as they would a trusted friend. The effect will last for one scene, or as long as the person remains in contact with the Garou. however, even once the Gift's effect has worn off, the person will feel good will toward the Garou.
A werewolf with this Gift blends smoothly into any culture, no matter how strange or unfamiliar he might normally find it. He could slip among Bedouin nomads as if he were one of them, or he could shop in a Chinese market without anyone noticing that he does not belong. The Gift doesn't hide racial differences, but it does allow the user to mimic the behaviors and mannerisms of a native. It also grants the ability to speak and understand the culture's language, although this knowledge vanishes as the Gift ends. Ancestor-spirits teach this gift.

System: The player rolls Manipulation + Empathy. If successful, the character interacts with members of another culture as if he were one of them. This difficulty depends on how alien the culture is. The difficulty would be 5 for another Garou sept, but it could be as high as 9 when trying to assimilate into a Black Spiral Hive in a foreign country. The character will not suffer Social-roll penalties when interacting with members of the culture, although he will not receive any special benefits. The Gift lasts for one scene plus one day per Willpower point spent when activating it.
This powerful Gift grants the Garou great endurance and hardiness for a time. This Gift is taught by a Boar-spirit.

System: The Garou spends one Gnosis point and rolls Willpower (difficulty 6). If successful, the Garou's Stamina rating is doubled for the duration of the scene. This will aid Stamina and Soak rolls.
The White Howler tribe is closely knit, sharing a bond rivaled by few others. This tie allows them to channel healing in a fashion others can only aspire to.

System: The werewolf howls. The player spends one Gnosis point and makes an Intelligence + Expression roll (difficulty 6). Everyone of the White Howler tribe (or their Kin) who can hear the howl heals one point of lethal, bashing, or aggravated damage. This howl cannot be amplified, communicated, or assisted through natural, artificial, or supernatural means, else it loses its effectiveness.
The wisest of Stargazers understand that all divisions of the flesh are mere illusion. The only true separation is of spirit — Wyrm from Weaver, Weaver from Wyld, Triat from Gaia. But even then, the great forces of the universe are connected. Drawing upon this wisdom, the Garou banishes the boundaries dividing the mind and body of man from the power of the werewolf. An avatar of Gaia herself teaches this Gift.

System: The player spends one Gnosis point. For the next day, the Stargazer enjoys the physical Attribute bonuses and regenerative powers of the Crinos form while in Homid. This Gift doesn't grant Crinos form's claws, fangs, or expanded senses, nor does it inflict the Delirium
There are many ways to mystically blend the will of another. This Gift shatters all such bonds, from the blood domination of a vampire to a mage's mind control or a Half Moon's geas. Those who know this Gift may use it on any being, including themselves. This Gift is only granted by an Incarna or equally powerful spirit, usually as a reward for some great service.

System: The Garou is automatically immune to any supernatural coercion save from any being more powerful than an Incarna. The Gifted one may break another's mystic compulsion by touching her, spending a Gnosis point and rolling Manipulation + Leadership (difficulty 11 – the target's Willpower)
Legends among the Red Talons state that the wolves with the greatest connection to the Progenitor Wolf were not bound by distance, but indeed could appear anywhere where wolves were found. This was long thought to be simply lore, but in fact an elder Red Talon with strong enough lineage might well learn to fade from one location and appear anywhere else in the Realm or the Umbra, provided that the Progenitor has been there before him. Only the Progenitor Wolf himself teaches this Gift.

System: The player must roll Gnosis as though her character were stepping sideways. If successful, the character may appear at any location on Earth where wolves might be found naturally (whether or not any may still exist) or any location that boasts Garou. She may instead choose to appear in any Umbral Realm that she has previously visited. A Red Talon must have Pure Breed 5 to learn this Gift.

Fomor Powers
The fomor can learn any Level of Gifts. The Gift's effects always appear twisted or warped in some way. For instance, a fomor using Persuasion might appear to be brainwashed and speak in tongues, speak through chittering insectile mandibles hidden within her mouth, influence onlookers with the double-irises of her hypnotic eyes, or possess the fanaticism and determination of a religious cultist.

System: The fomor may always spend points of temporary Willpower (in place of points of Rage or points of Gnosis) to activate any Gift she possesses; similarly, the fomor may choose to roll her Willpower (rather than the listed Attribute + Ability, if any) when activating any Gift she possesses.
Grant +3 in Given Attributes
The fomor's body becomes completely numb, feeling no pain. During this time, she feels no sensations. She can't talk properly (as though her tongue is anesthetized), and she can cut herself without feeling anything. Some fomor become addicted to this release from suffering. For some poor bastards, feeling nothing is better than feeling pain, emotional or otherwise.

System: The fomor spends one Willpower point and rolls Stamina + Medicine (difficulty 6). The effects last for one scene. The fomor suffers no wound penalties and has three extra Health Levels. However, when this power wears off, the extra Health Levels disappear; if the fomor is below Incapacitated, she dies and melts into a dissolving pile of muscle and bone. Fortunately, she doesn't feel a thing.
Consecration to the Wyrm's unearthly power imbues the wicked with deadly might.

System: The difficulties of all rolls made by the freak to activate any Fomori Power with an activation-roll (such as Ectoplasmic Extrusion or Noxious Breath) are lowered by 2
Twisted spirits in the thrall of the Wyrm delight in empowering their fleshy playthings with the most wicked & baleful of magics.

System: The fomor is considered to have a Willpower pool five points higher (maximum Willpower of 10) for purposes of activating Fomori Powers. These special "Evil Willpower" points are tracked separately and may only be used to activate Fomori Powers: they serve as an extra battery of juice, but do not affect the basic, inherent Willpower of the
fomor. Points of "Evil Willpower" are replenished according to the normal rules (W20, pg. 146)
Corpse Hide allows the vampire to soak damage at a difficulty two lower than normal.
This ability is common among fomori.

System: The creature can soak and heal lethal damage as if it was bashing damage
Sons of Typhon can hide their true appearance. They look exactly as they did before they were possessed. They can drop the disguise if they so choose, but few rarely do.
Siren's Veil adds two to the fomor's Social Attribute ratings, and allows him to roll Appearance + Empathy against a difficulty of a target's Willpower to appear as their ideal mate, even radically changing the Enticer's age, or making him appear as a different gender. If this roll fails, the Enticer simply appears to be a generic, attractive individual.
The fomor can shapeshift into the form of a hideous beast. Each fomor's bestial shape is different, but none are pleasant to see (or smell or hear, for that matter). No one would ever mistake one for a natural creature — these are the things nightmares are made of. Distinctive freaks can be identified through their odious aromas, unnatural hues, horrific hides or scales, or even sanity-shattering emanations from various orifices. (In other words, let your imagination mutate and go wild.)

System: Shapeshifting takes the same time as it does for Garou (using Dexterity + Primal-Urge, though few fomor
learn that skill.) The freak gains two additional dice for Physical Attributes, but the creature's Appearance in its Bestial Mutation drops to 0. Many of these freaks also have the Power: Claws and Fangs or the Extra Limbs power.
Most fomor capable of pulling-off actual shapeshifting – from "vaguely human, at least in silhouette" to "super-hideous ultra-mega-beef-death-squid-cockroach-monster" format – are still a long way off from matching the sheer, unadulterated, rage-fueled killing-power that is the sacred birthright of Gaia's True Chosen Warriors entering full-on Crinos form.…that said, there are a few exceptions.

System: The fomor must already possess both the Bestial Mutation Fomori Power (W20, pg. 430-431) and be able to pass for human (usually through use of one of the following Powers, but the Storyteller is free to use her discretion) before she may select this Power:
• Disguise (W20 Book of the Wyrm, pg. 137)
• Siren's Veil (W20 Book of the Wyrm, pg. 130 - 131)
• Wyrmish Glamour (below)
• be a Ferectoi (W20 Book of the Wyrm, pg. 131-132), so she always looks outwardly human until she chooses to reveal her hellish powers, and she doesn't even have to pay for it.

When this Power is gained, the fomor chooses two Fomori Powers she does not already possess or that she could select an additional time; she may designate one or both of these (as she desires) as Bestial Powers. If the fomor selects only a single Bestial Power, the other chosen Power is automatically designated as a Standby Power.

The fomor may use Standby Powers whenever she has not activated her Bestial Mutation. When the fomor activates her Bestial Mutation, she loses access to any and all of her Standby Powers and immediately gains access to all Bestial Powers she possesses. Under no circumstances can the fomor achieve access to both her Standby Powers and to her Bestial Powers simultaneously.
When it's time to party, you will party hard.

System: The fomor must already possess both the Bestial Mutation Fomori Power (W20, pg. 430-431) and the Enhanced Beast-Mode Power (above) before she can select this Power. When the fomor activates her Bestial Mutation, she gains an additional 5 dots to spend on her Attributes (other than Appearance) as she sees fit. No single Attribute may be boosted by more than 3 dots in this way, but the fomor may otherwise increase her Attributes (including Social and Mental Attributes) as she desires. While the majority of Fera primarily gain bonuses to their Physical attributes while in non-human forms – the nigh-legendarily badass "Strength +4, Dexterity +1, Stamina +3" bonus-set of a Garou entering Crinos being only the most famous example– members of the Ratkin gain a +3 to Perception in Rodens form (W20 pg. 419).
The fomor has a hard, gnarled, ossified carapace sporting bizarre ivory growths.

System: The exoskeleton grants the fomor +3 Strength and +3 Stamina. If this raises an Attribute above 5, the creature's appearance is so impossible that seeing it incites the madness of the Delirium.
The fomor can outmaneuver a normal human.

System: The fomor can take one extra action per turn without splitting her dice pool. This also allows her to multiply her normal speed by 1.5.
Name: Molly Carpenter Song of Perennial Hours Intrinsically Ascending (Newborn Hidden Dragonmage)
Age: 18
Gender: Female
Permanent Willpower: ●●●●●●●●●
Temporary Willpower: ●●●●●●●●●
Soak: 5
Health Levels: 0//0/0//-1/-1/-1/-1/-1/-1/-1/-1//-4/-4/-4//Inc
Double slashes mark where your hit boxes are for the purposes of healing

Attributes
PHYSICALSOCIALMENTAL
Strength ●●●●●Charisma ●●●●●●○Perception ●●●●●●●○
Dexterity ●●●●●Manipulation ●●●●●●○Intelligence ●●●●●●●●
Stamina ●●●●●Appearance ●●●●●○○Wits ●●●●●●○○

Abilities
(Bold are Favored Abilities)
TALENTSSKILLSKNOWLEDGES
Alertness ●●○○○Animal Ken ○○○○○Academics ●○○○○
Athletics ●●○○○Crafts ●●●●
Specialty: Mechanics
Computer ○○○○○
Awareness ●●○○○
Demonic Guide: DC -2
Drive ●○○○○Finance ○○○○○
Brawl ○○○○○ Etiquette ●●●●●Investigation ○○○○○
Empathy ●●●●●Firearms ○○○○○Law ○○○○○
Expression ○○○○○Larceny ○○○○○Medicine ○○○○○
Intimidation ●●●●○Melee ●●●●●Occult ●●●●●
Specialty: Kakuri the Night Realm
Leadership ●●○○Performance ○○○○○Politics ●○○○○
Streetwise ○○○○○Stealth ○○○○○Science ○○○○○
Subterfuge●●○○Survival ○○○○○Technology ●●○○○

Inherent Bonuses
-3 to all attempts to escape confinement (Charm)
+2 Dice to all rolls in sub zero temperatures (Charm)
-2 to all DCs of social actions against lesser Creatures of Darkness (Charm)
-1 to all soak rolls (Charm)
-1 to all DCs when wet
x3 Movement speed natively (Charm)
Doubled result for initiative (Charm)
x5 Crafting Speed x10 if Technology or Computer (Charm)
-2 to all soak rolls (Corpse Hide)
-2 difficulty to all occult rolls. (Ability Aptitude)
x1.5 Movement speed natively (Extra Speed)
Soak Aggravated at difficulty 5
Perfect memory

The Dragon of Brass and Thunder (Enhanced SUPER Beast-Mode)
Strength +5, Dexterity +2, Stamina +5, Intelligence +3, Wits +2, Appearance 0, Charisma -2, Manipulation -2

Gifts
The Garou's form becomes a shimmering blur, allowing him to pass unnoticed among others. Once the Garou has been seen, however, this Gift is negated until the viewer has again been distracted. A chameleon-spirit teaches this Gift.

System: The player rolls Manipulation + Stealth (difficulty 8). Although he doesn't become truly invisible, each success increases the difficulties of all Perception rolls made to detect him by one.
Though many of Gaia's children use tools, none have mastered them so thoroughly as humanity. The homid focuses this mastery into the tools she uses, causing their spirits to awaken and lend her aid. An ancestor-spirit or spirit of a man-made object teaches this Gift.

System: The werewolf spends a turn concentrating, and then the player rolls Wits + Crafts (difficulty 7). Each success reduces the difficulty by one on the next roll she makes for her character to employ a tool made by human hands. The purpose is irrelevant—this Gift is equally efficacious for attempts to repair an engine, drive a car or fire a gun.
Some Garou feel so strongly about their place in the pack, the tribe and the world that they can draw on this resolve in times of need. The Philodox can pull new resolve from his deepest reserves. A wolf-spirit teaches this Gift.

System: Once per scene, the player may roll Stamina + Rituals (difficulty 7). For every two successes, the Philodox recovers one point of Willpower up to her maximum.
This Gift grants metnal communication, even over vast distances. The user must either knownthe target personally (although he does not have to be friends with tat person) or have something that belongs to that person, such as a lock of his hair. Bird spirits and spirits of intellect teach this Gift. Owl is a particularly sought-after teacher, and those who learn from him claim to have enhanced abilities at night.

System: The player rolls Charisma + Empathy (difficulty 8) and expends a Willpower point; the effects last for a scene. His character may hold a mental conversation with a target at a maximum distance of 10 miles per success. It does not allow mind reading, but the werewolf may use social Abilities, such as Intimidation.
The Garou takes no damage from poison or disease, and he may exist in any environment, regardless of pressure, temperature or atmospheric condition. This Gift does not protect the Garou from hazardous situations (like falling), only hazardous environments. A bear-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Stamina + Survival (difficulty 7). Each success extends the Gift's effects by one hour.
This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or are bound there. Any Incarna avatar can teach this Gift.

System: The Garou must concentrate uninterrupted for three turns. If a spirit does not wish to leave, the player must make a Manipulation + Intimidation roll (difficulty of the spirit's Willpower). If the spirit has been bound to its lodging place (or into a fetish), then the exorcist must make a Wits + Subterfuge roll (difficulty 8) and gain more successes than the binder did when tying the spirit to its location. This Gift can be used to "cure" fomori, although the host will surely die as the Bane is ejected unless a powerful healer manages to preserve her live during the exorcism.
The werewolf can sense any unnatural presence and determine its approximate strength and type. Supernatural presences can include magic, spirits, the Wyrm, wraiths and vampires, although it won't pick them out specifically as such. The werewolf may sense a person plagued by hauntings as easily as a ghost. Any spirit servant of Gaia can teach this gift.

System: The player rolls Perception + Enigmas. The more successes he rolls, the more information he gains. The sensory input is somewhat vague and subject to interpretation though. For instance, a vampire might smell of old blood, of fear, of rotten flesh, of fresh meat or of whatever else the Storyteller finds appropriate. Interpreting the information properly might require an Intelligence + Occult roll (Storyteller's option).
If there is any one spirit that defines the Shadow Lord tribe, it is the Stormcrow. A frightening avatar of Grandfather Thunder, a Stormcrow comes to aid whoever beckons them with this Gift. They make excellent spies, messengers and, if need be, combatants of distractions. Some rumor that there are so many Stormcrows in the Umbral air of the Shadow Lord's homelands that every Shadow Lord can know all that happens in the land. Grandfather Thunder himself teaches this Gift.

System: By spending one Gnosis point and rolling Charisma + Intimidation (difficulty 8) the Lord may summon one Stormcrow, who will obey a single order of reasonable complexity, such as "Find your way into the Glass Walker's sept and keep an eye on them. Report to me daily." Stormcrows are invisible within the physical world, and may only be spotted in the Umbra with a Perception roll at difficulty 8
In one Kwakiutl Indian legend, Coyote dons masks of different animals and then allows the animal to die for him, thus saving his life. The most powerful Nuwisha may accomplish a similar feat, using their Gift as a shield against death. Only Coyote Teaches this Gift.

System: In order to learn this Gift, the Nuwisha must first leam a Gift that changes his shape,including Sheep's Clothing, Trickster's Skin, or the Ragabash Gift: Thousand Forms. If the character wishes to invoke this Gift, he must spend a full turn in concentration after first using the chosen shape-changing Gift. The player then spends one Gnosis point and rolls Willpower (difficulty 8). If successful, the Nuwisha may "die" once while wearing something or someone else's form. If the Nuwisha drops below Incapacitated from lethal or aggravated damage while wearing Coyote's Mask, the Nuwisha immediately appears in breed form not more than 10 feet away, and all that is left of the "corpse" is a small scrap of coyote fur. Nuwisha is considered to be at full health.
The Garou is human plus. Human plus strength, agility and health. Human plus devoted, assured spirituality and meaning. Human plus animal instinct and lightning reflexes. He is as man, but greater and more whole. Every Garou radiates this to some extent, causing humans to fear and avoid them instinctively. This Gift warps this perception, turning the Garou from a figure to be avoided into a figure to be admired or adored. An ancestor-spirit teaches this Gift.

System: Once learned, this Gift is always active. Humans dealing with the character will immediately pick her out as more desirable, attractive, smarter or more charismatic compared to throw around them, regardless of their actual capacity in such matters. The Curse still applies, but rather than being instinctively feared as a predator, the werewolf is dreaded as an intimidating figure of great presence. Also, the character may boost his Social Attributes by spending Rage or Gnosis, each dot of either spent raises one Social Attribute by one point for a single scene.
A werewolf with this Gift blends smoothly into any culture, no matter how strange or unfamiliar he might normally find it. He could slip among Bedouin nomads as if he were one of them, or he could shop in a Chinese market without anyone noticing that he does not belong. The Gift doesn't hide racial differences, but it does allow the user to mimic the behaviors and mannerisms of a native. It also grants the ability to speak and understand the culture's language, although this knowledge vanishes as the Gift ends. Ancestor-spirits teach this gift.

System: The player rolls Manipulation + Empathy. If successful, the character interacts with members of another culture as if he were one of them. This difficulty depends on how alien the culture is. The difficulty would be 5 for another Garou sept, but it could be as high as 9 when trying to assimilate into a Black Spiral Hive in a foreign country. The character will not suffer Social-roll penalties when interacting with members of the culture, although he will not receive any special benefits. The Gift lasts for one scene plus one day per Willpower point spent when activating it.
Some Silver Fang legends tell of a Great White Wolf who gave his own life to save Mother Gaia. He was the ancestor of the Silver Fangs, and of all the werewolves. Those werewolves who rise to the highest rank amongst the tribe sometimes learn the secret that Gaia imparted to the Great White Wolf after his sacrifice, one that deepens their connection to Her and allows them to be completely aware of their surroundings.Everything about her environment suddenly becomes part of the werewolf's awareness. She can sense the lay of the land, the type and nature of the plants growing on it and what forms of animal life live there. She can sense what spirits are at work in the area's Penumbra.

The werewolf also gains some sense of the health of Gaia in that area. In an urban area, she might feel constricted or restrained, while in an area under attack by the Wyrm, she might feel itchy or in pain, depending on how successful the Wyrm minions are.Any Silver Fang of sufficient rank may learn this Gift, but the majority of those who learn it are Theurges. For some reason, members of House Wise Heart receive this Gift more frequently than to those of any other House.

It is technically possible for a Garou of another tribe to learn this Gift, but it has not happened in living memory, and no song records such an event occurring. Those werewolves who do learn this Gift are often changed as a result. Many choose to walk barefoot on the earth whenever they can, and show a greater than usual aversion to cities. None of them can actually articulate what the secret is, saying that it is either something you understand, or you don't.

System: Secret of Gaia is a more powerful version of the Theurge Gifts Spirit Speech (Werewolf, p. 138) and Pulse of the Invisible (Werewolf, p. 139) and works in a similar fashion. The player spends a point of Gnosis to activate the Gift and then rolls the character's permanent Gnosis (difficulty 7). The werewolf gains an uncanny awareness of her surroundings for a one-mile radius for every success achieved on this roll, almost integrating her awareness into the very landscape.

She can automatically see into the Penumbra and may look at both the Penumbra and the material realm simultaneously if she wishes and can step sideways at -2 difficulty. Some Theurges have likened the experiences to what the world must have been like before matter and spirit separated. App Perception rolls made within that radius are at -3 difficulty. All local spirits that are free of Wyrm taint can sense the character's oneness with Gaia and are well disposed towards her. All social rolls are at -2 difficulty while dealing with spirits. This same oneness grants the player an extra die in all rolls, save those involving combat, that occur while the character is in the state in addition to the other bonuses.The Gift lasts for one hour for each point of permanent Gnosis the werewolf has. If the roll is a botch, the pain of Gaia overwhelms the character's senses and Harano cripples him for the duration of the scene.
A werewolf with this Gift blends smoothly into any culture, no matter how strange or unfamiliar he might normally find it. He could slip among Bedouin nomads as if he were one of them, or he could shop in a Chinese market without anyone noticing that he does not belong. The Gift doesn't hide racial differences, but it does allow the user to mimic the behaviors and mannerisms of a native. It also grants the ability to speak and understand the culture's language, although this knowledge vanishes as the Gift ends. Ancestor-spirits teach this gift.

System: The player rolls Manipulation + Empathy. If successful, the character interacts with members of another culture as if he were one of them. This difficulty depends on how alien the culture is. The difficulty would be 5 for another Garou sept, but it could be as high as 9 when trying to assimilate into a Black Spiral Hive in a foreign country. The character will not suffer Social-roll penalties when interacting with members of the culture, although he will not receive any special benefits. The Gift lasts for one scene plus one day per Willpower point spent when activating it.
Most trickster archetypes are shapeshifters, and the Ragabash is no different. The Garou with this Gift may change herself into any animal between the sizes of a small bird and a bison. The Garou gains all the special powers (flight, gills, poison, sensory abilities, etc.) of the animal she mimics. She may not take the form of Wyrm-beasts (not that she would wish to!), but she may take the form of mythical beasts with some extra effort.

Black Furies: The Fury that chooses to risk taking the form of a mythical beast typically honors Pegasus by assuming her form.

System: The player spends a Gnosis point and rolls Intelligence + Animal Ken. The difficulty varies, rising higher the farther removed from the Garou's natural form the desired animal is. For example, an ape or panther (mammals of roughly equal mass) might be difficulty 5, while an alligator (a reptile of slightly larger size) would be difficulty 7, and a frog (a much smaller amphibian) would be difficulty 0. Mimicking mythical animals is always difficulty 10.
The White Howler tribe is closely knit, sharing a bond rivaled by few others. This tie allows them to channel healing in a fashion others can only aspire to.

System: The werewolf howls. The player spends one Gnosis point and makes an Intelligence + Expression roll (difficulty 6). Everyone of the White Howler tribe (or their Kin) who can hear the howl heals one point of lethal, bashing, or aggravated damage. This howl cannot be amplified, communicated, or assisted through natural, artificial, or supernatural means, else it loses its effectiveness.
The wisest of Stargazers understand that all divisions of the flesh are mere illusion. The only true separation is of spirit — Wyrm from Weaver, Weaver from Wyld, Triat from Gaia. But even then, the great forces of the universe are connected. Drawing upon this wisdom, the Garou banishes the boundaries dividing the mind and body of man from the power of the werewolf. An avatar of Gaia herself teaches this Gift.

System: The player spends one Gnosis point. For the next day, the Stargazer enjoys the physical Attribute bonuses and regenerative powers of the Crinos form while in Homid. This Gift doesn't grant Crinos form's claws, fangs, or expanded senses, nor does it inflict the Delirium
There are many ways to mystically blend the will of another. This Gift shatters all such bonds, from the blood domination of a vampire to a mage's mind control or a Half Moon's geas. Those who know this Gift may use it on any being, including themselves. This Gift is only granted by an Incarna or equally powerful spirit, usually as a reward for some great service.

System: The Garou is automatically immune to any supernatural coercion save from any being more powerful than an Incarna. The Gifted one may break another's mystic compulsion by touching her, spending a Gnosis point and rolling Manipulation + Leadership (difficulty 11 – the target's Willpower)
Legends among the Red Talons state that the wolves with the greatest connection to the Progenitor Wolf were not bound by distance, but indeed could appear anywhere where wolves were found. This was long thought to be simply lore, but in fact an elder Red Talon with strong enough lineage might well learn to fade from one location and appear anywhere else in the Realm or the Umbra, provided that the Progenitor has been there before him. Only the Progenitor Wolf himself teaches this Gift.

System: The player must roll Gnosis as though her character were stepping sideways. If successful, the character may appear at any location on Earth where wolves might be found naturally (whether or not any may still exist) or any location that boasts Garou. She may instead choose to appear in any Umbral Realm that she has previously visited. A Red Talon must have Pure Breed 5 to learn this Gift.

Fomor Powers
The fomor can learn any Level of Gifts. The Gift's effects always appear twisted or warped in some way. For instance, a fomor using Persuasion might appear to be brainwashed and speak in tongues, speak through chittering insectile mandibles hidden within her mouth, influence onlookers with the double-irises of her hypnotic eyes, or possess the fanaticism and determination of a religious cultist.

System: The fomor may always spend points of temporary Willpower (in place of points of Rage or points of Gnosis) to activate any Gift she possesses; similarly, the fomor may choose to roll her Willpower (rather than the listed Attribute + Ability, if any) when activating any Gift she possesses.
Grant +3 in Given Attributes
The fomor's body becomes completely numb, feeling no pain. During this time, she feels no sensations. She can't talk properly (as though her tongue is anesthetized), and she can cut herself without feeling anything. Some fomor become addicted to this release from suffering. For some poor bastards, feeling nothing is better than feeling pain, emotional or otherwise.

System: The fomor spends one Willpower point and rolls Stamina + Medicine (difficulty 6). The effects last for one scene. The fomor suffers no wound penalties and has three extra Health Levels. However, when this power wears off, the extra Health Levels disappear; if the fomor is below Incapacitated, she dies and melts into a dissolving pile of muscle and bone. Fortunately, she doesn't feel a thing.
A sister-power to Malleate (W20, pg. 435), this sick twist of esoterica allows the freak to re-work & re-fashion the meat of living creatures on the fly.

System: The fomor spends a point of Willpower (or Gnosis, if she's got it), choosing either herself or a creature she's touching to physically re-sculpt: shaping blood, tissue, and sinew as easily as a she might work a lump of wet clay.

If she chooses herself, she rolls Willpower with a variable difficulty:

• Difficulty 6: adjust her height (by no more than a foot), physical build, voice, facial features, skin tone, apparent gender, or otherwise make some other minor cosmetic adjustment.

• Difficulty 8: duplicate another person (five successes are required to create a "flawless" copy of an existing individual)

• Difficulty 9: temporarily increase her Appearance by 1 per success (requires the expenditure of one additional point of Willpower per dot of increase; a botch on this roll permanently reduces the Appearance Trait of the fomor by 1)

• Difficulty 9: temporarily gain a single Physical Merit (such as Acute Sense, Double-Jointed, Lack of Scent, or even Huge Size; W20, pg. 472-473) at a rate of 2 points worth of Merit
per success.

If the fomor instead chooses to adjust a target she is touching, she may perform any of the actions listed above (at the same difficulty) …or she may choose to reduce the Appearance Trait of her target by one per success (difficulty 5). She may also impose a Physical Flaw (such as Anosmia, Bad Sight, Lame, One Arm, Deaf, Mute, or even Blind; W20, pg. 473-474) on an opponent with the same roll, at a rate of 2 points worth of Flaw inflicted per success.
Adjustments made to any creature are healed as if they were Health Levels of lethal damage.

This horrid Power is particularly common among those who practice Baneklaive Sorcery, the shamanistic tradition of Wyrm-magicians trained by Nightmaster W20 Umbra: The Velvet Shadow p. 46.
Consecration to the Wyrm's unearthly power imbues the wicked with deadly might.

System: The difficulties of all rolls made by the freak to activate any Fomori Power with an activation-roll (such as Ectoplasmic Extrusion or Noxious Breath) are lowered by 2
Twisted spirits in the thrall of the Wyrm delight in empowering their fleshy playthings with the most wicked & baleful of magics.

System: The fomor is considered to have a Willpower pool five points higher (maximum Willpower of 10) for purposes of activating Fomori Powers. These special "Evil Willpower" points are tracked separately and may only be used to activate Fomori Powers: they serve as an extra battery of juice, but do not affect the basic, inherent Willpower of the
fomor. Points of "Evil Willpower" are replenished according to the normal rules (W20, pg. 146)
Corpse Hide allows the vampire to soak damage at a difficulty two lower than normal.
This ability is common among fomori.

System: The creature can soak and heal lethal damage as if it was bashing damage
Sons of Typhon can hide their true appearance. They look exactly as they did before they were possessed. They can drop the disguise if they so choose, but few rarely do.
Siren's Veil adds two to the fomor's Social Attribute ratings, and allows him to roll Appearance + Empathy against a difficulty of a target's Willpower to appear as their ideal mate, even radically changing the Enticer's age, or making him appear as a different gender. If this roll fails, the Enticer simply appears to be a generic, attractive individual.
The fomor can shapeshift into the form of a hideous beast. Each fomor's bestial shape is different, but none are pleasant to see (or smell or hear, for that matter). No one would ever mistake one for a natural creature — these are the things nightmares are made of. Distinctive freaks can be identified through their odious aromas, unnatural hues, horrific hides or scales, or even sanity-shattering emanations from various orifices. (In other words, let your imagination mutate and go wild.)

System: Shapeshifting takes the same time as it does for Garou (using Dexterity + Primal-Urge, though few fomor
learn that skill.) The freak gains two additional dice for Physical Attributes, but the creature's Appearance in its Bestial Mutation drops to 0. Many of these freaks also have the Power: Claws and Fangs or the Extra Limbs power.
Most fomor capable of pulling-off actual shapeshifting – from "vaguely human, at least in silhouette" to "super-hideous ultra-mega-beef-death-squid-cockroach-monster" format – are still a long way off from matching the sheer, unadulterated, rage-fueled killing-power that is the sacred birthright of Gaia's True Chosen Warriors entering full-on Crinos form.…that said, there are a few exceptions.

System: The fomor must already possess both the Bestial Mutation Fomori Power (W20, pg. 430-431) and be able to pass for human (usually through use of one of the following Powers, but the Storyteller is free to use her discretion) before she may select this Power:
• Disguise (W20 Book of the Wyrm, pg. 137)
• Siren's Veil (W20 Book of the Wyrm, pg. 130 - 131)
• Wyrmish Glamour (below)
• be a Ferectoi (W20 Book of the Wyrm, pg. 131-132), so she always looks outwardly human until she chooses to reveal her hellish powers, and she doesn't even have to pay for it.

When this Power is gained, the fomor chooses two Fomori Powers she does not already possess or that she could select an additional time; she may designate one or both of these (as she desires) as Bestial Powers. If the fomor selects only a single Bestial Power, the other chosen Power is automatically designated as a Standby Power.

The fomor may use Standby Powers whenever she has not activated her Bestial Mutation. When the fomor activates her Bestial Mutation, she loses access to any and all of her Standby Powers and immediately gains access to all Bestial Powers she possesses. Under no circumstances can the fomor achieve access to both her Standby Powers and to her Bestial Powers simultaneously.
When it's time to party, you will party hard.

System: The fomor must already possess both the Bestial Mutation Fomori Power (W20, pg. 430-431) and the Enhanced Beast-Mode Power (above) before she can select this Power. When the fomor activates her Bestial Mutation, she gains an additional 5 dots to spend on her Attributes (other than Appearance) as she sees fit. No single Attribute may be boosted by more than 3 dots in this way, but the fomor may otherwise increase her Attributes (including Social and Mental Attributes) as she desires. While the majority of Fera primarily gain bonuses to their Physical attributes while in non-human forms – the nigh-legendarily badass "Strength +4, Dexterity +1, Stamina +3" bonus-set of a Garou entering Crinos being only the most famous example– members of the Ratkin gain a +3 to Perception in Rodens form (W20 pg. 419).
The fomor has a hard, gnarled, ossified carapace sporting bizarre ivory growths.

System: The exoskeleton grants the fomor +3 Strength and +3 Stamina. If this raises an Attribute above 5, the creature's appearance is so impossible that seeing it incites the madness of the Delirium.
The fomor can outmaneuver a normal human.

System: The fomor can take one extra action per turn without splitting her dice pool. This also allows her to multiply her normal speed by 1.5.
 
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@DragonParadox these are character sheets for my clones. I'll hit Uju32's soon just these ones took a pretty long time.

Many, many thanks.

Sorry for the update delay guys, we are having interesting politics over in Romania (for once not strictly bad interesting, the head fascist from last year's elections just had his ability to run in the elections rejected by the Central Electoral Office, but we will see)
 
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