Werewolf Rules

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Werewolves are warriors. Half man, half wolf, half spirit, they overflow with a force called Rage. Often men of the mountain, nature-lovers, native folk, or fighters in general, the Werewolves (who call themselves Garou) are best known for their ferocity. They deal with a particular Triat of spirits, called the Wyld, the Weaver, and the Wyrm. You may see Fera and Werewolves lumped in together in certain rituals as “Shifters”

Advantages to playing a Werewolf:

  • Built-in Beast Form
  • Built-in Traverse Gauntlet
  • Pack Mechanics
  • Generally more combat plot
  • Built-in passive health regeneration
  • Free-form Power purchasing
  • Secondary Energy Pool
  • Native Realm: Both, fall to the side you are currently on.

Disadvantages to playing a Werewolf:

  • Must protect Power Node
  • Silver causes Aggravated Damage
  • Carrying Silver reduces Primary Energy Pool
  • All levels of non-innate Gifts require a teacher
  • Progression limited by Rank and Renown
  • May not take the Static Nature merit
  • Ability required for Ritual Access

Building a Werewolf

  • Start by following the Universal Character Creation section in the Universal Character Information chapter and then…
  • Choose a Breed from: Homid, Metis, Lupus
  • Choose an Auspice from: Ragabash, Theurge, Philodox, Galliard, Ahroun
  • Choose a Tribe from: Black Fury, Bone Gnawer, Child of Gaia, Fianna, Get of Fenris, Iron Rider, Shadow Lord, Silent Strider, Silver Fang, Stargazer, Uktena, Wendigo
  • Fill in Gnosis (Primary Energy) based on Auspice: Ragabash 9, Theurge 8, Philodox 7, Galliard 6, Ahroun 5
  • Fill in Rage (Secondary Energy) based on Auspice: Ragabash 1, Theurge 2, Philodox 3, Galliard 4, Ahroun 5
  • Spend 12 points on Gifts. When choosing Gifts, you may purchase from your chosen Breed, your chosen Tribe, and your chosen Auspice. You may only take 1 of each of these types of gift per level at Innate costs.
  • Spend 18 points on Backgrounds. (Mortal Rules)
  • Spend 10 points (freebies) anywhere you like on your sheet.
  • At your first check-in, request your appropriate Renown tags.

You do not need to purchase your Gifts in tree order, however you do need to purchase Gifts in order. Each Rank 2 Gift requires a Rank 1 Gift. Each Rank 3 Gift requires a Rank 2 Gift. You may only purchase Gifts at or below your character’s Rank. Wherever you see multiple Innate Trees, you may purchase one Gift as Innate and any others at Non-Innate costs without needing a teacher. You may notice that Werewolves have a lot more duplicate gifts. If you see the same gift twice, you may only purchase it at the higher level unless it is innate (innates you may purchase at the lowest available level)

Built-In Powers

Werewolves come with built-in powers.

  • Beast FormBeast Form: Form. Equip a mask designated by this power. This power lasts until deactivated unless otherwise specified. Falling unconscious while in this form reverts you to your natural form. Remember that while wearing an animal mask you inflict the Delirium effect on mortals. While in this form, gain the power Resist: Status, 2 Energy, Self - if you have more than one Energy type, use your Primary Energy type for this. + ClawsClaws: You may use 1 or 2 medium brawl boffers marked as claws. While using these boffers you receive Augment. In order to deal damage with Claws you must have the Brawl skill. You may use them to defend even if you may not deal damage., 1 Gnosis or 1 Rage, Self, Wolf Mask, 2 claws
  • War FormWar Form: Form. Equip a mask designated by this power. This power lasts until deactivated unless otherwise specified. Falling unconscious while in this form reverts you to your natural form. Remember that while wearing an animal mask you inflict the Delirium effect on mortals. While in this form, gain access to the powers Resist: Mental, 3 Energy, Self and Aggravated Damage, 1 Energy, Other, 1 brawl attack - if you have two Energy Types, use the Primary with these powers. + ClawsClaws: You may use 1 or 2 medium brawl boffers marked as claws. While using these boffers you receive Augment. In order to deal damage with Claws you must have the Brawl skill. You may use them to defend even if you may not deal damage., 1 Gnosis or 1 Rage, Self, Wolf Mask, 2 claws, requires Rank 4
  • Traverse GauntletTraverse Gauntlet: You may equip or remove a white headband to enter or leave the Umbra. This ability costs 2 Energy indoors, 1 Energy outdoors, or no energy in a place of power. If you are touching a window, mirror, or node card, you may step across immediately. If not, you must make a silent 10 count., Variable, Self
  • Passive RegenerationPassive Regeneration: While not in combat, gain 1 health every 60 seconds up to your maximum health. This ability only functions while conscious. If under the effects of Aggravated Damage, this health gain is slowed to 1 health every 5 minutes instead., No Cost, Self, Always On
  • EnrageEnrage: Mental, Instant. If the target is capable of Rage Frenzy, causes the target to enter Rage Frenzy - you will be the first target of their Beast’s onslaught., 3 Rage, Self, 60 seconds, when this effect ends, your rage pool is set to 0.
  • AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.) 1, 1 Rage, Self, 60 seconds
  • Healing TouchHealing Touch: The target of this power is healed for the amount designated on your power descriptor line. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4. 1 (does not increase), 1 Rage, Self
  • After 10 minutes in the Dying state you may spend 1 Rage to regain 1 Health.
  • Hanging OnHanging On: Buff. When you are reduced to 0 health, make the call “Hanging On.” For the next 60 seconds, you may only move at a shambling pace and speak. During this time, you are immune to all attacks and cannot enter the dying state. You may not use powers, items, or otherwise attack. You may allow allies to affect you with healing powers and buffs. At the end of the 60 second duration, if you are still at 0 health, you fall unconscious and enter the dying state., 1 Rage, Self, 60 seconds

Other Shape Shifters

Why, you may ask, aren’t the Fera (the other Shape Shifters) lumped in with the Garou, since they share many of the same mechanics? The main reason is culture, but also things like Gift access, and there are some mechanics which are definitely different. For the most part, the Garou aren’t friendly with the Fera, and the Fera aren’t big fans of the Garou either. When referred to together, you may see us call the combination of Werewolves and Fera “Shifters.”

Werewolf Pools

Gnosis - Gnosis is your primary Energy pool - use it to activate the majority of your Powers.

Rage - Rage is a secondary Energy pool - it cannot be used to activate most powers, but it does come with benefits. You can never have a rage pool above 10. Rage regenerates automatically every night at Sundown. If you have a Rage pool and a vampire feeds from you, you must notify them: you feed at double rate and they should frenzy when they finish.

Ritual and Fetish Access

All Werewolves may use Gnosis-fueled and/or Rage-fueled Fetishes.
Ability: Shifter Rites - While most other types of Supernatural can use Rituals without purchasing a special ability, Werewolves must purchase the Shifter Rites Ability to use Rituals. You must also purchase the Rituals Background to determine what level of Rituals you can use.

Regenerating Gnosis

  • NODE: The Caern Node is a special type of Node that provides particular benefit to Werewolves. It must be protected - a corrupted or destroyed Caern is a massive Renown loss for characters, and it can mean a loss to your primary Gnosis regeneration source. Your regeneration rate should be listed on the Node Card. The first time you visit the Caern each game Werewolf characters may increase the Caern’s current Health by 3 for no cost, simply by moving 3 tokens into the baggie.
  • NODE: The City/Wild Nodes give Gnosis back to most Garou at a slower rate. These Nodes are not attackable.
  • SPIRITS: Garou can freely trade Gnosis with Gaian Spirits. Hunting a special type of spirit (called a Prey Spirit) will refill your Gnosis Pool if you are present when the spirit is captured and killed. To give to a Gaian Spirit use the call “Giving Gnosis [amount]”. You may not use this power to give Gnosis to other shape shifters. Giving Gnosis can be resisted freely. If you are tainted, follow the call with “Take 1 [taint type] Taint”

Regenerating Rage

  • Heat of the Moment: No more than once an hour going from Out of Combat to In Combat will allow you to gain up to 1 Rage.
  • Lunar Strength: Once a night, when you first see the moon in the sky, regenerate your Rage pool to full. If the moon cannot be found - either because of a new moon or because it is not high enough in the sky due to the site - find a location which provides a view of a large unobstructed area of sky and spend 10 seconds staring up into the night sky.
  • Quick Boost: Once each day when you are first reduced to less than ½ your rage pool gain 1 Rage.

Losing the Beast Upon reaching both 0 Willpower and 0 Rage, Werewolves lose access to any Form powers they normally have access to. They cannot shape shift again until they have recovered at least 1 in each of those pools.

Rank and Renown

Renown is gained through the things you do at game. Tell NPC Gaian Spirits about your awesomeness. For Garou, you usually share your renown at gatherings and events called Moots. Once you’ve reached certain Renown levels, you will be able to partake in a Challenge, followed by a Rite, and then increase in Rank. For Garou, you may receive Honor, Wisdom, and Glory renown types. You may not gain more than one Renown per game on average. If you have not gained Renown in 3 games, you may gain up to 3 Renown at once.

To gain Renown, locate or summon an NPC Renown Spirit (with the Rite of Summoning). Convince it to listen to your story via the Rite of Renown - if you do not have this Ritual, you may ask another character to perform it for you. If your story is good enough (enough elements) they may reward one of the three Renown types to your character. If it needs some shoring up, the Spirit may assign a task or quest to complete to get the last of that Renown. Upon completion the storytellers will provide a small green tag to affix to a decorative costume piece. If you do not have a decorative costume piece to affix it to, you may ask the Storytellers for a small prop, which they will provide.

Once you achieve enough Renown to gain Rank you must challenge another Garou character at or above your desired rank (NPCs are fine). They get to set the conditions of the challenge and you are expected to achieve the goal. Upon completion, perform (or have performed for you) the Rite of Accomplishment, which will send you to ST camp to update your character sheet for your new Rank. The amount of Renown required to gain Rank depends on your auspice, as follows:

Auspice Rank 1 Rank 2 Rank 3 Rank 4 Rank 5
Ragabash 3 6 9 15 22
Theurge 3 Wisdom 5 Wisdom + 1 6 Wisdom + 3 9 Wisdom + 5 10 Wisdom +10
Philodox 3 Honor 4 Honor + 2 6 Honor + 3 8 Honor + 6 10 Honor + 10
Galliard 1 Wisdom + 2 2 Wisdom + 4 4 Wisdom + 5 6 Wisdom + 8 9 Wisdom + 11
Ahroun 2 Glory + 1 4 Glory + 2 6 Glory + 3 8 Glory + 6 10 Glory + 10

Learning Gifts

Learning Gifts from another Garou will increase the deeds required for both you and the teacher by 1. You should attempt to learn Gifts from Spirits that can teach them. Learning Gifts from Spirits count as a Wisdom deed for this purpose.

Learning Non-Innate Gifts

When learning Non-Innate gifts: Learning Non-Innate gifts from another of your Garou, you may learn a Gift at the higher of either the Innate or Non-Innate level. Learning from a member of the Fera, you may learn that Gift at the highest available level among all Garou+Fera. When a Spirit teaches a gift, they teach it at the appropriate level for your character.

Frenzy

Werewolves have one type of Frenzy: Rage.

Rage Frenzies are generally caused by the Enrage power but can come from other sources. When a character enters a Rage Frenzy they gain an instant level of Augment and become immune to Mentals except for Quell Beast. While in this state you cannot use active resists, Mentals, or Status powers, but can use any other powers on your character sheet. While in Frenzy you may not choose the targets of your wrath, you simply attack your nearest possible target. If you do not have a weapon or brawl boffers you may instead choose to behave like an aggressive beast. Upon entering Frenzy it is recommended that if you have a form power you enter it. You may enter any Form you have once for no additional cost when entering Frenzy. This effect lasts 60 seconds.

Vulnerability: Silver

Using a silver melee weapon or silver ammunition to hit a Werewolf causes aggravated damage.

Silver and Gnosis

Carrying 1 silver object reduces a werewolf’s Maximum Gnosis by 1. For this purpose, 3 silvered pieces of ammo count as 1 item, or any 1 regular silver item, including Klaives. This effect is only active as long as you have the item on you. If your Gnosis was at maximum prior to picking up the silver items, putting the item down restores your maximum Gnosis, but does not restore the Gnosis you lost due to lowered maximum (you will be down 1 Gnosis for each item)

Greater Totems

Among Werewolves, these are usually referred to as Tribal Totems. Tribal Totems do not receive any benefit from your Totem background. These Totems grant no benefit, but claim you as their children.

Being Fed From

If a Vampire character feeds from you, notify them that you have a rage pool - you feed at double rate and cause Frenzy.

Werewolf Powers: Gifts

Breeds

Your breed comes from your character’s parentage. It does impact your societal role a bit.

Homid - One of your parents was a Werewolf, the other was a Human (kinfolk).

Rank 1) Tool UsageTool Usage: Other. After a 10 count of "attuning" the character gains the ability to use a single, specific, non-magical item that they do not have the Ability for. The ability to use this item lasts the duration of the power., 2 Gnosis, Self, 10 Minutes, after 10 count "attuning", 1x/10m
Rank 2) Disable ItemDisable Item: Physical. Touch a tagged item on another player and call "Disable Item" - the target may not use that item for 10 minutes.: Firearms, 1 Gnosis, Other, 10 minutes & Gauntlet GraspGauntlet Grasp: You may pick up an item from the other side of the Gauntlet, or may attempt to open a closed door while in the Umbra. Locked doors are still locked in the Umbra. Opening doors does not cost Energy., 1 Gnosis, Any Object
Rank 3) Remove VulnerabilityRemove Vulnerability: The damage type on the Power Descriptor Line may deal no more than 1 damage to you, and no longer applies the Aggravated Damage effect.: Fire, 1 Gnosis, Self, 1 hour
Rank 4) BreachBreach: You may use the described power Cross-gauntlet. Use the sig call “Breach:” preceding your normal sig call. Unless otherwise specified, you may also use the power without the Breach call to use it in your current realm. If the power you are using over Breach has its own cost, you must also pay the cost of that power., 1 Gnosis, Self, any power that you own which is resisted as a Status or Mental power
Rank 5) ShatterShatter: Physical. Destroy a tagged item by touching it with a physical attack. Use the sig call "Shatter.", 3 Gnosis, Any Tagged Item
Rank 1) FascinationFascination: Mental, Signaled, Disable. Use the sig call "Fascination: While we converse" or "Fascination: While I entertain". As long as you can maintain your end of a conversation or otherwise provide entertainment the target must keep their attention focused on you and may not attack you. You may not initiate power usage while this power is in use., 1 Gnosis, Other, 10 minutes
Rank 2) TerrorTerror: Mental. Use the sig call "Terror: Run from me." The target must flee from you and must attempt to remain away from your presence for the duration., 1 Gnosis, Other, 10 minutes
Rank 3) Quell BeastQuell Beast: Mental, Instant. Use the sig call "Quell Beast, calm your Frenzy" and designate your target. The Frenzy effect is removed from that target., 1 Gnosis, Other
Rank 4) InertInert: Status. Use the sig call: "Inert: no Energy" and throw a packet. If struck the recipient of the packet may not spend Energy for the duration of this power. + ImpostorImpostor: When asked by powers if you have the energy type, health type, or supernatural Type described on the power descriptor line, you must answer as if that Type. When asked for other characteristics defining that Type (such as Tribe, Clan, Auspice, etc…) you may answer with any answer your character would know. You may also choose to answer any question that would identify your native Type with a negative response (“No”, “None”, etc.): Mortal + ImmunityImmunity: You are immune to the effect in the title. Immunity effects with durations are exclusive.: Frenzy, 1 Gnosis, Self, 10 minutes & ImmunityImmunity: You are immune to the effect in the title. Immunity effects with durations are exclusive.: Delirium, 1 Gnosis, Other, 10 minutes
Rank 5) ReminisceReminisce: Mental. Use the sig call "Reminisce: I am an old friend" - the target believes they have known you for a long time but does not know any details they may not already have known - they simply have vague memories of knowing you for a long time., 1 Gnosis, Other, 10 minutes

Lupus - One of your parents was a Werewolf, the other was an ordinary Wolf (kinfolk). You know less about Human society than a Homid Werewolf.

Rank 1) Sense TaintSense Taint: Mental, Instant, Sensory. Sig call: "Sense Taint: [type]", where the type is listed on the Power Descriptor Line. If the target is affected by that type of taint then they must answer with what level. If "any" is listed in the power description, you must choose one type each time you use the power.: Wyld, 1 Gnosis, Other
Rank 2) Sense SupernaturalSense Supernatural: Mental, Instant, Sensory. If a type is not specified on the power descriptor line then you may use the sig call: “Sense Supernatural: Are you a supernatural creature?” - you may not ask the type. If a type is specified, you may ask “Sense Supernatural: Are you a [type]?” - the target must respond truthfully. A supernatural creature is any character not written on a Mortal character sheet. If "any" is listed in the power description, or if multiple supernatural types are listed, you must choose one type each time you use the power.: Generic + Gaian Spirit, 1 Gnosis, Other
Rank 3) Sense PoolSense Pool: Mental, Instant, Sensory. Use sig call: "Sense:" followed by the name of the pool, as described on the power descriptor line, the target should reply with their current Pool level or “Resist”, or "No Effect" if they don't have that pool.: Gnosis, 1 Gnosis, Other
Rank 4) Force DeliriumForce Delirium: Mental. Use the Sig call: "Force Delirium". The target is afflicted by the Delirium even if normally immune., 1 Gnosis, Other, 10 minutes
Rank 5) Elemental FormElemental Form: Form. Equip a mask that clearly represents the element you are going to be using. You become immune to all damaging effects for the specified duration and may throw Element 4 for that element at no cost during that time. Call “Immune” when an effect you are immune to is used on you., 1 Willpower, Self, 60 seconds, 1x/10 minutes
Rank 1) ClawsClaws: You may use 1 or 2 medium brawl boffers marked as claws. While using these boffers you receive Augment. In order to deal damage with Claws you must have the Brawl skill. You may use them to defend even if you may not deal damage., 1 Gnosis, Self, 10 minutes
Rank 2) TerrorTerror: Mental. Use the sig call "Terror: Run from me." The target must flee from you and must attempt to remain away from your presence for the duration., 1 Gnosis, Other, 10 minutes
Rank 3) AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.), 1 Gnosis, Self, 10 minutes
Rank 4) PoisonPoison: Physical. Use the sig call: "Poison [damage]", touch your target - they receive the described amount of damage every minute for the next hour. 1, 3 Gnosis, Other, 1 hour
Rank 5) ReplenishReplenish: Regain 1 in the described pool every 30 minutes as long as this effect remains in play and your character is conscious.: Gnosis, No Cost, Self, Always on

Metis - Both of your parents were Werewolves. You are generally hated by your kind because you are a breach of their laws. You also know the most about Garou Society, and are expected to be caretakers for the Caern. FLAW: Metis are required to take the Deformity or Derangement flaw for no cost benefit. This flaw can never be bought off.

Rank 1) Sense TaintSense Taint: Mental, Instant, Sensory. Sig call: "Sense Taint: [type]", where the type is listed on the Power Descriptor Line. If the target is affected by that type of taint then they must answer with what level. If "any" is listed in the power description, you must choose one type each time you use the power.: Wyrm, 1 Gnosis, Other
Rank 2) InflationInflation: Sig call: "Inflate cost: [energy type]". Target's expenditures of that energy type are increased by 1.: Rage, 1 Gnosis, Other, 10 minutes
Rank 3) Frozen FormFrozen Form: Physical. Your target is locked in their current form for the duration of this power. They may not equip masks or mantles even if another power would allow them to do so., 1 Gnosis, Other, 10 minutes
Rank 4) Sap WillSap Will: Status, Instant. Throw a packet with the sig call "Sap 1 Will" - if your packet hits the target the target immediately loses 1 willpower if they have any. This power can be used while in Astral Projection., 2 Gnosis, Other & Cure AilmentCure Ailment: Remove a single disease or poison effect from the target. If curing a disease effect, the target may destroy any disease cards they have on them. Touching a target while using this power to cure a disease prevents the remaining disease cards from being handed to you., 1 Gnosis, Other
Rank 5) ConvergenceConvergence: Equip a distinctively orange and white striped headband - you may achieve this effect by twisting your white and orange headbands if you do not have another headband available, as long as the striping is clearly visible and discernible. In addition to the headband, you may optionally wear a green glowstick to help indicate this power in dark conditions. A character affected by this power exists in both the Realm and the Umbra at the same time. Characters who are Native Realm: Realm behave as they normally do in the Realm. Characters who are Native Realm: Umbra behave mechanically as if under the effects of Materialize.</noinclude>, 1 Gnosis, Self/Other
Rank 1) Escape BondEscape Bond: You may remove any mundane restraint (such as rope, handcuffs, a bear-trap, or a straight jacket), or you may remove a grapple or bind foot effect. If used out of combat, you may do so in a whisper., 1 Gnosis, Self
Rank 2) Rage RegenerationRage Regeneration: For the duration of this power every time you take damage you regenerate 1 Rage up to your maximum. While this ability is active you may not expend Rage., 1 Willpower, Self, 10 minutes
Rank 3) Wither LimbWither Limb: Status. Your target loses the ability to use one of their limbs. If holding weapons in both hands or a weapon and shield they must drop one of them. If holding a 2-handed weapon, you may not use that weapon. If holding only one weapon or shield, drop that piece of equipment. Being struck a second time by this power affects the opposite limb, but the original limb returns to a functional state., 1 Gnosis, Other, 60 seconds
Rank 4) ImmunityImmunity: You are immune to the effect in the title. Immunity effects with durations are exclusive.: Mental Powers, 5 Gnosis, Self, 10 minutes, may not spend Rage
Rank 5) CounterkillCounterkill: Other. Upon having your health reduced to 0 you may call "Counterkill". Your killer's health is instantly reduced to 0. This effect cannot be resisted. Counterkill cannot be used in conjunction with other powers and must be the last power used. Using Counterkill reduces all of your character's pools to 0 and applies Aggravated Damage to your character., 1 or more Rage, Other, Empty Rage Pool

Auspices

Auspices define your general role in Garou society. You gain your Auspice from the moon you were born under.

Ragabash - New Moon, the satirist and fool, your duty is to point out when others make mistakes and possibly even to punish them for it. Receive CloakCloak: Buff. Use the cloak hand sign: place your hand in front of your face, palm inward, fingers spread. You are considered invisible except to the power Cloak Sight. You cannot be targeted by a character who cannot see you, but you are affected by mass powers.You may not move your feet, speak, use any power which requires your character to speak, or take any aggressive action aside from Mental powers while using this power. This power has a 1 minute cooldown., No Cost, Self for no cost.

Rank 1) Beast FormBeast Form: Form. Equip a mask designated by this power. This power lasts until deactivated unless otherwise specified. Falling unconscious while in this form reverts you to your natural form. Remember that while wearing an animal mask you inflict the Delirium effect on mortals. While in this form, gain the power Resist: Status, 2 Energy, Self - if you have more than one Energy type, use your Primary Energy type for this. + ClawsClaws: You may use 1 or 2 medium brawl boffers marked as claws. While using these boffers you receive Augment. In order to deal damage with Claws you must have the Brawl skill. You may use them to defend even if you may not deal damage., 1 Gnosis, Self, any animal mask, 2 tentacles or 2 claws
Rank 2) ImpunityImpunity: Use the Sig: "Impunity, you may not attack me". Your target may not attack you for what you say no matter what you say to them, even if they enter Frenzy, unless already doing so. If the target is already attacking you, or already in Frenzy, we wish you the best of luck in surviving your ordeal. While not technically a Disable, this effect breaks on the same conditions as Disable effects., 1 Gnosis, Other, One target at a time, not in combat, 10
Rank 3) UnseenUnseen: While in Cloak, spend the required energy, you may choose to move. If you leave Cloak then this power ends. You may use this power with Mass Cloak with no cost increase., 1 Gnosis, Self
Rank 4) Truth in LiesTruth in Lies: This power provides a foil to Honesty. When commanded to give an Honest answer through powers or rituals you may answer with a falsehood., 1 Gnosis, Self, 10 minutes
Rank 5) Claim ItemClaim Item: Mental, Special. You may take a tagged item from another character. You must be able to see the actual item to use this power, the item cannot be in the target’s hand. Use the sig call: "Claim Item: You never had this", touch the item. The target does not remember ever having had this tagged item or that you took it. Other characters may. This effect lasts until the end of the game weekend., 5 Gnosis, Other
Rank 1) BypassBypass: You may bypass Locks of the Class defined on your power descriptor line (or Class 1, if not defined). If this power levels this amount increases by 1 for every second level you purchase in its associated power tree past where it was obtained, to a maximum 4. 1, No Cost, Self, Always On, Levels & Gauntlet GraspGauntlet Grasp: You may pick up an item from the other side of the Gauntlet, or may attempt to open a closed door while in the Umbra. Locked doors are still locked in the Umbra. Opening doors does not cost Energy., 1 Gnosis, Any Item
Rank 2) Disable ItemDisable Item: Physical. Touch a tagged item on another player and call "Disable Item" - the target may not use that item for 10 minutes.: Firearms, 1 Gnosis, Other, 10 minutes & Gauntlet GraspGauntlet Grasp: You may pick up an item from the other side of the Gauntlet, or may attempt to open a closed door while in the Umbra. Locked doors are still locked in the Umbra. Opening doors does not cost Energy., 1 Gnosis, Any Object
Rank 3) Remove VulnerabilityRemove Vulnerability: The damage type on the Power Descriptor Line may deal no more than 1 damage to you, and no longer applies the Aggravated Damage effect.: Silver, 1 Gnosis, Self, 1 hour
Rank 4) ShuntShunt: Mental, Instant. Force another target into or out of the Umbra. If the target is entering the Umbra you must be able to provide the white headband., 1 Gnosis, Self/Other
Rank 5) Thieving TalonsThieving Talons: Physical. You may use a power that you know the target has for the next hour for 1 energy plus the target's cost. Touch the target and use the sig call: "Thieving Talons: [power name]". The target should respond with the cost. Convert the resource type to your native type if possible. If you do not have an equivalent resource (mortals borrowing rage powers, etc...), you may not use the power. You may not use this to steal a power you already own, nor may you steal Borrow Power; you may have only one stolen power at a time., 1 Gnosis, Other, 1 hour, Touch

Theurge - Crescent Moon, the mystic and seeker of knowledge, your duty is to commune with spirits and gain insight into mystical issues. Receive the Spirit Rapport merit for no cost.

Rank 1) Healing TouchHealing Touch: The target of this power is healed for the amount designated on your power descriptor line. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4. 2, 1 Gnosis, Other, Levels & Item SightItem Sight: If you are able to physically read the tag or 3x5 card on an item then you may read and understand its contents. This means that you must be within range to study the item. If you see that an item is tagged and you are standing near the person, you may ask to see the tag. The in-game effect is that the individual sees you staring at their item. A person using this ability is obviously and in-game studying the object in question., No Cost, Self, Always On
Rank 2) VisageVisage: After a 10 count, you may alter your outward appearance; equip or remove any mask or prosthetic including mantles that represents another power. You may wear any other mask or prosthetic that you wish; if you equip an item you do not get the benefits of that power. You may remove any mask or prosthetic that you wish; if you remove an item, pause any timers for the associated power. The power returns at its original timers when you release Visage, requiring you to restore any props required. You may also remove any costuming requirements while this is in effect. Using this power *only* to remove costume requirements has no cost. If this effect was used on you, you may cancel it after its minimum duration., 1 Gnosis, Self/Other, 10 minutes+
Rank 3) ExorcismExorcism: Mental, Instant. This ability has two uses. One, touch a target you believe is possessed, call “Exorcism: leave this vessel now” - if the target is being possessed then the possessor must leave the body and the target falls unconscious as if affected by Merciful Sleep. The second is usable only indoors. Use the call “Exorcism: All in the Umbra leave this room now” - all beings in the Umbra must do as commanded and leave the room. They may not return for the next 10 minutes as long as they remain in the Umbra., 1 Gnosis, Others, 10 minutes
Rank 4) ElementElement: Physical. Throw a packet with the sig call: “[name of element] [amount of damage]” (Example: Fire 3). If the element is not defined, you may use any of the 4 Western elements (Earth, Air, Fire, Water) or the five Eastern elements (Fire, Earth, Water, Wood, Metal) - you must choose which elemental system you intend to use before ever using this ability and should not switch between them. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4. 3, 1 Gnosis, Other, Levels
Rank 5) Drain PoolDrain Pool: Physical. You may drain the pool described in the power descriptor line. Once the sig call for this power begins, the user may not move from their current position. You may use your natural reach to maintain contact, but you may not lean to increase your reach. The target may move away from the user to disengage from this power, unless another power has immobilized them. Use the sig call: "Tapping 1, Tapping 2, Tapping 3, Draining [type] 1, Draining [type] 2…" If the target does not have that pool, they must respond with "No effect." If you have the named pool then you gain the same amount that you drain all at once after the draining call ends.: Gnosis, No Cost, Other
Rank 1) Sense TriatSense Triat: Mental, Instant, Sensory. You may use Sense Taint: Wyld, Sense Taint: Wyrm, and Sense Taint: Weaver all in one call. Target must respond with the levels of each., 3 Gnosis, Other, cannot teach & Remove AggRemove Agg: Use the sig call “Remove Agg” to remove the Aggravated Damage effect from a target., 1 Gnosis, Other
Rank 2) ConcealConceal: You may wrap a number of tagged items described in your power descriptor line with an orange band, making them out of game. If the power does not describe a number, then you may do this with a single item. If someone searches you for tagged items you do not need to turn these items over. If you do this with a weapon and a concealed weapon check is used on you, you may answer “no” regarding that weapon. If you have other weapons on you, you must still answer “yes”. In order to use an item that was previously Concealed, you must first remove the orange band., No Cost, Self, 1 item & Gauntlet SightGauntlet Sight: Buff, Sight. You can perceive across the gauntlet, into both realms at once. You are aware which side the gauntlet someone is on, or if they're in both. You may not target cross-gauntlet (including sensory powers) without Breach or similar., No Cost, Self, Always On
Rank 3) Gauntlet LockGauntlet Lock: Physical. Your target is unable to cross into or out of the Umbra in any way for the duration of this power, even if another power would normally let them do so., 1 Gnosis, Other, 10 minutes
Rank 4) ShuntShunt: Mental, Instant. Force another target into or out of the Umbra. If the target is entering the Umbra you must be able to provide the white headband., 1 Gnosis, Self/Other
Rank 5) InstinctInstinct: Mental. Use the sig call: "Instinct: [animal]" - the target behaves as if they were that animal. This power may be treated as a Disable if the creature the target is given is incapable of defending itself., 1 Gnosis, Other, 10 minutes

Philodox - Half Moon, the judges and lawkeepers, your duty is exactly those things. Receive CommandCommand: Mental, Signaled, Disable. Use the sig call "Command: [single word]" in conjunction with the command hand signal. The target must attempt to complete the command as given to the best of their understanding. The target must continue to attempt to enact this command for as long as the hand signal is maintained, or until they are out of line of sight from the user. Example commands are: “Dance”, “Duck”, “Come”, “Follow”, “Stop”, "Leave". If the command is nonsensical or impossible to achieve, the target may choose to either attempt to do so anyways, or may stand still and think about how they could do so for the duration., NC, Other, 1 target for no cost.

Rank 1) HonestyHonesty: Mental. You may ask the target a number of questions as defined on the Power Descriptor Line. They must answer honestly. Use the sig call "Give me Honesty:" before each question. Targets need not reveal character sheet information, such as supernatural type, powers, etc., 1 Gnosis, Other, 1 question
Rank 2) ObedienceObedience: Mental. Lasts 10 minutes or until task is completed, whichever comes first. Use the sig call "Obedience: [command less than 10 words]" in conjunction with the command hand signal. The target must attempt to complete the command as given. This power cannot be used to force a character to do anything that would obviously cause them to suffer damage, change their state of consciousness, or prevent them from defending themselves when attacked., 1 Gnosis, Other, 10 minutes
Rank 3) AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.), 1 Gnosis, Self, 10 minutes
Rank 4) ImmunityImmunity: You are immune to the effect in the title. Immunity effects with durations are exclusive.: EnrageEnrage: Mental, Instant. If the target is capable of Rage Frenzy, causes the target to enter Rage Frenzy - you will be the first target of their Beast’s onslaught., 1 Gnosis, Self/Other, 10 minutes & Aggravated DamageAggravated Damage: Physical. You may call the described damage as Aggravated. Use the sig call “[number] Agg”. If a duration is not specified, this power lasts for a single attack., 1 Gnosis, Other, “1 agg” packet
Rank 5) GuardianGuardian: Physical. Touch as many as 2 willing targets - they may not take damage as long as you remain in contact with them. They cannot attack, or use Abilities or Powers, but may break contact to do so. If you wish to bring them back to this damage immunity, you must spend another will. The user of this power may still be damaged., 1 Will per Target, Other, Touch, 10 minutes
Rank 1) TelepathyTelepathy: Mental, Special. Use the telepathy hand sign, hand with first 3 fingers closed, thumb and pinky spread. Look into the eyes of your target - the target may refuse Telepathy by simply not returning the gesture for no cost. Speak in a whisper or very soft voice - your target will hear your voice in their mind. Others who see this should ignore your communication., 1 Gnosis, Other
Rank 2) Sense First FormSense First Form: Mental, Instant, Sensory. Use the Sig call: "Sense First Form", target must answer "Man", "Metis", "Beast", or if a Gaian Spirit, the thing that they are a spirit of. If they don't have an additional form, you they answer with what you they appear to be. In most cases, this will be "Man.", 1 Gnosis, Other & Sense BeastSense Beast: Mental, Instant, Sensory. Use the sig call "Sense Beast, do you possess a Frenzy mechanic?". Yes answers by the target would include vampires, ghouls, and anyone with a Rage pool (even temporarily). Impostor and other deceptive powers allow a "no"., 1 Gnosis, Other
Rank 3) Confess GuiltConfess Guilt: Mental, Instant. Use the sig call: “Confess Guilt”. The target must tell you what their character feels the greatest guilt over in-game., 1 Gnosis, Other
Rank 4) Revert FormRevert Form: Status, Touch. Use the Sig Call: "Revert to True Form", touch the target. They are Forced to revert to their natural form. If a homid Shifter, Vampire, Wraith, or Mortal they remove any masks or prosthetics. If a Metis or Lupus shifter, any Gaian Spirit, or anything else that naturally reverts to an animal state, they must equip their masks or prosthetics. The target must also remove any mantles, claws, or tentacles they have equipped., 3 Gnosis, Other, 60 seconds, Touch
Rank 5) MajestyMajesty: Hold your arms down and outward, palms forward. None may take any aggressive action against you. You may not run while using this power, you may only move at a walking pace. You may not attack while this power is active. This power has a 1 minute cooldown., 1 Gnosis, Self, 1 minute

Galliard - Gibbous Moon, the talesingers, warrior poets. You are responsible for the Renown of your fellow Packmates. Receive QuickenQuicken: Use the sig call: “Quicken, Double passive energy regeneration” - the target receives double regeneration from all time based and passive sources., NC, Self+Others, "While I tell my tale" for no cost.

Rank 1) Instill EmotionInstill Emotion: Mental, Instant. Use the sig call "Instill Emotion: [name of emotion]". The emotion becomes the primary thing the character feels, pushing all other emotions to the side. This change in emotion may only be instant, but the effects last until external forces begin to impact that character. Making a character happy may only last until they turn to see their friend bleeding out again. Making a character angry may only last until someone offers them a kindness. , 1 Gnosis, Other, 10 minutes & ResistResist: You may call resist to the power(s) described on the power descriptor line.: Status, 2 Gnosis, Self
Rank 2) FreezeFreeze: Status, Disable. Use the signature call “Freeze” and throw a packet. If successful the target may not move their body for the duration of this power. Characters under this effect may move their head and speak, as well as use mental effects, self powers, and resist powers. Resisted effects will not end this power., 1 Gnosis, Other, 60 seconds
Rank 3) WyrmcallWyrmcall: Mental, Instant. Use the Sig Call "Wyrmcall: Wyrm creatures show yourselves!", all wyrm tainted individuals within 10 feet must focus all of their attention on you until either you fall into the Dying state or for the duration of this ability., 2 Gnosis, Others, 10 minutes
Rank 4) InvigorateInvigorate: Use the sig call "Invigorate: Double Healing" - any effect that would restore Health to the target has its value doubled for the duration of this ability., 3 Gnosis, Self/Other, 10 minutes
Rank 5) PremonitionPremonition: Mental. Disable. Call "Paralyze; Premonition." The target is affected by the Paralyze power. Hand the target a 3x5 containing the text: “Premonition” followed by descriptions of ways the character may die - these should be quite grisly. These are the images pouring through the character's mind while Paralyzed. The Paralyze power cannot be used this way without the 3x5 card., 1 Gnosis, Other, 10 minutes, Touch
Rank 1) TelepathyTelepathy: Mental, Special. Use the telepathy hand sign, hand with first 3 fingers closed, thumb and pinky spread. Look into the eyes of your target - the target may refuse Telepathy by simply not returning the gesture for no cost. Speak in a whisper or very soft voice - your target will hear your voice in their mind. Others who see this should ignore your communication., 1 Gnosis, Other
Rank 2) EnrageEnrage: Mental, Instant. If the target is capable of Rage Frenzy, causes the target to enter Rage Frenzy - you will be the first target of their Beast’s onslaught., 1 Gnosis, Self/Other
Rank 3) Persistent: DreamshapeDreamshape: Mental, Irresistible. Place a 3x5 card on a sleeping target. The first line on both sides should be the word: “Dreamshape” - this does not count as a word for determining word counts. On one side, describe a dream that character would have. On the other, give a 10 word command. For the duration, the target should attempt to follow that command as long as it does not directly counter their nature. Someone is not likely to attack individuals they consider trusted allies, but they might be unable to attack when they would otherwise be aggressive. As the target is asleep, they may not resist this ability., 1 Gnosis, Other, 24 hours
Rank 4) Shadows by FirelightShadows by Firelight: Mental. While telling a story, spend the required energy, touch a target, call "Firelight Shadows: Join my Story:" and name a character in your story. The target takes on the role of that character and performs the actions described. Characters in the story may not cause actual harm while taking part in it and should call all damage as 0. The effect ends if you pause in your story for more than 10 seconds, if the target takes damage, or if your story reaches a total time of 10 minutes. All targets must be able to hear you while you tell your story., 1 Gnosis per target, Others, <10 minutes
Rank 5) VanishVanish: Target must go Out of Game for no more than the duration and no less than 1 second under the duration. This does not break Mental or movement impairing effects, otherwise the target may move as normal during the time they are OOG., 1 Gnosis, Self, 6 seconds

Ahroun - Full Moon, the warrior and at least in theory the tactician. Receive Health IncreaseHealth Increase: Increase your maximum health by the amount given on the power descriptor line. This ability stacks with other instances of Health Increase, but you cannot use the same source of Health Increase twice (each use must come from a different power tree location.) This power also increases your current health if your current health is at more than half of your maximum pool.: 5, No Cost, Self, Always On for no cost.

Rank 1) AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.), 1 Gnosis, Self, 10 minutes, with Claws
Rank 2) Combat HealingCombat Healing: While conscious you may spend 1 energy and call “Healing Touch 3” to restore 3 Health to yourself. You may do this as many times as you like. 10 minutes after this power ends you lose as much health as you gained this way. If this reduces you to 0 or fewer health then you will enter the Dying state at 0 health., 1 Gnosis, Self, 10 minutes & Aggravated DamageAggravated Damage: Physical. You may call the described damage as Aggravated. Use the sig call “[number] Agg”. If a duration is not specified, this power lasts for a single attack., 1 Gnosis, Other, “1 agg” brawl or melee
Rank 3) AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.), 1 Gnosis, Self, 10 minutes
Rank 4) Conquer BeastConquer Beast: You may expend energy to resist the Frenzy effect, to exit any Frenzy, or to voluntarily enter Frenzy. If you voluntarily enter Frenzy, you may exit at any time without needing to expend further energy., 1 Gnosis, Self & Touch of RageTouch of Rage: You may give 1 Rage to the target, even if they do not normally have a Rage pool. This Rage will last until the end of the current game or until used. A target cannot have its rage pool brought above its normal maximum of 10 through use of this power. A target which normally does not possess Rage may not be given more than 5 total rage through use of this power. If giving Rage to a target that normally does not have Rage, the target gains a frenzy mechanic, and their health feeds vampires blood at double rate and incites frenzy. Additionally, a target given Rage gains each of the following powers: Enrage, 3 Rage, Self, 60 seconds, when this effect ends, your rage pool is set to 0.; Augment 1, 1 Rage, Self, 60 seconds.; Healing Touch 1 (does not increase), 1 Rage, Self.; After 10 minutes in the Dying state you may spend 1 Rage to regain 1 Health.; Hanging On, 1 Rage, Self, 60 seconds., 1 Rage, Other, Touch
Rank 5) Elemental WeaponsElemental Weapons: Call “Elemental Weapons: [type]” As described in the power descriptor line. Described damage is dealt as that element and you are immune to damage from that element.: Fire, 3 Gnosis, Self, 60 seconds, brawl damage
Rank 1) SnarlSnarl: Mental, Signaled, Disable. Hold your arm straight toward a target with your index finger pointed straight down and use the sig call "Snarl: Kneel before me." The target must kneel in place, is unable to attack in any way, and cannot speak louder than a quiet voice unless prompted by the power user. This power additionally ends if the user steps away., 1 Gnosis, Other, 10 minutes
Rank 2) Rage RegenerationRage Regeneration: For the duration of this power every time you take damage you regenerate 1 Rage up to your maximum. While this ability is active you may not expend Rage., 1 Willpower, Self, 10 minutes
Rank 3) InspirationInspiration: Use the sig call: "Inspiration: [target] gain 1 Willpower" - defined targets within 10 feet regain 1 Willpower., 1 Willpower, Packmates, 1x/1 hour
Rank 4) Stone BodyStone Body: Equip a red mantle. While in this state, you reduce all incoming damage to 1. You may not move faster than a walking pace, but you may otherwise attack and act as normal. While in Stone Body no damage is considered aggravated., 1 Gnosis, Self, 10 minutes
Rank 5) AegisAegis: Physical. Use the sig call “Aegis” and designate the target. Target is immune to all damage and Status for the next 60 seconds and all brawl or melee attacks deal at least 4 damage. Target can still be affected by Mentals, but will not take damage while under their effects. Use the Immune calling rules when struck. Irresistible damage does not penetrate Aegis. This power may not be used for at least 1 minute after the effect ends., 2 willpower, Self, 60 seconds, 1x/1 minute

Tribes

Most Garou are born into their Tribes - usually this impacts your wolf form’s appearance and often the personality you are trained toward.

Black Fury - Rabidly feminist, many Black Furies came to California for the freedom it offered them. Tribal Weakness: All characters must be female except for Metis. Must always help women in need, even if they think it’s a trap. Tribal Totem: Pegasus

Rank 1) Remove AggRemove Agg: Use the sig call “Remove Agg” to remove the Aggravated Damage effect from a target., 1 Gnosis, Self
Rank 2) Fill PoolFill Pool: Fill the pool listed on the power descriptor line.: Rage, 1 Willpower, Self, 1x/day
Rank 3) AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.), 1 Gnosis, Self, 10 minutes
Rank 4) Open WoundsOpen Wounds: Physical. Call “Open Wounds, cannot heal”. The target cannot be healed. This effect cannot be applied to any target at 0 Health, and is immediately removed when a target is at 0 Health., 2 Gnosis, Other, 10 minutes
Rank 5) Elemental FormElemental Form: Form. Equip a mask that clearly represents the element you are going to be using. You become immune to all damaging effects for the specified duration and may throw Element 4 for that element at no cost during that time. Call “Immune” when an effect you are immune to is used on you.: Lightning, 1 Willpower, Self, 60 seconds, 1x/10 minutes
Rank 1) Healing TouchHealing Touch: The target of this power is healed for the amount designated on your power descriptor line. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4. 2, 1 Gnosis, Other, Levels & Item SightItem Sight: If you are able to physically read the tag or 3x5 card on an item then you may read and understand its contents. This means that you must be within range to study the item. If you see that an item is tagged and you are standing near the person, you may ask to see the tag. The in-game effect is that the individual sees you staring at their item. A person using this ability is obviously and in-game studying the object in question., No Cost, Self, Always On
Rank 2) Fill PoolFill Pool: Fill the pool listed on the power descriptor line.: Gnosis, 1 Willpower, Self, 1x/day
Rank 3) Body WrackBody Wrack: Status, Disable. Throw a packet with the call "Body Wrack". Your target falls to the ground in agony., 1 Gnosis, Other, 60 seconds
Rank 4) InvigorateInvigorate: Use the sig call "Invigorate: Double Healing" - any effect that would restore Health to the target has its value doubled for the duration of this ability., 3 Gnosis, Self/Other, 10 minutes
Rank 5) Elemental WeaponsElemental Weapons: Call “Elemental Weapons: [type]” As described in the power descriptor line. Described damage is dealt as that element and you are immune to damage from that element.: Fire, 3 Gnosis, Self, 60 seconds, brawl damage

Bone Gnawer - The dregs of society, the Bone Gnawers flooded to the Gold Rush to protect those who shared their lot. Tribal Weakness: May never take the backgrounds Resources, Income, or Prospecting. May not spend XP on money. Tribal Totem: Rat

Rank 1) Resist ToxinResist Toxin: Target reduces all poison and toxic damage taken by 1. Target may ignore the side effects of Drugs and may not be affected by Alcohol. If under the effects of a Drug or Alcohol when this ability is activated then the target must immediately remove both the beneficial and detrimental effects, however, the 4 hour minimum limit between effective doses of Cocaine or Opium remains., 2 Gnosis, Self, 10 minutes
Rank 2) EnrageEnrage: Mental, Instant. If the target is capable of Rage Frenzy, causes the target to enter Rage Frenzy - you will be the first target of their Beast’s onslaught., 1 Gnosis, Self/Other
Rank 3) ResistResist: You may call resist to the power(s) described on the power descriptor line.: (Command + Obedience + Forgetful Mind + Possession), 1 Gnosis, Self
Rank 4) ShatterShatter: Physical. Destroy a tagged item by touching it with a physical attack. Use the sig call "Shatter.", 3 Gnosis, Any Tagged Item
Rank 5) ImmunityImmunity: You are immune to the effect in the title. Immunity effects with durations are exclusive.: (Poison + Disease + Drugs + Alcohol), No Cost, Self, Always On
Rank 1) Trash is TreasureTrash is Treasure: Target may use any single untagged weapon as if it were a basic tagged version of the same item. If another player asks to see or use the item they should note that it lacks a tag and is thus unusable. Gaian Spirits may use any item they bring back with Trash is Treasure in any realm. Firearms still do not work in the Umbra. You may only use any given untagged item once per weekend this way, though it can be used by another person when you’re done. We won’t hold it against you if you accidentally use the same weapon twice because someone hands you something you already used but didn’t realize. Just try to keep it in mind. You may extend the duration of this power to 6 hours with the expenditure of 1 Willpower., 1 Gnosis, Self, 1 hour & CloakCloak: Buff. Use the cloak hand sign: place your hand in front of your face, palm inward, fingers spread. You are considered invisible except to the power Cloak Sight. You cannot be targeted by a character who cannot see you, but you are affected by mass powers.You may not move your feet, speak, use any power which requires your character to speak, or take any aggressive action aside from Mental powers while using this power. This power has a 1 minute cooldown., No Cost, Self, Unlimited Duration
Rank 2) ProjectileProjectile: Thrown weapons receive all Augment and Enhance bonuses. You must have a thrown weapon or projectile dart/arrow to use this ability. As with both Augment and Enhance, you may not deal more than 4 damage in a single attack., 1 Gnosis, Self, 10 minutes
Rank 3) ShadowstepShadowstep: While not in combat you may step into a shadow, go out of game, and travel directly to any other shadow before returning to game. During this travel time you may not retain any information you overhear or see., 1 Gnosis, Self, may cross gauntlet
Rank 4) Trust MeTrust Me: Mental, Persistent. Tell the target a story, end the story with sig call "Trust Me: You believe this." All who heard the story will believe that your story was true until the end of the current game session., 1 Gnosis, Other, 1x/game, Until end of game & ImmunityImmunity: You are immune to the effect in the title. Immunity effects with durations are exclusive.: Delirium, 1 Gnosis, Other, 10 minutes
Rank 5) RiotRiot: Mental. Call "Mass Riot" Those within 10 feet should immediately turn on their nearest target and start arguing and/or fighting., 3 Gnosis, Others, 10 minutes

Child of Gaia - The Children of Gaia profess peace, except when it comes to the Wyrm, of course. Tribal Weakness: May never use the Enrage power on Self. Tribal Totem: Unicorn

Rank 1) Quell BeastQuell Beast: Mental, Instant. Use the sig call "Quell Beast, calm your Frenzy" and designate your target. The Frenzy effect is removed from that target., 1 or more Rage, Self, Usable In Frenzy
Rank 2) WyrmfoeWyrmfoe: While attacking a Wyrm Tainted target you may call “Wyrmfoe 5” damage with any attack you may perform. You must first determine whether the target is Tainted with the Sense Taint: Wyrm power., 1 Gnosis +1 Wyrm Taint, Self, 10 minutes & Sense TaintSense Taint: Mental, Instant, Sensory. Sig call: "Sense Taint: [type]", where the type is listed on the Power Descriptor Line. If the target is affected by that type of taint then they must answer with what level. If "any" is listed in the power description, you must choose one type each time you use the power.: Wyrm, 1 Gnosis, Other
Rank 3) Quell BeastQuell Beast: Mental, Instant. Use the sig call "Quell Beast, calm your Frenzy" and designate your target. The Frenzy effect is removed from that target., 1 Gnosis, Other
Rank 4) Stone BodyStone Body: Equip a red mantle. While in this state, you reduce all incoming damage to 1. You may not move faster than a walking pace, but you may otherwise attack and act as normal. While in Stone Body no damage is considered aggravated., 1 Gnosis, Self, 10 minutes
Rank 5) Elemental WeaponsElemental Weapons: Call “Elemental Weapons: [type]” As described in the power descriptor line. Described damage is dealt as that element and you are immune to damage from that element.: Fire, 3 Gnosis, Self, 60 seconds, brawl damage
Rank 1) Healing TouchHealing Touch: The target of this power is healed for the amount designated on your power descriptor line. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4. 2, 1 Gnosis, Other, Levels & Item SightItem Sight: If you are able to physically read the tag or 3x5 card on an item then you may read and understand its contents. This means that you must be within range to study the item. If you see that an item is tagged and you are standing near the person, you may ask to see the tag. The in-game effect is that the individual sees you staring at their item. A person using this ability is obviously and in-game studying the object in question., No Cost, Self, Always On
Rank 2) Hardened FleshHardened Flesh: Call "Hardened Flesh" to activate this effect. You may not take more than 2 damage from each hit for the duration of this power., 1 Gnosis, Self, 10 minutes
Rank 3) WyrmcallWyrmcall: Mental, Instant. Use the Sig Call "Wyrmcall: Wyrm creatures show yourselves!", all wyrm tainted individuals within 10 feet must focus all of their attention on you until either you fall into the Dying state or for the duration of this ability., 2 Gnosis, Others, 10 minutes
Rank 4) Healing TouchHealing Touch: The target of this power is healed for the amount designated on your power descriptor line. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4. 4 + ClarityClarity: Mental, Instant. Remove any single Mental Effect or Dream effect or shut off a Derangement - if shutting off a Derangement it cannot be reactivated again for 10 minutes., 2 Gnosis, Other
Rank 5) ReminisceReminisce: Mental. Use the sig call "Reminisce: I am an old friend" - the target believes they have known you for a long time but does not know any details they may not already have known - they simply have vague memories of knowing you for a long time., 1 Gnosis, Other, 10 minutes

Fianna - Originally an Irish tribe, they’re loud and artistic. Tribal Weakness: Must take the Short Fuse flaw without receiving points for it. Tribal Totem: Stag

Rank 1) Beast FormBeast Form: Form. Equip a mask designated by this power. This power lasts until deactivated unless otherwise specified. Falling unconscious while in this form reverts you to your natural form. Remember that while wearing an animal mask you inflict the Delirium effect on mortals. While in this form, gain the power Resist: Status, 2 Energy, Self - if you have more than one Energy type, use your Primary Energy type for this. + ClawsClaws: You may use 1 or 2 medium brawl boffers marked as claws. While using these boffers you receive Augment. In order to deal damage with Claws you must have the Brawl skill. You may use them to defend even if you may not deal damage., 1 Gnosis, Self, any animal mask, 2 claws or 2 tentacles
Rank 2) Healing TouchHealing Touch: The target of this power is healed for the amount designated on your power descriptor line. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4. 1-4, 1-4 Health, Other, Cost equal to amount healed.
Rank 3) Sense PoolSense Pool: Mental, Instant, Sensory. Use sig call: "Sense:" followed by the name of the pool, as described on the power descriptor line, the target should reply with their current Pool level or “Resist”, or "No Effect" if they don't have that pool.: Gnosis, 1 Gnosis, Other
Rank 4) Healing TouchHealing Touch: The target of this power is healed for the amount designated on your power descriptor line. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4. 4 + ClarityClarity: Mental, Instant. Remove any single Mental Effect or Dream effect or shut off a Derangement - if shutting off a Derangement it cannot be reactivated again for 10 minutes., 2 Gnosis, Other
Rank 5) Mass PowerMass Power: Use the described power(s) as mass powers. Targets should be described on the power descriptor line. AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.), 3 Gnosis, Packmates, "Packmates, Gain Augment While I sing"
Rank 1) FascinationFascination: Mental, Signaled, Disable. Use the sig call "Fascination: While we converse" or "Fascination: While I entertain". As long as you can maintain your end of a conversation or otherwise provide entertainment the target must keep their attention focused on you and may not attack you. You may not initiate power usage while this power is in use., 1 Gnosis, Other, 10 minutes
Rank 2) TerrorTerror: Mental. Use the sig call "Terror: Run from me." The target must flee from you and must attempt to remain away from your presence for the duration., 1 Gnosis, Other, 10 minutes
Rank 3) MonstersMonsters: Mental. Call out "Monsters". The target believes they are surrounded by monsters. They may choose to react by attacking or hiding from them, but will do so indiscriminately., 1 Gnosis, Other, 10 minutes
Rank 4) Disable ItemDisable Item: Physical. Touch a tagged item on another player and call "Disable Item" - the target may not use that item for 10 minutes., 1 Gnosis, Other, 10 minutes
Rank 5) Hurt to HealHurt to Heal: Use the sig call: "Hurt to Heal" and designate the target. Whenever the target would take damage, they gain 1 Health instead., 3 Gnosis, Self, 60 seconds

Get of Fenris - Originally from Prussia, the Get are some of the most fearsome fighters in Garou society. Tribal Weakness: Choose something you expect to encounter every game. You must actively show your intolerance of that thing when it shows itself. Tribal Totem: Fenris

Rank 1) SnarlSnarl: Mental, Signaled, Disable. Hold your arm straight toward a target with your index finger pointed straight down and use the sig call "Snarl: Kneel before me." The target must kneel in place, is unable to attack in any way, and cannot speak louder than a quiet voice unless prompted by the power user. This power additionally ends if the user steps away., 1 Gnosis, Other, 10 minutes
Rank 2) Hardened FleshHardened Flesh: Call "Hardened Flesh" to activate this effect. You may not take more than 2 damage from each hit for the duration of this power., 1 Gnosis, Self, 10 minutes
Rank 3) ArmorArmor: Place your hands on an in-game shirt, worn or unworn (if worn, get permission from the player) - this item must not be tagged Armor. Make a 3 count of "Creating Armor", then spend the described amount for every 2 armor pool you wish to infuse the item with. This armor lasts up to 24 hours.. This armor, once lost, cannot be repaired. Attach a 3x5 to the shirt with: “Armor: [your name], [your character's name], [the start time], [the end time], and [the total amount of armor provided]”. No target may have more than 10 armor pool added this way., 1 Gnosis/2 Armor, Garb
Rank 4) ToxicityToxicity: Your blood is toxic to drink. When someone feeds from you lose a point of blood (or health if you have no blood) as normal, but respond to the feeding with “Resist, 1 irresistible damage” - the individual feeding will not gain any blood and will instead take 1 damage. This effect cannot be resisted. This effect also applies to the Devouring Soul call as well., 1 Gnosis, Self, 1 hour
Rank 5) AegisAegis: Physical. Use the sig call “Aegis” and designate the target. Target is immune to all damage and Status for the next 60 seconds and all brawl or melee attacks deal at least 4 damage. Target can still be affected by Mentals, but will not take damage while under their effects. Use the Immune calling rules when struck. Irresistible damage does not penetrate Aegis. This power may not be used for at least 1 minute after the effect ends., 2 Willpower, Self, 60 seconds, 1x/1 minute
Rank 1) AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.), 1 Gnosis, Self, 10 minutes, With Claws
Rank 2) EnrageEnrage: Mental, Instant. If the target is capable of Rage Frenzy, causes the target to enter Rage Frenzy - you will be the first target of their Beast’s onslaught., 1 Gnosis, Self/Other
Rank 3) Remove VulnerabilityRemove Vulnerability: The damage type on the Power Descriptor Line may deal no more than 1 damage to you, and no longer applies the Aggravated Damage effect.: Fire, 1 Gnosis, Self, 1 hour
Rank 4) Aggravated DamageAggravated Damage: Physical. You may call the described damage as Aggravated. Use the sig call “[number] Agg”. If a duration is not specified, this power lasts for a single attack., 1 Gnosis, Self, 60 seconds
Rank 5) AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.), No Cost, Self, Always On

Iron Rider - Once called the Warders of Man, the Riders strive to keep up with humanity and technology. Tribal Weakness: Iron Riders ignore the GAROU RATE line on all Gnosis Nodes, use the CITY or FERA Rate. Tribal Totem: Cockroach

Rank 1) Escape BondEscape Bond: You may remove any mundane restraint (such as rope, handcuffs, a bear-trap, or a straight jacket), or you may remove a grapple or bind foot effect. If used out of combat, you may do so in a whisper., 1 Gnosis, Self
Rank 2) ElementElement: Physical. Throw a packet with the sig call: “[name of element] [amount of damage]” (Example: Fire 3). If the element is not defined, you may use any of the 4 Western elements (Earth, Air, Fire, Water) or the five Eastern elements (Fire, Earth, Water, Wood, Metal) - you must choose which elemental system you intend to use before ever using this ability and should not switch between them. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4. 2: Lightning, 1 Gnosis, Other, Levels
Rank 3) ShadowstepShadowstep: While not in combat you may step into a shadow, go out of game, and travel directly to any other shadow before returning to game. During this travel time you may not retain any information you overhear or see., 1 Gnosis, Self, may cross Gauntlet.
Rank 4) Rebuild ItemRebuild Item: Take a magic Item that has had its tag destroyed to ST camp, replace the tag with a new one., 3 Gnosis, Any previously tagged Item and its torn tag
Rank 5) Punch ThroughPunch Through: Physical. You may make a single melee or brawl attack for at least “4 Irresistible Agg”. If the player physically dodges the attack you lose the energy but the target does not take the damage. If the target is immune to damage then they take no damage., 1 Gnosis, Other
Rank 1) Protect ItemProtect Item: Target may call a single resist to any Shatter or Disable Item call on that item. If this effect happens then you know who used Shatter on your item, and that they attempted to shatter it. This effect lasts until end of game or until the effect occurs., 1 Gnosis, Any tagged item, End of Game
Rank 2) Steel Fur BodySteel Fur Body: While in Beast Form equip a silvery mantle. For the duration of this power reduce all physical ranged damage (bullets, arrows, Force) to a maximum of 1., 1 Gnosis, Self, 10 minutes
Rank 3) BypassBypass: You may bypass Locks of the Class defined on your power descriptor line (or Class 1, if not defined). If this power levels this amount increases by 1 for every second level you purchase in its associated power tree past where it was obtained, to a maximum 4. 3, No Cost, Self, Always On & Gauntlet GraspGauntlet Grasp: You may pick up an item from the other side of the Gauntlet, or may attempt to open a closed door while in the Umbra. Locked doors are still locked in the Umbra. Opening doors does not cost Energy., 1 Gnosis, Any Object
Rank 4) GunbreachGunbreach: When firing a gun you may deal damage to targets on both sides of the Gauntlet. To do so, call "Gunbreach: [damage]" where damage is the amount of damage you are dealing., 1 Gnosis, Self
Rank 5) Elemental ImmunityElemental Immunity: Call out: "Elemental Immunity!" You are immune to any damage from any of the 4 Western or 5 Eastern elements for the duration of this power., 3 Gnosis, Self, 60 seconds

Shadow Lord - The Shadow Lords wish to take whatever they can, including leadership, by force if necessary. Tribal Weakness: Any Renown Loss is increased by 1. Tribal Totem: Grandfather Thunder

Rank 1) ResistResist: You may call resist to the power(s) described on the power descriptor line.: "Sense" powers, 1 Gnosis, Self
Rank 2) ObedienceObedience: Mental. Lasts 10 minutes or until task is completed, whichever comes first. Use the sig call "Obedience: [command less than 10 words]" in conjunction with the command hand signal. The target must attempt to complete the command as given. This power cannot be used to force a character to do anything that would obviously cause them to suffer damage, change their state of consciousness, or prevent them from defending themselves when attacked., 1 Gnosis, Other, 10 minutes
Rank 3) ParalyzeParalyze: Mental, Disable. Use the sig call "Paralyze" and designate a target. For the duration the target may not move their body. Characters under this effect may move their head and speak, as well as use mental effects, self powers, and resist powers. Resisted effects will not end this power., 1 Gnosis, Other, 10 minutes
Rank 4) Trust MeTrust Me: Mental, Persistent. Tell the target a story, end the story with sig call "Trust Me: You believe this." All who heard the story will believe that your story was true until the end of the current game session., 1 Gnosis, Other, 1x/game, Until end of game & ImmunityImmunity: You are immune to the effect in the title. Immunity effects with durations are exclusive.: Delirium, 1 Gnosis, Other, 10 minutes
Rank 5) ExtendExtend: This power has two uses. The first will Extend the duration of a power designated on the power descriptor line. Prefix your sig call with "Extend:". Powers modified by Extend may only be used with hostile intent. The alternate usage clears the Extend effect from the target. To use this form, use the sig call "Remove Extend" and designate the target. If the power has more than 10 minutes remaining then the remaining time is halved. Removing an Extend does not remove the effect itself.: ObedienceObedience: Mental. Lasts 10 minutes or until task is completed, whichever comes first. Use the sig call "Obedience: [command less than 10 words]" in conjunction with the command hand signal. The target must attempt to complete the command as given. This power cannot be used to force a character to do anything that would obviously cause them to suffer damage, change their state of consciousness, or prevent them from defending themselves when attacked., 1 Gnosis, Other, 20 minutes & TurncoatTurncoat: Mental. Sig Call: "Turncoat, you are my ally" The allegiances of the target switch entirely. The target must attempt to fulfill the goals of the user of this power by whatever means are available. The target must defend and heal the allies of the power user, and attempt to defeat the enemies of the power user to the best of their ability. The target will be inclined to follow the orders of the power user, but will act to the benefit of the power user even when orders and objectives are unclear. This power cannot force a character to directly injure themselves or to kill another fallen character. This power ends when the target is dropped unconscious. After the effect of this power ends, the target may come to the conclusion that their actions were somehow manipulated, but not necessarily how or by whom without reason., 1 Gnosis, Other, 10 minutes
Rank 1) AvertAvert: Mental, Signaled. Hold your arm straight toward a single target with your palm out and fingers pointed upward, use the sig call "Avert: come no closer". The target may not move closer to you but can move in any other direction as long as you maintain the hand position. You may not attack a character you have Averted., 1 Gnosis, Other, 10 minutes
Rank 2) Hardened FleshHardened Flesh: Call "Hardened Flesh" to activate this effect. You may not take more than 2 damage from each hit for the duration of this power., 1 Gnosis, Self, 10 minutes
Rank 3) Forgetful MindForgetful Mind: Mental, Instant. Use the signature call “Forgetful Mind” - the target forgets the last 10 minutes of in-game activity., 1 Gnosis, Other
Rank 4) PoisonPoison: Physical. Use the sig call: "Poison [damage]", touch your target - they receive the described amount of damage every minute for the next hour. 1, 3 Gnosis, Other, 1 hour, Does Not Level
Rank 5) Break BondsBreak Bonds: Touch your target, say “Break all Bonds” - if the target is under the effect of any bond-like effects then they are removed., 1 Gnosis, Self/Other

Silent Strider - Egyptian Werewolves, the Striders study death... and are haunted by it. Tribal Weakness: Start with 1 fewer Willpower. Your maximum Willpower is reduced by 1. Tribal Totem: Owl

Rank 1) Swollen TongueSwollen Tongue: Status. Throw a packet and use the sig call: “Swollen Tongue”, if it connects the target is unable to use words; they cannot use powers with spoken sig-calls (such as Obedience) or Rituals. If under the effect of this ability, you may make noise, but not words., 1 Gnosis, Other, 60 seconds
Rank 2) ConcealConceal: You may wrap a number of tagged items described in your power descriptor line with an orange band, making them out of game. If the power does not describe a number, then you may do this with a single item. If someone searches you for tagged items you do not need to turn these items over. If you do this with a weapon and a concealed weapon check is used on you, you may answer “no” regarding that weapon. If you have other weapons on you, you must still answer “yes”. In order to use an item that was previously Concealed, you must first remove the orange band., No Cost, Self, 1 item & Gauntlet SightGauntlet Sight: Buff, Sight. You can perceive across the gauntlet, into both realms at once. You are aware which side the gauntlet someone is on, or if they're in both. You may not target cross-gauntlet (including sensory powers) without Breach or similar., No Cost, Self, Always On
Rank 3) ShadowstepShadowstep: While not in combat you may step into a shadow, go out of game, and travel directly to any other shadow before returning to game. During this travel time you may not retain any information you overhear or see., 1 Gnosis, Self, may cross gauntlet
Rank 4) InspirationInspiration: Use the sig call: "Inspiration: [target] gain 1 Willpower" - defined targets within 10 feet regain 1 Willpower., 10 Gnosis, Self, 1x/1 hour
Rank 5) ImmunityImmunity: You are immune to the effect in the title. Immunity effects with durations are exclusive. (Poison + Disease + Drugs + Alcohol), No Cost, Self, Always On
Rank 1) Sense TaintSense Taint: Mental, Instant, Sensory. Sig call: "Sense Taint: [type]", where the type is listed on the Power Descriptor Line. If the target is affected by that type of taint then they must answer with what level. If "any" is listed in the power description, you must choose one type each time you use the power.: Wyld, 1 Gnosis, Other
Rank 2) ShuntShunt: Mental, Instant. Force another target into or out of the Umbra. If the target is entering the Umbra you must be able to provide the white headband., 1 Gnosis, Self
Rank 3) ResistResist: You may call resist to the power(s) described on the power descriptor line.: Mental, 2 Gnosis, Self
Rank 4) Sap WillSap Will: Status, Instant. Throw a packet with the sig call "Sap 1 Will" - if your packet hits the target the target immediately loses 1 willpower if they have any. This power can be used while in Astral Projection., 2 Gnosis, Other & Cure AilmentCure Ailment: Remove a single disease or poison effect from the target. If curing a disease effect, the target may destroy any disease cards they have on them. Touching a target while using this power to cure a disease prevents the remaining disease cards from being handed to you., 1 Gnosis, Other
Rank 5) PremonitionPremonition: Mental. Disable. Call "Paralyze; Premonition." The target is affected by the Paralyze power. Hand the target a 3x5 containing the text: “Premonition” followed by descriptions of ways the character may die - these should be quite grisly. These are the images pouring through the character's mind while Paralyzed. The Paralyze power cannot be used this way without the 3x5 card., 1 Gnosis, Other, 10 minutes, Touch

Silver Fang - Natural leaders, this Tribe tends to take command, using others as muscle. Tribal Weakness: Must take 1 Derangement for no XP benefit. This derangement may never be removed. Tribal Totem: Falcon

Rank 1) ImmunityImmunity: You are immune to the effect in the title. Immunity effects with durations are exclusive.: DisarmDisarm: Physical. Use the sig call: "Disarm, drop your gear", while attacking. You must make a successful attack with this sig call to cause the Disarm. Targets struck with Disarm drop one weapon that is held in hand. If they have a second weapon and are struck with a second Disarm, they drop the second weapon. The same holds true for shields or magical weapons. If specified on the command line, you may call "Disarm, give me your weapon", instead of dropping, the target should pass their weapon to you., No Cost, Self, Always On
Rank 2) Hardened FleshHardened Flesh: Call "Hardened Flesh" to activate this effect. You may not take more than 2 damage from each hit for the duration of this power., 1 Gnosis, Self, 10 minutes
Rank 3) Elemental WeaponsElemental Weapons: Call “Elemental Weapons: [type]” As described in the power descriptor line. Described damage is dealt as that element and you are immune to damage from that element.: Silver, 1 Gnosis, Self, 60 seconds, brawl damage
Rank 4) Stone BodyStone Body: Equip a red mantle. While in this state, you reduce all incoming damage to 1. You may not move faster than a walking pace, but you may otherwise attack and act as normal. While in Stone Body no damage is considered aggravated., 1 Gnosis, Self, 10 minutes
Rank 5) InertInert: Status. Use the sig call: "Inert: no Energy" and throw a packet. If struck the recipient of the packet may not spend Energy for the duration of this power., 5 Gnosis, Other, 60 seconds
Rank 1) Sense TaintSense Taint: Mental, Instant, Sensory. Sig call: "Sense Taint: [type]", where the type is listed on the Power Descriptor Line. If the target is affected by that type of taint then they must answer with what level. If "any" is listed in the power description, you must choose one type each time you use the power.: Wyrm, 1 Gnosis, Other
Rank 2) ResistResist: You may call resist to the power(s) described on the power descriptor line.: (Physical + Damage), 1 Gnosis, Self
Rank 3) ResistResist: You may call resist to the power(s) described on the power descriptor line.: Mental, 2 Gnosis, Self
Rank 4) Elemental WeaponsElemental Weapons: Call “Elemental Weapons: [type]” As described in the power descriptor line. Described damage is dealt as that element and you are immune to damage from that element.: Fire, 3 Gnosis, Self, 60 seconds, melee damage
Rank 5) GauntletfallenGauntletfallen: Your target crosses the gauntlet and remains there, even if they would normally revert to the opposite side. When used on Other targets touch the target and use the sig call “Gauntletfallen: Shunt”, otherwise simply switch sides. If the target is Self then you may use Gauntletfallen while Dying or in the Dying state., 1 Gnosis, Self, while in the Dying State

Stargazer - A tribe who searches for inner peace through mysticism. Tribal Weakness: You are overly curious. If a puzzle or other enigma catches your attention, don’t put it down unless pulled away by someone else. Tribal Totem: Chimera

Rank 1) Sense TaintSense Taint: Mental, Instant, Sensory. Sig call: "Sense Taint: [type]", where the type is listed on the Power Descriptor Line. If the target is affected by that type of taint then they must answer with what level. If "any" is listed in the power description, you must choose one type each time you use the power.: Wyrm, 1 Gnosis, Other
Rank 2) ShuntShunt: Mental, Instant. Force another target into or out of the Umbra. If the target is entering the Umbra you must be able to provide the white headband., 1 Gnosis, Self
Rank 3) ShadowstepShadowstep: While not in combat you may step into a shadow, go out of game, and travel directly to any other shadow before returning to game. During this travel time you may not retain any information you overhear or see., 1 Gnosis, Self, may cross Gauntlet
Rank 4) BreachBreach: You may use the described power Cross-gauntlet. Use the sig call “Breach:” preceding your normal sig call. Unless otherwise specified, you may also use the power without the Breach call to use it in your current realm. If the power you are using over Breach has its own cost, you must also pay the cost of that power., 1 Gnosis, Self, any power that you own which is resisted as a Status or Mental power
Rank 5) MajestyMajesty: Hold your arms down and outward, palms forward. None may take any aggressive action against you. You may not run while using this power, you may only move at a walking pace. You may not attack while this power is active. This power has a 1 minute cooldown., 1 Gnosis, Self, 1 minute
Rank 1) AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.), 1 Gnosis, Self, 10 minutes, with Claws
Rank 2) ConfusionConfusion: Mental. Use the sig call: “Confusion” For the next 10 minutes the target cannot fathom what's happening around them - it is as if they are a child learning about the world for the first time. When this period ends the target returns to normal, forgetting the time they were under the Confusion effect., 1 Gnosis, Other, 10 minutes
Rank 3) Merciful SleepMerciful Sleep: Mental, Disable. Designate the target and call “Merciful Sleep”. The target falls unconscious for 10 minutes., 1 Gnosis, Other, 10 minutes
Rank 4) DispassionateDispassionate: Mental. Target becomes unable to feel emotions. This also prevents anyone with a Frenzy mechanic from Frenzying., 1 Gnosis, Other, 10 minutes
Rank 5) Vaporous BodyVaporous Body: Equip a white mantle. You are immune to Damage and Status effects, may only use non-offensive or Mental powers, and may not use any power that is considered “Physical”. You may not use Medicine, Resist: Mental, or any effect which is tagged as Physical while in Vaporous Body. While in Vaporous Body, you may walk through any door, even if locked with a level 3 lock. Call “Immune” when you are hit with an effect that you are immune to., 1 Gnosis, Self, 10 minutes

Uktena - Mystics of the Americas. Tribal Weakness: The power of a brandished Fetish Item used against you costs twice as much to resist.

Rank 1) CloakCloak: Buff. Use the cloak hand sign: place your hand in front of your face, palm inward, fingers spread. You are considered invisible except to the power Cloak Sight. You cannot be targeted by a character who cannot see you, but you are affected by mass powers.You may not move your feet, speak, use any power which requires your character to speak, or take any aggressive action aside from Mental powers while using this power. This power has a 1 minute cooldown., No Cost, Self Tribal Totem: Uktena
Rank 2) Fill PoolFill Pool: Fill the pool listed on the power descriptor line.: Gnosis, 1 Willpower, Self, 1x/day
Rank 3) Forgetful MindForgetful Mind: Mental, Instant. Use the signature call “Forgetful Mind” - the target forgets the last 10 minutes of in-game activity., 1 Gnosis, Other, 10 previous minutes
Rank 4) Mass CloakMass Cloak: Physical. Place one hand from up to 2 targets on your shoulders, call “Mass Cloak”, then you and the associated targets use the cloak hand sign; place your hand in front of your face, palm inward, fingers spread. If either of those targets take an action or speak then they leave cloak. If you leave cloak, all targets leave cloak. If you wish to bring a target into cloak without leaving cloak, you may bring that target’s hand to your shoulder assuming you are able to. Cost is per target and must be spent each time you place a hand on your shoulder., 1 Gnosis, 1-2 others
Rank 5) GauntletfallenGauntletfallen: Your target crosses the gauntlet and remains there, even if they would normally revert to the opposite side. When used on Other targets touch the target and use the sig call “Gauntletfallen: Shunt”, otherwise simply switch sides. If the target is Self then you may use Gauntletfallen while Dying or in the Dying state., 1 Gnosis, Self, while in the Dying State
Rank 1) ImmunityImmunity: You are immune to the effect in the title. Immunity effects with durations are exclusive.: DisarmDisarm: Physical. Use the sig call: "Disarm, drop your gear", while attacking. You must make a successful attack with this sig call to cause the Disarm. Targets struck with Disarm drop one weapon that is held in hand. If they have a second weapon and are struck with a second Disarm, they drop the second weapon. The same holds true for shields or magical weapons. If specified on the command line, you may call "Disarm, give me your weapon", instead of dropping, the target should pass their weapon to you., No Cost, Self, Always On
Rank 2) FreezeFreeze: Status, Disable. Use the signature call “Freeze” and throw a packet. If successful the target may not move their body for the duration of this power. Characters under this effect may move their head and speak, as well as use mental effects, self powers, and resist powers. Resisted effects will not end this power., 1 Gnosis, Other, 60 seconds
Rank 3) MonstersMonsters: Mental. Call out "Monsters". The target believes they are surrounded by monsters. They may choose to react by attacking or hiding from them, but will do so indiscriminately., 1 Gnosis, Other, 10 minutes
Rank 4) Aggravated DamageAggravated Damage: Physical. You may call the described damage as Aggravated. Use the sig call “[number] Agg”. If a duration is not specified, this power lasts for a single attack., 1 Gnosis, Other, “1 agg” packet & ImmunityImmunity: You are immune to the effect in the title. Immunity effects with durations are exclusive.: EnrageEnrage: Mental, Instant. If the target is capable of Rage Frenzy, causes the target to enter Rage Frenzy - you will be the first target of their Beast’s onslaught., 1 Gnosis, Self/Other, 10 minutes
Rank 5) VitalsignsVitalsigns: Mental. You may give a target a different answer to any diagnostic question. Touch the target and state the sig call “Alter Vitals” followed by the status, such as "If asked your health levels, you are at 10." "If asked what happened to you, you fell on a rock." Or even "If asked any diagnostic question, the answer is 'no'". Each imprinted answer incurs the cost. The effect lasts for 10 minutes unless otherwise specified., 1 Gnosis, Self, 10 minutes

Wendigo - Named after the cannibalistic spirit of winter, the Wendigo rival the Get in ferocity. Tribal Weakness: May not resist Enrage between May and October. Must spend rage to enter Crinos between November and April Tribal Totem: Wendigo

Rank 1) Killing StrengthKilling Strength: Gain 2 rage whenever you cause a target to reach 0 health. You cannot gain Rage while you yourself are at 0 health., No Cost, Self, Always On
Rank 2) Hanging OnHanging On: Buff. When you are reduced to 0 health, make the call “Hanging On.” For the next 60 seconds, you may only move at a shambling pace and speak. During this time, you are immune to all attacks and cannot enter the dying state. You may not use powers, items, or otherwise attack. You may allow allies to affect you with healing powers and buffs. At the end of the 60 second duration, if you are still at 0 health, you fall unconscious and enter the dying state., No Cost, Self, 60 seconds, 10 minute cooldown
Rank 3) Cloak SightCloak Sight: Buff, Sight. You may see any individual with the cloak hand sign up who is in a realm you can see; you are are aware they are cloaked, and can target them normally., No Cost, Self, Always On
Rank 4) Drain PoolDrain Pool: Physical. You may drain the pool described in the power descriptor line. Once the sig call for this power begins, the user may not move from their current position. You may use your natural reach to maintain contact, but you may not lean to increase your reach. The target may move away from the user to disengage from this power, unless another power has immobilized them. Use the sig call: "Tapping 1, Tapping 2, Tapping 3, Draining [type] 1, Draining [type] 2…" If the target does not have that pool, they must respond with "No effect." If you have the named pool then you gain the same amount that you drain all at once after the draining call ends.: Health, 1 Gnosis, Other + Convert HealthConvert Health: You may convert any amount of Health into your innate Energy type at a rate of 2 Health to 1 Energy., 1+ Health, Self
Rank 5) Elemental FormElemental Form: Form. Equip a mask that clearly represents the element you are going to be using. You become immune to all damaging effects for the specified duration and may throw Element 4 for that element at no cost during that time. Call “Immune” when an effect you are immune to is used on you., 1 Willpower, Self, 60 seconds, 1x/10 minutes
Rank 1) CloakCloak: Buff. Use the cloak hand sign: place your hand in front of your face, palm inward, fingers spread. You are considered invisible except to the power Cloak Sight. You cannot be targeted by a character who cannot see you, but you are affected by mass powers.You may not move your feet, speak, use any power which requires your character to speak, or take any aggressive action aside from Mental powers while using this power. This power has a 1 minute cooldown., No Cost, Self
Rank 2) Hardened FleshHardened Flesh: Call "Hardened Flesh" to activate this effect. You may not take more than 2 damage from each hit for the duration of this power., 1 Gnosis, Self, 10 minutes
Rank 3) MonstersMonsters: Mental. Call out "Monsters". The target believes they are surrounded by monsters. They may choose to react by attacking or hiding from them, but will do so indiscriminately., 1 Gnosis, Other, 10 minutes
Rank 4) ShatterShatter: Physical. Destroy a tagged item by touching it with a physical attack. Use the sig call "Shatter.", 3 Gnosis, Any Tagged Item
Rank 5) AegisAegis: Physical. Use the sig call “Aegis” and designate the target. Target is immune to all damage and Status for the next 60 seconds and all brawl or melee attacks deal at least 4 damage. Target can still be affected by Mentals, but will not take damage while under their effects. Use the Immune calling rules when struck. Irresistible damage does not penetrate Aegis. This power may not be used for at least 1 minute after the effect ends., 2 Willpower, Self, 60 seconds, 1x/1 minute

Werewolf Merits and Flaws

Werewolf Merits'
Easy Shifting - 8 point Merit - Using a Form power has no energy cost.
Mixed Morph*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - 6 point Merit - Gain the power: Claws, 1 Gnosis or 1 Rage or 1 Willpower, Self, 10 minutes. Reduce this cost by 1 the first three times you use this each day.
Rank - 5 point Merit - Increases your rank by 1. You may take this up to twice (which would give you Rank 3)
Renown - 3 point Merit - Gives additional Renown above your current Rank. You may take this up to twice.
Silver Tolerance - 8 point Merit - Silver no longer deals aggravated damage to you.
Spirit Rapport*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - 6 point Merit - When asked if you have Spirit Rapport, respond yes. NPC spirits will interact with you without asking for chiminage first.
Umbral Affinity*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - 5 point Merit - As long as you initiated it, crossing into the Umbra costs you 1 less Gnosis, but this cost reduction cannot reduce the cost to less than 1.
Werewolf Flaws
Blunt Claws*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - 3 point Flaw - You do not receive Augment from Claws, Tentacles, War Form, or Beast Form.
Cub - 3 point Flaw - You have not yet reached Rank 1 and start with 0 Renown.
Pack Mentality*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - 2 point Flaw - May not spend Willpower without at least 1 Pack Member within line of sight.
Moonbound - 4 point Flaw - You may not use any Mask power until the moon is in the sky.
Short Claws - 3 point Flaw - Use fist-length boffers in place of either claws or tentacles. They should still be marked as claws (with a white claw emblem). You may not take this flaw and Slight together.
Umbral Barrier*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - 3 point Flaw - Crossing into the Umbra costs you 1 additional Gnosis, no matter the method used. If you have no Gnosis, you may not cross the Gauntlet. Call Immune and fail to cross.
No Healing - 4 point Flaw - Your natural healing does not function - you do not receive the Passive Regeneration effect, nor can you heal yourself in any way that requires energy expenditure.
Silver Hypersensitivity - 3 point Flaw - You take 1 extra damage from all sources of silver, and carrying silver lowers your Gnosis by 2 for every item carried instead of 1.
Slight - 5 point Flaw - you cannot be affected by Augment. You may not take this flaw and Short Claws together.

Category:Chapters