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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

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