Ambra Alexandra Sojka Red Snow Dancer

Level 1

Persuasion (Homid,Pg. 153 W20 Core.)

This Gift fills a Homids words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavey on the heart.An Ancesstor Spirit teaches this Gift.
Roll Charisma + Subterfuge Diff. 7 Success Lowers the Dif by 1. of Social Rolls for the rest of the Scene, and allows Sucessful rolls to have an uncomminly strong impact (such as long -held political views, or causing an addict to seriously reconsider the course of his life.)



Blur of the Milky Eye (Ragabash, Pg. 161 W20 Core)

The werewolf's form becomes shimmering, indistinct blur, as if seen through heavey cateracts - Even under midday sun.The Ragabash is not truly invisible, howeve, and if spotted, this Gifts protect fails until the observer is distracted. A Chemelion or Ermine Spirit teaches this gift.
Manipulation + Stealth Diff. 8.
Each Success Increases the Diff of All Perception Rolls to Detect them for the rest of the Scene.



Eye of the Falcon (Silver Fang, Pg. 193 W20 Core)

The Werewolf's vision gains the preditory clarity of a bird of prey. A falcon spirit teaches this gift.
The Player spends 1 Gnosis. For the rest of the scene all long ranged attack rolls and visually based Perception rolls are made at -1 Diff.


Open Seal (Ragabash, Pg.161 W20 Core)

Thw Werewolf can open nearly any sort of closed or locked physical device. A Racoon spirit teaches this gift.

The Player rolls Gnosis (Diff is the locak Gantlet) IF the object is sealed with Magic the player must spend a Gnosis point before making the attempt.



Master of Fire (Homid, Pg. 152 W20 Core)

Fire-spirits were amoung the first to make pacts with humanity, allowing men to warm themselves, drive of wild beasts and clear the land The corenerstones of civilization were laid in these simple acts, granting the spirits of flame much prestiege. Homid Garou remember and continue to call upon these ancient pacts toprotect themselves as the final fires of the Apocalypse loom. An Ancesstor Spirit or Fire Elemental Spirit teaches this Gift.
The player spends 1 Gnosis. For the rest of the scene, fire inflicts Bashing rather than Aggrivated damage to the Garou.


Lambent Flame (Silver Fang, Pg. 193 W20 Core)

The Werewolf causes her body to ignote with silver light. A Lune teaches this Gift.
The player spends 1 WP point to activate the Gift. The light illuminates 100ft (30m) around the Garou for the rest of the scene.All attacks agsint the Garou suffer +1 Dff penalty while the Gift persists.


New Moons Laughter (Moon Lodge, Pg. 73 Silver Fang Tribebook Revised)

This Gift allows a werewolf to make others around her more receptive to critisisim and less obssessed with their pwn Pride, thus showing them the wisdom of the New Moon. To learn the gift the Werewolf must trick a Lune into revealing the Gift.

The player must spend a point of Gnosis and roll Gnosis(Diff 6). For one hour for every sucess scored, the gathering the character attended takes on a lighter mood. All social rolls with a Posative intent are at -1 difficulty, while all social rolls intended to provoke argument, insult or misery are at +1 difficulty. If the Character Using the GIft is a Ragabash the Bonus and Penalty are Doubled.

 - So always -2/+2 when Ambra uses it.




Sense Wyrm (Silver Fang, as per Metis Pg 156 W20)

The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not visual or olfactory image, though Garou iften describe the Wyrm's Spirtual Eminations as a stench.This Gift doesn't nessisarily sense dedication to the Wyrmmeerly contact with the spiritual essance, wch can cling to even blameless souls. Sense Wyrm requires active concentraition; the spirtual sense it [rovides doesn't function passivly.Any Gaian Spirit can teach this Gift.

The Player rolls Perception+Occult. The difficulty depends the concentraition and stregth of Wyrm's influence: Sensing a single Formor in the room next door is diffuculty 6, while detecting the stench of a Bane that was in the room an hour ago would be 7. Vampires register as Wyrm tainted, save those with Humanity ratings of 7 and higher.



Scent of Running Water (Ragabash, Pg. 161 W20 Core)

The werewolf can mask her scent compleatly, making herself virtually impossible to track.A fox spirit teaches this Gift.
The difficulties of all rolls to track the Garou increase by two. This Gifts effects are [ermanent, though the Ragabash may temporarily supress them(Wch maybe nessisary to blend in with wolf packs.)


Falcon's Grasp (Silver Fang,Pg. 193 W20 Core)

The werewolf's hands or jaws tighten in a mighty death-grip., making it nearly impossible to escape. A Falcon spirit teaches this Gift.

The player spends one Rage point. For the rest of the Scene, the Garou's grip(with both hands a Jaws)is much stronger - her strength is considered 3 points higher ormanuver such as Jaw Lock(see special manuvers p.299 W20) This extra strength does not apply to damage.



Inspiration (Silver Fang, Pg 171 as per Ahroun, W20 Core)

Other werewolves look to the Ahroun(And SIlver Fangs)for leadership in battle, and this gift helps them live up to that trust. The werewolf employees this gift to leand her resolveand rightous anger to those who share her cause. A lion or wolf spirit teaches this Gift.

The player spends one Gnosis point.All comrades(But not the Gifts user) recieve one Willpower point. Wich disappears if not used by the end of the scene.



Hush (Ragabash, Pg 32 Book of Auspices)

Though Ragabash are teachers, one thing they can't always teach is when to keep one's mouth shut.Maybe a brash Ahroun is about to say something unfortunate to a bigger Ahroun, or perhaps a talkative Cub is about to revealtoo much about what she knows.In such situations,this Gift acts as a temporary stopgap: it makes the target fumble for words, loose his train of though or become temporarily distracted. Besides keeping friends from saying stupid things the Gift can also be used agisnt insulting rivals or the formori calling in renforcements. Because of the bond between packmates, it is easier to use the Gift within the pack - after all, for the greater good right? A mockingbird spirit teaches this Gift.

The Player rolls Wits + Subterfuge (Difficulty is the targets wits +4; for packmates reducethe difficulty by 1). Each success stalls the target for one turn, preventing the target from communicating verbally(Although other forms of comunication sich as sign langague or writing are possible)



Spirit Speech (Theurge, Pg.164 W20 Core)

This Gift bestows understanding of the langauge of the Spirit World, permiting the Garou to clearly understand and speak with any SPorot they encounter.The Gift does not inffluence the spirits' attutudes toward the werewolf in any way, nor ensure they have any desire to communicate with him. Any spirit can teach it.
\\ This Gifts effects are permanent.



Balance (Stargazer, Pg. 195 W20 Core)

The Garou is able to walk across any ledge,rope, or other narrow casway.No matter how thin or slippery.Wind spirits teach this Gift.

Difficulties for Climbing are Reduced by 3 and attmpts tp maintain Balance automatically suceed. This Gifts Effects are Permanent.



```Level 2```

Blissful Ignorance (Ragabash, Pg. 161 W20 Core)

The Gareo can become compleatly invisible to all senses, spirits or monitoring devises by remaining still. A Chamenleon Spirit teaches this Gift.

The Player rolls Stamina + Stealth Difficulty 5. Each Sucess subtracts one from Perception + Alertness rolls of those looking for the character. If no one is actively looking for the werewolf one sucess provides perfect concealment.



Jam Tech (Homid, Pg. 151 W20 Core)

With a slight gesture, the werewolf unbalances the Wyld and Weaver energies within a echnological device; either infusing them with destrctive chaos or amplifying their inherant stasis till they refuse to do anything at all. Computers crash, guns jam, cars stall, and even the simplest shaped onjects refuse to function. A Gremlin-a type of Wyld spirit that enjoys breaking things- teaches this gift.

The player spends 1 Gnosis, rolls Manipulation + Crafts, and chooses the level of complexity she intends to Jam/ All technological devices(i.e. any divices from fabrcated materials like metal or plastic) of that complexity within 50 feet (15m) ceases to fuction for two turns per success.The device remains unchanged but inert - knives won't cut, gun powder won't ignite, gears won't turn, and so on. The Difficulty of the Roll is based on the following chart.:
Device Difficulty
Computer 4 Phone 5 Automobile 7 Gun 8 Knife 9


Unity of the Pack (Silver Fang, Pg. 194 W20 Core)

It is only natural for those guided by canny leaders to excel.This Gift allows the Silver Fangs pack to enjoy the benafits of her unifying aura, making them all deadiler warriors agisnt the Ayrm's minions. A Wolf spiirt teaches this Gift.
Whenever the Silver Fang is presant, all member of her pack( Including herself) gain one extra die to execute Pack Tactics (Pg 300 W20). This Gifts Effects are Permanent. The Silver Fang cannot banaift from this Gift when shes alone.


Luna's Armor (Silver Fang, Pg. 177, as per CoG, W20 Core)

The Silver Fang invikes the Moons sacred power. Her body is briefly wreathed in shimmering moonlight, granting her Lun'as protection. A Lune teaches this Gift.

The werewolf concentraits for a turn. Spends 1 Gnosis point and rolls Stamina + Survival Difficulty 6. Each Sucess allows the Garou to add 1 die to their soak pools.These dice, and these dice alone, may even be rolled to soak damage from Silver. The benafit lasts 1 scene.



Locate Spirit Tutor (House Wiseheart, Pg. 71 Revised Silver Fang Tribebook)

The Werewolves of House Wise Heart are renowned for their skill as Tutors and Mentors.However, they know that the spirits themselves are the best tutors for Gifts.The Gift allows the Silver Fang in the Umbra to locate the nearest spirit that can teach a particualr Gift that he wishes his student to learn.From that point onwards, it's all up the the student and the spirit.A peregrine flacon spirit teaches the Gift.

The player spends a Willpower point and rolls Charisma+ Leadership (Diff 7). The more Successes scored the better sense the character has of where the apropriate spirit resides.



Slip of the Tongue (Ragabash, Pg. 33 Book of Auspices)

Sensing the Truth is the perview ofnthe Half Moon, but the trickser is adept at obtaining admissions of guilt,however accidental.By engaging in a conversation (Heated or otherwise), the User of this Gift can make the targert accidentally remark on what she wished to hide (" of course I had everything to dowith his death...I mean nothing to do with it!" or "The necklace isn't heresearch all you

 like, but don't bother with the study that's so obvious!") The slip may only arouse already supicious minds, but it may fluster the 

target enough to cause some more tangible admission of guilt, like a confession or an attack. The Gift is taught by a Gaffling of Falcon or by any truth spirit.

The Ragabash must engage the target in a conversation relating to the suspected crime or action.The player and the target make a ressited Manipulation + Subterfuge roll, difficulty of the oppantes Willpower. One success allowsa subtleslip only noticlble to the already suspicious, while Five results in a spilling of dammning information no judge could discount.



Speech of the World (Homid, Pg. 154 W20 Core)

This Gift allows Gaia's Warrior's to read and weild the Spirit of speech, bypassing the need to learn diffrent Langagues and dialects. The Garou may speak and understand any human langague she encounters, thogugh she speaks with an obvious accent, marking her as an iutsider.Speech of the World doesn't convey Literacy, nor is it an encyclopedia of cultural information. An Ancesstor Spirit teaches this Gift.
The player rolls Intelligence + Academics (Diff.7) The Effect lasts for one scene.

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