New Gifts

Homid

Take the Wolf Form (Level Four) - Allows the homid to assume the statistics of the Crinos form while still appearing human.
System: The Garou spends three Gnosis points and rolls Gnosis against a difficulty of the character's Rage. The effects last for one scene. Note that, unless the character metamorphs his hands or teeth, he will have no way to inflict aggravated wounds naturally.

Metis

Fading Light (Level Five) - This gift may only be used when the Metis is about to die. Just before death the Metis must bite or claw a kinfolk and activate the gift. The gift causes the kinfolk to become a Garou. After activating this gift nothing can save the Metis. The kinfolk's breed is its natural form and its auspice is the current moon.
System: No roll is required, although the Garou must be about to die for some reason. This may be due to serious injury, or they may be about to undergo the Rite of the Winter Wolf.

Ragabash

Moment of Confusion (Level Two) - The Garou can confuse a target so that they forget whatever it is they were thinking about or doing. This Gift cannot be used to stop an opponent in combat.
System: The Garou rolls Manipulation + Subterfuge, difficulty the targets Wits + Alertness. The more important the action was to the target, the more successes are required to confuse them.

The Many Faces (Level Two) - This Gift allows the Trickster to take on the visage of another. The image may be blurry, incorrect, or even downright silly looking (ever had your face on upside down?).
System: Make a Wits + Subterfuge roll, difficulty 7. The more successes, the better and more accurate the new face is. This lasts for 6 hours per success, or whenever the user wishes to end it.

Insult (Level Two) - Garou born under the New Moon are habitually really skilled at insulting others. This Gift can, with the help of insults, send his target under a terrible rage. For a Werewolf or a Vampire, this means a Frenzy, but this power can be used against any other people, supernatural or not.
System : The Garou must insult his opponent, spent a Gnosis point and roll Manipulation + Primal-Urge. One success is enough, but each success bring the opponent is 1 more minute of uncontrollable rage. A "botch" puts the Garou himself in a Fox Frenzy for 5 minutes. The difficulty is (10 - Rage) for a Garou, the Humanity for a Vampire and the Willpower for any other being. A deaf target or one not in a position to hear the insult will be unaffected by his power. At the discretion of the Storyteller, a bonus of 1 could be given on the roll for a particularly original insult.

Tarnish the Burning Silver (Level Five) - With this Gift, a Ragabash can play the ultimate joke on those who think they are prepared to fight the Garou with silver weapons. This Gift causes all silver in the vicinity to blacken within seconds, and loses its capability to inflict aggravated damage on shape shifters.
System: The Garou concentrates for a turn and spends a point of Gnosis and a point of Willpower, they then roll Manipulation + Science, difficulty 8. If successful any silver items will blacken and tarnish and remain so for the rest of the scene. Mystic items, and Garou using the Gifts Silver Claws and Luna's Avenger may roll their Gnosis (or Arete for Talismans) against a difficulty of 8 to resist. Even if they are affected it will only last for one turn per success the Garou scored (removing success for each one scored by the resisting party) and they will still do aggravated damage, but it will not be unsoakable

Breaking Gaia's Laws (Level Six) - This amazing, and potent Gift makes Mages green with envy: The ability to break the laws of the Universe. Weather it be gravity, thermodynamics, the action of lift on a pair of furry arms, the Trickster can turn the world helter-skelter.
System: Roll Gnosis, difficulty 10. The more successes, the more control, and the more severe the effects of the Gift are. There is no set table; there are simply too many possibilities with this Gift.

Theurge

Purge Toxin (Level Two) - This gift was developed by the Children of Gaia aeons ago, but only recently has returned to common use among the tribe due to the increase of substance abuse among humans and the Garou themselves. Similar in effect to the level one Fianna gift, Resist Toxin, Purge Toxin will eradicate any sort of disease, drug or other foreign substance in the body of the affected person. Note that, especially in the case of drug addicts, the gift quickly eliminates anything in the system, making the target instantly sober. Purge Toxin can even cure Wyrm-created toxins and diseases. This gift is taught by a Unicorn or Plant-spirit.
System: The Garou must roll Intelligence + Survival with a difficulty of 6. Generally only one success is needed, however the Storyteller may rule that more successes are needed to remove more virulent substances.

Soul Sight (Level Two) - The Garou can bring themselves to the Periphery, and from their perceive the auras of those surrounding him, indicating their emotional states and sometimes and supernatural origin. In the Umbra Garou can perceive the aura's of spirits, as well as Umbral travellers.
System: The Garou spends one Gnosis point. For the rest of the scene he may view an individual's aura with a Perception + Empathy roll, difficulty 7. The more successes scored, the more information gained. The Gift Aura of Confidence will mask a Garou's true aura, showing only confidence. Some aura colours are listed here, more can be found in Vampire, page 159 and the Appendix of the Cult of Ecstasy Tradition Book.

Aura Colours

Afraid Orange
Angry Red
Calm Light Blue
Enraged Crimson
Excited Violet
Happy Vermilion
Hateful Black
Love Blue
Sad Silver
Spiritual Gold
Frenzied Rapidly rippling colours
Magic Use Myriad Sparkles
Vampire Appropriate colour is pale
Garou Appropriate colour is bright
Possessed Spirit's aura overlays mortals
Fomori Dark stain in centre of aura

Riddle of the Sphinx (Level Four) - Using this Gift, the Garou can overawe the target and force the target to answer one question, per use of the Gift, truthfully.
System: Roll+Manipulation + Intimidation, and spend one Gnosis point. Difficulty is the target's Willpower. One success indicates a truthful answer, but more successes will illicit a more precise answer. If the question asked of the target was in the form of a riddle (a decent riddle, not just some on-the-spot made up doggerel) than subtract 1 from the difficulty.

Philodox

Take the Comrade's Pain (Level Three) - Using this power, the Garou can protect their weaker comrades, even after that comrade has been wounded. By concentrating on a hurt individual that she can see, the Garou can transfer the last wound that individual received to themselves.
System: The Garou rolls Wits + Medicine, difficulty 7 and spends one Willpower point. The target must have been wounded either this turn, or the previous one. If the Garou succeeds, then the last wound the target received will be healed, and the Garou will take as many health levels as were healed. If the damage was aggravated, the Garou takes aggravated damage. The damage taken from this Gift cannot be soaked.

Galliard

Speaking Spirit (Level Three) - This calls a special spirit to the service of a Galliard. It is temporarily bound into an object. When a certain event, specified by the user, occurs, it will deliver a message. It takes its orders very seriously, but also very literally, so beware of false wording.
System: Roll Charisma + Rituals difficulty 8. This determines the length of the message that can be delivered and the length of time the spirit will wait for the chosen "trigger event" to occur.

Successes Effects
0 None. Spirit does not come.
1 Spirit will wait for one day. Message must be no longer than 10 words.
2 Spirit will wait for week. Message must be no longer than 25 words.
3 Spirit will wait for a month. Message must be no longer than 50 words.
4 Spirit will wait for a year. Message must be no longer than 100 words
5 Spirit will wait indefinitely. Message can be of any length.

Strength of the Few (Level Four) - When the Garou are in need of inspiration, it is the Galliard's who provide it. In desperate times a Galliard can use this Gift to tell an exceptionally stirring tale to inspire his comrade on to the greatest of heroism.
System: The Galliard spends one Gnosis and rolls Charisma + Expression, against a difficulty of 7. Every success gives all those hearing the tail who are on the Garou's side an extra dice. These can be used in any number to add to any roll, but as time a dice is used it is lost. This Gift can only be used when the situation is bad. Exactly what situations are bad enough are left to the storyteller.

Ahroun

Rage of Gaia (Level Six) - A Garou using this gift feels the holy rage of the mother.
System:By spending two Gnosis points the Garou treats each Rage point as an additional attack. Garou who have True Faith of five or higher do not need to spend Gnosis as they feel Gaia's' pain and rage automatically. Note that they still may not spend rage while under the effects of this gift. The effects last for one scene but are instantly negated by frenzy or any use of rage points.

Killian's Rage (Level Six) - This Gift was created by a Get of Fenris Ahroun who just got sick and tired of taking crap from anybody at all.
System:
With the expenditure of a Gnosis point, the Garou's Rage seems to become boundless. The werewolf may spend any number of points of Rage up to the maximum allowed by his Dexterity, as normal. For every success on a Rage roll, however, (that's permanent Rage, not temporary Rage) one point of temporary Rage goes unspent, leaving it open for use in future rounds. After the scene is over, the Ahroun is weak as a kitten (all Physical attributes 1, half Willpower) until he can get an hour of rest.

Black Furies

Furies' Talons (Level Five) - The Black Furies use their Rage to reach out and strike back at those of the Wyrm, reaching to help those who need it.
System: With expenditure of a Gnosis point and a Willpower roll (difficulty. 8), the Garou can instantly shift her claws into long, unbreakable, and twisted spears. For each success, the Garou can extend her claws by one foot in length. For each foot increase in length, the difficulty of all claw attacks is decreased by 1, and the damage pool is increased by 1. Unfortunately, these talons are more difficult to manoeuvre, and the Garou must make stamina checks (difficulty 7) before every claw attack after a number of attacks equal to 10 minus the number of successes on the Willpower roll. If the check fails, the difficulty of any claw attacks increases by 1, and the difficulty of the next Stamina check is increased by 1. Also, the Storyteller should assign appropriate penalties to any delicate hand manipulations during this time. Effect lasts for one scene.

Bone Gnawer

Eye Spy (Level Two) - By using this Gift the Gnawer can see through one layer of a normally opaque substance, such as a wall, a suitcase or a door. If there is another layer behind this, it obscures vision as normal.
System: The Garou rolls Perception + Investigation, the difficulty depends on the thickness of the material. Three foot reinforced concrete would be 9, an average wall would be 6 and a cardboard box would be 3.

Healing the Weaver's Children (Level Two) - This gives an Urrah the power to repair Weaver objects. Using this Gift can get you in good with an informational Geomid, or bring down the wrath of Wyldlings. It has been rumoured that it is usable on Weaver Spirits, but this has not yet been proven.
System: Roll Intelligence + Repair. Each success will heal the equivalent of one health level of damage to the object.

Children of Gaia

Health Sight (Level Two) - Using this gift the Garou is able to see wounds, even if they are not obvious (such as diseases, psychic wounds, etc.). The wounds will appear different depending on the type, e.g. a psychic wound may appear as a black nothingness whereas a brain clot might appear as a pulsing blood-red light.
System: The Garou rolls perception + empathy against a difficulty of 8 and spends one Gnosis point to see the wounds. A botch will result in misleading information or no information at all (i.e. you no longer can sense those around you, etc.). One success results in general superficial information. being gained, 3 successes enable the Garou to differentiate between different types of wounds and will give you a sense of their true cause, on 5 successes the wounds true cause is known and some knowledge as to how to heal them can be gleaned (this knowledge should not be too specific and may be able to be blocked by certain Wyrm spirits - could also be an idea for a botch i.e. the Garou receives misleading information. That might cause the 'patient' to become worse). When activated the Gifts lasts one scene.

Purge Toxin (Level Two) - As the Theurge Gift.

Soul Sight (Level Three) - As the level two Theurge Gift.

Fianna

Purge Toxin (Level Two) - As the Theurge Gift.

Get of Fenris

Relentless Predator (Level Four) - The Get revel in their reputation as the mightiest of Gaia's warriors, and unbeatable in a straight fight. However many of their foes use cowardly mind tricks to avoid combat. By focusing their Rage against a target the Garou can stop such tactics from swaying him.
System: The Garou focuses on a chosen individual target, spends a point of Rage and rolls their Willpower, difficulty 8. If successful no supernatural power can dissuade them from pursuing and attacking their chosen foe. This includes Gifts such as True Fear and Mastery, Disciplines such as Presence and Mind Magick. It does not stop powers which physically restrain the Garou, powers that make the target invisible, or fool the Garou into thinking that the target is elsewhere. Once activate the power lasts a scene, but the Garou must approach the target as quickly as they can, and attack them without pause whenever possible. Otherwise the Gift will stop working.

Glass Walker

See also Old Glass Walker Gifts

Healing the Weaver's Children (Level Two) - As the level two Bone Gnawer Gift.

Create Periodic Element (Level Three) - See Element Creation Gifts.

Ultimate Interface (Level Three Random Interrupt Gift) - A Random Interrupt can use this Gift to access the strange Weaver Realms of the Digital and Computer Webs. The Glass Walker must stare into the screen of a computer that is connected to a network, and use it to step sideways into these Umbral realms. More information on these places can be found in Umbra: the Velvet Shadow, and the Digital Web supplement for Mage.
System: The Garou concentrates for a turn and spends one gnosis point. They then roll their Gnosis, difficulty 8. The time taken is as normal for stepping sideways, and the Garou disappears from the physical world as they normally do.

Energy Bolts (Level Three) - When this gift is activated, the Garou who used it can draw upon surrounding energy sources, i.e. lamps, toasters, cars; and can fire energy beams with a range of 50 yards. These energy bolts can short circuit computers etc.
System: Spend 1 Gnosis point. For one hour the Garou can roll Intelligence + Occult, difficulty 7. If the Garou succeeds and strikes a foe the damage is Intelligence. Using this gift more than seven times in the one hour period causes the user to fall unconscious for about two hours.

Webbing of the Weaver (Level Four) - The Garou using this Gift can fire out silvery strands of Pattern Web from their finger tips to surround and entrap a foe. The webbing can also be used as a very strong rope or line.
System: The Garou rolls Dexterity + Occult, difficulty 6 and spend one Gnosis point. The webbing has a strength of [6 + Garou's Success] for the purposes of breaking it, and can be fired up to 20 yards. The webbing will automatically wrap around the target if the Garou wishes it to, Targets may dodge as per a firearms attack.

Techno-Tracking (Level Four) - This gift gives a Glass Walker the power to discover where is a certain person is in a city. By installing a map on a computer, the Garou may ask the Pattern Spiders to research someone in the city. A yellow dot will then appear on the map and will move according to the movement of the tracked individual. The time of research is about 5 minutes and the Pattern Spiders won't follow someone for more than 5 minutes, since they don't like to be disturbed in their own activities. An individual who is in the Umbra when he is so tracked will see a multitude of tiny spiders following him in his every moves. This power only works in cities, since the Pattern Spiders are absent in the wilderness.
System : The Garou must spend a Gnosis point and roll Charisma + Computer, difficulty 8. Each success gives one minute of tracking, to a maximum of 5 minutes. If the roll is a botch, the spiders will track someone that the Garou doesn't even knows. A personal possession of the individual to be tracked must be in the possession of the Garou to help the spiders. If the Garou has only a photo, then the difficulty is 10.

Red Talon

Heighten Delirium (Level Two) - The Red Talon can heighten the fear that she normally causes in Crinos form, causing humans to collapse in terror and ending what little resistance they could offer. This gift is taught by a Red Talon ancestor spirit.
System: The Red Talon must be in Crinos form and roll Charisma + Intimidation, difficulty the humans Wits + Occult. Every success on the roll moves the victim one place on the Delirium chart as if they had a lower willpower score. Anyone reduced to zero or less on the chart is treated as being at one, but also gains a derangement.

Rage of the Nature (Level Three) - The Red Talons are closely connected with Nature, but they are also a very aggressive tribe. This Gift enable them to gain Rage by drawing the one that is naturally in the heart of Gaia.
System : The Garou using this Gift can trade a Gnosis point by turn for a Rage point. These Rage points must be used in the same scene, or they will be lost, as will be the Gnosis points.

Shadow Lord

Create Oriental Element (Level One Hakken Metis Gift) - As the Element Creation Gift.

Sense of Duty (Level Two Hakken Gift) - By concentrating on her Honor and duty, the Hakken can herself themselves from being swayed into performing dishonourable or shameful deeds.
System: The Garou spends one Gnosis point and rolls Willpower, difficulty 7. Each success subtracts from success scored on any roll to make the Garou perform any dishonourable act. This could be anything from simple verbal persuasion to outright mind control. The Gift lasts for one scene.

Shadow Step (Level Four) - With this Gift the Garou ca truly master the shadows. By stepping into a dark shadow the Shadow Lord can transport themselves to any patch of darkness within five miles.
System: The Shadow Lord spends one Gnosis point and rolls Wits + Streetwise for Urban environments, and Survival for rural ones. The difficulty depends on how familiar the Garou is with their destination.

Familiarity Difficulty
Never seen 10
Seen a photo 9
Visited once 8
Visited occasionally 7
Visited often 6
Home or work place 5
Knows intimately 4

Both the patch of darkness the Garou enters, and the one they leave must be large enough to completely cover them.

Silent Strider

Crossing Ways (Level One) - The explanation of how can the Striders meet in their endless travels is in this gift. It allows them to sense another Strider if she is nearby.
System: The newcomer rolls Perception + Enigmas difficulty 9, -1 per mark level (see below) if present. One success indicate to her that another Strider is in the near area ("near" for a Strider mean several square kilometres, depending of the terrain); two gives her the approximate bearing; three the bearing and the distance; four the location of a 500 square meters area where the other Strider is; five the exact point. Residents of an area or that frequent the same spots usually leave some kind of secret mark, in the form of a graffiti, a landscape feature or even some architectural feature. Like a hieroglyphic, it will mean nothing to non-Striders (some graffiti are even at display in the N.Y. MOMA museum) but its structure, size and colors will indicate to any tribemate the name and meeting points of the writer. The level makes the mark more perceptible to other Garou, but also more obvious to anybody. A two level mark can attract the attention of other Garou, Gangrel leeches or Dreamspeaker mages, and a three level mark might be detected by werewolf hunters or human investigators. Nobody has ever heard of four level markings, but a secretive Strider should be in very dire circumstances to make such a risky move. If there are no marks present, the gift manifests in a mystic way. The user just "knows" there is someone near, like in "Highlander" or almost any John Woo movie.

Striders Step (Level Three) - By channelling her rage into a single leaping strike, the Strider may leap through her opponent and take a second attack from behind.
System: Make a Strength + Intimidation roll, (difficulty is the targets rage). Even one success will allow you a second attack from behind the target. The storyteller is the final arbitrator of how this will effect the target's dodge rolls and the rest of the combat.

Riddle of the Sphinx (Level Four) - As the Theurge Gift.

Stargazer

Create Oriental Element (Level One Metis Gift) - See Element Creation Gifts.

Awe of the Heavens (Level Three) - The Stargazer using this Gift (and all to be affected by it) must be standing under a clear night sky with at least a few stars visible (meaning that it may not be useful in some major cities.) When invoked, all sentient beings within sight of the Garou will feel a nearly irresistible urge to look upon the heavens, and in doing so will be struck with overwhelming awe at the immensity of the universe. This is somewhat like living for years within a small house and suddenly being taken outside on a clear, starry night. The sky (regardless of lighting conditions or local smog, so long as at least a handful of stars are visible) will suddenly appear to be a perfectly clear window into the universe, containing millions upon millions of stars, falling meteors, and stellar gasses normally only visible at observatories. The sheer awe of its immensity, in comparison to ones proportionally small and ephemeral existence, will paralyze onlookers (who will feel an almost physical weight upon then.) This Gift is taught only by Star-Spirits.
System: The Garou spends one Gnosis and rolls Manipulation + Cosmology at a difficulty of 8 (7 in wilderness settings where the sky is extremely clear, 9 in large cities where the sky is masked by much lighting or smog.) Onlookers must succeed in a Willpower roll (difficulty 7) or be paralyzed for a number of rounds equal to the user's successes. This Gift has no effect on Stargazers (even those who have turned to the service of the Wyrm.)

Riddle of the Sphinx (Level Four) - As the Theurge Gift.

Uktena

Riddler's Wisdom (Level One) - This gift helps the user to solve any riddles that are told to him This gift is taught by a Chimera spirit.
System: The user rolls Int+Enigmas with the difficulty of the riddle -1. Each success lowers the difficulty by 1, minimum of 6.

Attracting the Guppy (Level Two) - This gift is used to summon all the underwater animals nearby. Taught by a Water elemental.
System: The user must submerge any part of her body underwater and spend a Gnosis point. The user then rolls Charisma +Animal Ken difficulty 7 for still water and 8 for fast moving water including the Ocean. For each success the user attracts all the underwater life in an area equal to the number of successes times 10. A minimum of three successes are required to attract animals and will not change animals intentions so a hungry shark will still be hungry.

Mystic Ward (Level Three) - The Uktena tribe have long known secrets hidden from other Garou, secrets of the other supernatural creatures, and how to protect themselves from them, secrets such as this Gift. To use it, the Garou must make a mystic symbol in the air, and utter a special chant. This gift is taught by an Uktena spirit.
System: The Garou spends a turn and rolls Intelligence + Occult, difficulty eight, and spend a Gnosis point. For the rest of the scene, any creature attempting to use a supernatural power on the Garou must deduct a number of successes equal to the number scored when the power was activated.

Animal Heart (Level Three) -The Garou is able to take the shape of an animal native to the area she uses the power in. The form taken must can be from a large dog up to a stag. Belongings will only shift with the Garou if dedicated. The shift must be made from breed form. The Garou can shift back to breed form at any time, but that ends the Gift, even if more time remains.
System: The Garou spends 1 Gnosis, and rolls Intelligence + Animal Ken (difficulty 6). Each success is 1 hour she may spend in the new form.

Claw of the Fire Lords (Level Four) - The Garou summons a claw made of fire. This is treated just like the Garou's hands, in that it is controlled the same way, and can even pick things up (though many items will melt or burn).
System: The claw hits as a fist in combat, and all damage is aggravated. Heat produced is similar to that of a bonfire. The ultimate in the fight against the leeches. The Garou must spend 1 Gnosis, and rolls Stamina + Occult (difficulty 7). The hand lasts 1 turn per success.

Wendigo

Arctic Justice (Level Two) - This gift allows the user to call down a blast of cold against anyone who has committed an injustice against them, including attack. The gift is taught by an avatar of Wendigo.
System: The user rolls Wits+Occult. The difficulty varies based on how grave an injustice was committed: 9 for a little white lie, to 3 for a Judas-like betrayal. Each success deals one die of damage to the target.

Odd Gifts

These are Gifts that are difficult to classify under the conventional headings of Breed, Tribe and Auspice. Unless they are listed above as a Tribe/Breed/Auspice Gift, the must be learnt at level x5 experience cost.

Old Glass Walker Gifts

These are Gifts that were used by the Glass Walkers before the rise of modern technology, although a few older Glass Walkers may still know them. Some of them were been in use when the Glass Walkers were still the Warders of Apes and the Iron Riders.

Ignite (Level One) - Creates a lighter size flame for a couple of seconds. It was used to light lamps, torches, and candles and to start kindling on fire. The gift is too weak to be effective in combat.
System: The Gift is automatic, no roll is required.

Encrypt (Level Two) - Encodes or decodes a written message. Only written messages are affected, electronic media cannot be encoded.
System: Roll Intelligence + Science (or Mathematics), difficulty six. The number of successes determines how well it was encrypted or deciphered. A botch means the message can never be recovered.

Summon Mount (Level Three) - Calls the nearest domesticated riding animal to the Garou. If no animal can reach him by the end of the scene then the call fails. When the animal arrives it will be docile and willing to be ridden, although it will have to be controlled as normal.
System: The summons only lasts for a number of minutes equal to the successes on Charisma + Animal Ken, difficulty 6. A botch means the summons may not be attempted for another day, otherwise it may only be used once per scene.

Strengthen Forge (Level Five) - This gift causes a melee weapon to inflict aggravated damage for the scene.
System: It requires expending one rage point and one success on Dexterity + Melee vs. a difficulty of the weapon's to-hit plus one.

Element Creation Gifts

Create Oriental Elements (Level One) - This can be taken as an alternate to the classical Create Element gift by characters from the Far East, such as Hong Kong Glass Walkers, Hakken Shadow Lords, Ainu Uktena and Stargazers. The elements that can be created are: Metal, Water, Wood, Fire, Earth. Precious metals cannot be created, but the Garou can pick the metal (zinc, iron, bismuth, magnesium, mercury, etc.) with two or more success; vocational Kindred hunters will no doubt find the Wood part most invaluable.
System: Spend a Gnosis point and roll Intelligence + Occult (difficulty 6). This Gift is taught by an Eastern animal spirit (such as Tiger, Crane, Ox, Monkey, Dragon, et al).

Create Alchemical Elements (Level Three) - This Gift creates the four Alchemical sub-elements of Ether, Sulphur, Salt and Mercury. Needless to say, all of these elements are somewhat dangerous to handle, with two being outright poisonous and the other two slightly toxic. Also, Alchemy is more in the region of Mages and the Garou will have to do some fancy talking if a Mage catches her at this. But, if she's friendly with Mages (as in the case of Striders, Uktena, Children of Gaia), this Gift could make the wielding Garou a force to be reckoned with. Mercury can be injected into veins by way of a claw vector, Ether could anaesthetize a wounded character, making surgery easier for a healer-type character, Sulphur is never amiss to a demolition's/pyro expert, and let's face it, popcorn just isn't any good without a dash of salt...
System: Spend a Gnosis point and roll Int + Occult (difficulty 8). One ounce per success owing to the specialised nature of the element being created (besides, who wants to wrangle 100 cubic feet of Mercury?). This Gift is taught by an Alchemical spirit.

Create Periodic Element (Level Three) - This powerful Gift allows the Garou with a working knowledge of western chemistry to create elements from the Periodic Table of Elements. Same restrictions apply: no precious metals or poisonous gases, nor Uranium can be created. Glass Walkers have almost a monopoly on this one.
System: Spend a Gnosis point, and roll Int + Science (difficulty 7). 10ml of the element is created per success. This Gift is taught by a Techno-elemental or Weaver spirit.

Create Tattvic Element (Level Five) - This is a rare Gift; generally only mystically-bent Garou from India, Tibet and Indonesia learn it. It is almost identical to the classical four-element Create...Gift, but with one major exception: the inclusion of Akasha, the Element of Spirit. It is not so much an autonomous Gift on its own rather than a mystical development of the Level One Gift. Using the Element of Akasha, the Garou can make ephemera, invest talens, access the Akashic Records, animate inanimate objects and simple machines permanently, restore health levels, perhaps even revivify the dead and moribund. Only the wisest and most valorous Garou are ever taught this Gift: only a handful of Garou know it, the bulk of these being Stargazers, Children of Gaia and Silent Striders, in descending order.
System: Spend a Gnosis point and roll Int + Occult (difficulty 8). If Akasha is created, the Garou can (per success):

  • Heal one health level.
  • Animate one inanimate object or simple machine for a scene (five successes permanently animates object)
  • Create one unit of ephemera, Tass or, rarely, Gnosis.
  • Invest one talen with Gnosis.
  • Revive the recently dead (no more than one hour old); requires expenditure of one permanent Gnosis; five successes required and the subject will require healing or Mother's Touch -- all this does is reanimate her.
  • Awaken a spirit (spirit reaction rules apply). For a Gnosis point and a roll of Int + Meditation, the character can apply Akasha to herself, and access the Akashic Records for divination purposes, soul-searching, discovery of deeply-buried knowledge, investigation, etc. One question can be answered/condition investigated per success.

This Gift is taught by an Engling.

Credits:

  • Element Creation Gifts - Diane Keating
  • Old Glass Walker Gifts - Denis Payne
  • Riddler's Wisdom, Attracting the Guppy - Paul Harris
  • Healing the Weaver's Children, The Many Faces, Speaking Spirit, Breaking Gaia's Laws - Ellerby
  • Arctic Justice - Chris LoBue
  • Riddle of the Sphinx - NightMare
  • Health Sight - John Lamber
  • Animal Heart, Claw of the Fire Lords - Tom Perdoni
  • Awe of the Heavens - Datawolf
  • Take the Wolf Form - Cybersurfer
  • Fading Light - Dennis Rayne
  • Fury's Talons - Charles Lin
  • Crossing Ways - Emilo Martin
  • Stench of Death - Kevin Harrison
  • Rage of Nature, Techno Tracking, Insult - Sébastien Lévesque
  • Energy Bolts - Microphone
  • Killian's Rage - Shayne Karlash
  • Rage of Gaia - AMERYER9934@aol.com
  • All others and editing - Mark Antill