Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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102<br />
Chapter II: Character<br />
GIFT S<br />
Some powers are the stuff of legend. A man tastes<br />
the blood of a dragon, and he instantly understands the<br />
speech of birds and animals. A falcon gives a feather to<br />
a wanderer, and when the wanderer places the feather in<br />
his belt, he is able to fly as swiftly as the falcon. A woman<br />
pleases a mercurial fey creature, and she is blessed with the<br />
ability to see through illusions. <strong>The</strong>se are the Gifts given<br />
by the spirit world — ancient blessings that hint at a time<br />
when flesh and spirit were close.<br />
Gifts are tricks bestowed by spirits, unusual magical<br />
abilities that draw on a werewolf’s half-spirit nature to accomplish<br />
things that would otherwise be impossible. <strong>The</strong>y<br />
are not spells or innate abilities. <strong>The</strong>y’re more like a spirit’s<br />
Numina (see the World of Darkness Rulebook, p. 210).<br />
Individual Gifts are frequently limited in effect, but the<br />
sheer variety of Gifts that spirits are capable of teaching<br />
grants werewolves a versatile array of power.<br />
All Gifts are taught by spirits and can be learned only<br />
by those who are part spirit themselves. In game terms, a<br />
character must have an Essence trait to be able to learn a<br />
Gift. Spirits cannot use Gifts themselves, only Numina.<br />
<strong>The</strong> process of teaching a Gift is a supernatural blessing,<br />
an example of the living symbolism of the spirit world.<br />
<strong>The</strong> Gifts a spirit teaches depend not on the spirit’s traits,<br />
but on its nature. Most spirits grant Gifts with a common<br />
theme — hence the arrangement of Gifts in lists. A bullspirit<br />
(largely a spirit of strength) teaches many Gifts that<br />
have strength as a common factor, so bull-spirits are listed<br />
as teachers of the Strength Gift list. In turn, only spirits<br />
can “teach” Gifts. A werewolf cannot convey the same<br />
sort of blessing to another, even a packmate.<br />
Spirits don’t hand out Gifts for free, though. Nothing<br />
comes for free in the spirit world, particularly to the Uratha.<br />
A werewolf must somehow appease one of these hostile<br />
entities, even one that is ordinarily a friend to her totem,<br />
before it agrees to bless her with a Gift. Even if a spirit were<br />
to be greatly fond of a werewolf (or in love with her, as<br />
legends sometimes speak of), it couldn’t give her something<br />
without asking for something in return. <strong>It</strong> is one of the laws<br />
of the next world. <strong>The</strong> spirit may ask for little in return if<br />
it feels charitable (unlikely), or it might ask for the near<br />
impossible if it dislikes the werewolf (sadly likely). In any<br />
event, learning a Gift is more a matter of negotiation and<br />
making offerings than of study and practice.<br />
A beginning <strong>Werewolf</strong> character starts with three<br />
Gifts. <strong>The</strong>se powers are presumed to be the first ones the<br />
werewolf learned, during and directly after her initiation<br />
into <strong>Forsaken</strong> society. <strong>The</strong>se are chosen from among the<br />
lists affiliated with her auspice and tribe and from another<br />
list of the player’s choice. Gifts affiliated with a character’s<br />
auspice or tribe are considered “affinity Gifts,” as are<br />
Father Wolf’s and Mother Luna’s Gifts. A Hunter in Darkness<br />
Cahalith could, therefore, have one Gift from the Elemental,<br />
Nature or Stealth lists (associated with her tribe),<br />
one from the Gibbous Moon, Inspiration or Knowledge<br />
lists (associated with her auspice), and one from another<br />
list of her player’s choice. She could even have multiple<br />
Gifts from a single list if a Gift list is affiliated with both<br />
her tribe and auspice, or her third, free choice is also allocated<br />
to one of her affiliated lists. Remember, however,<br />
that no character can have a Gift worth more dots than<br />
her highest primary Renown. If the Hunter in Darkness<br />
Cahalith has Purity • (her tribe’s primary Renown) and<br />
Glory •• (her auspice’s primary Renown), she can have no<br />
Gift of higher than two dots.<br />
Ghost Wolves, who have no tribe, begin play with a<br />
Gift chosen from the lists associated with auspice, a Gift<br />
from the “open” lists that are affiliated with all werewolves<br />
(Father Wolf’s or Mother Luna’s Gifts), and one from a list<br />
of the player’s choice.<br />
<strong>The</strong> only lists from which you cannot choose Gifts via<br />
a free pick are those that are synonymous with the other<br />
auspices: Full Moon (Rahu), Gibbous Moon (Cahalith),<br />
Half Moon (Elodoth), Crescent Moon (<strong>It</strong>haeur) and New<br />
Moon (Irraka).<br />
At character creation, a player also has the option<br />
of trading his third, “free” pick of Gift for one dot in the<br />
Rituals trait. This trait allows access to the supernatural<br />
rites performed by werewolves (see pp. 147-165). That trait<br />
can also be acquired during play to learn and perform<br />
rites.<br />
As a character grows and learns, she may continue to acquire<br />
Gifts. When Renown of any kind is increased through<br />
experience points (see the chart on p. 247), your character<br />
gains a new Gift worth the same number of dots. This Gift<br />
must be chosen from one of the lists for which your character<br />
has a tribe or auspice affinity. For example, if the Honor<br />
Renown of a Hunter in Darkness Cahalith increases from<br />
• to ••, she gets a new two-dot Gift from one of the following<br />
lists: Gibbous Moon, Inspiration, Knowledge (from her<br />
Cahalith affinity), or Elemental, Nature or Stealth (from her<br />
Hunter in Darkness affinity). She could alternately choose<br />
two-dot a Gift from the Father Wolf or Mother Luna lists<br />
since all <strong>Forsaken</strong> have affinity with them.<br />
Gifts can also be acquired in the course of the chronicle<br />
by making pacts with spirits, without raising Renown.<br />
In systems terms, you spend experience points for your<br />
character to learn a new Gift. This power can be from<br />
any list. As stated previously, the Gift cannot be of a level<br />
higher than your character’s highest primary Renown. If<br />
her highest primary Renown is 3, you can’t spend experience<br />
points for her to acquire a four-dot Gift of any kind.<br />
<strong>The</strong> experience chart shows the point costs of acquiring<br />
Gifts without raising Renown at the same time. Some<br />
Gifts are easier to learn during play than others. Buying<br />
Gifts from lists affiliated with your character’s auspice or<br />
tribe (or from the Father Wolf or Mother Luna lists) costs<br />
less experience points than those from non-affiliated lists.<br />
Thus, if a Bone Shadow Elodoth (whose affiliated Gift