Gift Changes

GIFT CHANGES AND RECOMMENDED APPLICABLE ABILITIES:


Note: Occult is the appropriate ability if no other is presented.



Homid

Jam Technology- *NOTE* This gift has no effect upon fetishes.
Offensive: Crafts OR Repair

Staredown-
Offensive: Intimidation
Defensive: Intimidation

Disquiet-
Offensive: Empathy
Defensive: Primal Urge

Assimilation-
Offensive: Etiquette

Metis

Burrow-
Offensive: Athletics

Create Element- This only applies if being used offensively
Offensive: Physical challenge, retest with Occult
Defensive: Dodge

Curse of Hatred-
Offensive: Primal Urge
Defensive: Primal Urge

Sense Wyrm-
Offensive: Primal Urge
Defensive: Subterfuge

Mental Speech-
Offensive: Occult
Defensive: Awareness

Wither Limb- Physical challenge
Offensive: Medicine
Defensive: Athletics

Madness-
Offensive: Empathy
Defensive: Empathy

Lupus

Hare’s Leap-
Offensive: Athletics

Gnaw-
Offensive: Brawl

Ragabash

Blissful Ignorance-
Offensive: Stealth
Defensive: Investigation

Blur of the Milky Eye- If the defender wins, they DO see a hazy shape, and may act accordingly.
Offensive: Stealth
Defensive: Investigation

Open Seal- no applicable ability; Gnosis challenge vs. Gauntlet rating

Sense of the Prey-
Offensive: Enigmas
Defensive: Stealth

Gremlins- Does not work upon fetishes.

Whelp Body- Gnosis vs. defender’s physical traits
Offensive: Occult
Defensive: Athletics

Talons of the Thieving Magpie-
Offensive: Occult
Defensive: Awareness

Theurge

Feral Lobotomy- these effects last for the remainder of the session
Offensive: Empathy
Defensive: Academics or Awareness

Philodox

Scent of the True Form- opposed Mental challenge; the appropriate Lore ability entitles you to exact specifications on creature type (vampire, fae, etc.) Otherwise, you get vague hints (the walking dead, wyld spirits given flesh, etc.) You still automatically recognize other werewolves.
Offensive: Primal Urge
Defensive: Awareness

Strength of Purpose- This is not an extended chop; you may ultimately regain one Willpower trait per scene.

Truth of Gaia-
Offensive: Empathy
Defensive: Subterfuge

Weak Arm- the bonuses conferred by this gift last for the remainder of the scene.
Offensive: Brawl
Defensive: Brawl

Geas- Social challenge
Offensive: Leadership
Defensive: Leadership

Galliard

Call of the Wyld- If performed as a howl, the range of this power is two miles. This power may cause problems in urban areas. Otherwise, the range is whoever can hear you in character.
Offensive: Primal Urge

Call of the Wyrm- contested social challenge
Offensive: Performance
Defensive: Awareness

Distractions-
Offensive: Performance
Defensive: Awareness

Dreamspeak- the dreamer will remember the dream vividly upon waking up.
Offensive: Empathy
Defensive: Awareness

Mindspeak- should the target be unwilling, these are the abilities.
Offensive: Occult
Defensive: Awareness

Eyes of the Cobra- if the victim is attacked en route, they will regain control
Offensive: Enigmas
Defensive: Intimidation

Shadows by the Firelight- this power has no effect on antagonists during a combat. You may still use it to coordinate allies who might not cooperate well. As well, narrators may deny certain uses. You may not, for instance, “guide” a pack of unsuspecting Black Spiral Dancers to commit suicide as part of a story you’re telling.
Offensive: Performance
Defensive: Awareness

Song of Rage-
Offensive: Leadership
Defensive: Primal Urge OR Empathy

Head Games-
Offensive: Empathy
Defensive: Empathy

Ahroun

Falling Touch- The target falls to the ground, and must spend their three steps to stand up. Victims may fall from precarious surfaces, and massive creatures may suffer damage from falling. So long as the victim is lying on the ground, they suffer a 2 trait penalty to all defensive physical actions, except for soaking.
Offensive: Medicine
Defensive: Athletics

Sense Silver- static challenge

Spirit of the Fray- this gift may only be invoked in combat situations, and for physical challenges only. You may not use SotF to, say, make one bad-ass shrimp scampi.

True Fear- Physical vs. Mental; supernatural creatures may spend a Willpower to operate normally for one turn
Offensive: Intimidation
Defensive: Empathy

Clenched Jaw- if you die while using this gift, continue to make challenges until your victim frees himself/herself.
Offensive: Brawl
Defensive: Brawl

Heart of Fury- make a static willpower challenge for each point of permanent willpower you have, difficulty of your permanent rage. For each success gained, you get a one-trait bonus on resisting frenzy checks.

Black Furies

Coup de Grace-
Offensive: Brawl
Defensive: Dodge

Fianna

Glib Tongue-
Offensive: Expression
Defensive: Empathy

Howl of the Banshee- those who fail the challenge flee for one turn per social trait you expend.
Offensive: Expression
Defensive: Leadership

Balor’s Gaze- contested Social challenge rather than a Willpower challenge
Offensive: Intimidation
Defensive: Leadership

Phantasm- Just make a mental challenge against onlookers to persuade them of the illusion’s existence.
Offensive: Expression
Defensive: Awareness

Get of Fenris

Halt the Coward’s Flight-
Offensive: Intimidation
Defensive: Athletics

Snarl of the Predator-
Offensive: Intimidation
Defensive: Leadership

Visage of Fenris- this gift is exclusive of the rule that states you may only expend traits equal to your rank
Offensive: Intimidation
Defensive: Leadership

Scream of Gaia- Spend a Rage instead of a Gnosis, and perform a Social vs. Physical mass challenge with everyone within 50 feet, including allies.
Offensive: Expression
Defensive: Athletics

Venom Blood- “Coming in contact with the blood” is automatic on any Brawl attack that does lethal or aggravated damage. With melee weapons, the weapon suffers acid damage. Small weapons (knives, klaives) are DESTROYED after one agg. Medium weapons (swords, grand klaives) can sustain two agg, and two-handed weapons require three agg to be destroyed.

Glass Walkers

Control Complex Machine- this gift can never affect fetishes.

Doppelganger- the static difficulty for this challenge is your likeness’ social traits + Expression. Since you don’t pick up their mannerisms and personal quirks, close associates may call for a Mental vs. Social, retest Investigation/Performance, to determine that something is amiss. They must have a good reason to call for this challenge (Bob would never eat a cheeseburger!).

Red Talons

Beastmind-
Offensive: Empathy
Defensive: Leadership

Curse of Lycaon- should a Garou be affected by this power, they will still change to Crinos or Hispo form when frenzying.

Shadow Lords


Fatal Flaw-
Offensive: Empathy
Defensive: Athletics

Open Wounds- make the physical challenge with your intended victim, rather than a static test
Offensive: Medicine
Defensive: Athletics

Strength of the Dominator- make the social challenge against your opponent
Offensive: Intimidation
Defensive: Primal Urge

Obedience- Anyone subjected to this power may spend a Willpower to engage the Shadow Lord in a social challenge to break the power.
Offensive: Leadership
Defensive: Leadership

Silent Striders

Great Leap- This gift does not protect you from the falling damage you might sustain from use of this power.

Silver Fangs

Empathy-
Offensive: Empathy
Defensive: Subterfuge

Mastery-
Offensive: Leadership
Defensive: Leadership

Wrath of Gaia- Victims may still defend themselves normally, and if cornered will fight. The difficulty for their Willpower challenges is equal to your permanent Willpower.

Uktena

Shroud- the shroud can not move with you, nor can you direct it. Obtenebroken it is not.

Wendigo

Cutting Wind- For the purposes of bowling foes over, the wind has seven traits. Victims automatically suffer the trait penalties.

Heart of Ice- Make a contested Mental vs. Physical challenge; each success deals one agg. Each round, continue to make these challenges until the defender wins.
Offensive: Occult
Defensive: Survival

Invoke the Spirits of the Storm- Storms will generally last for a scene or an hour. During thunderstorms, you may spend one gnosis to make one lightning bolt attack. Physical challenge, 3 aggravated damage. Taking cover prevents the victim from being struck (entering a building, etc.)