Gifts are special powers granted to material beings by the spirits. They are most often taught to Garou (werewolves) and other fera (shapeshifters), but in theory anybody can be taught them, if they have the right resources to use them.
Overview[]
Gifts generally reflect the facet represented by the spirit that granted it. A spirit associated with learning might be able to teach someone to read any language. A spirit associated with war might be able to teach someone to strike so hard they can cut through armor like butter.
Gifts taught by spirits are learned virtually instantaneously. The spirit simply grants the ability to the student and gives it some instruction in how this new power works. Spirits generally will ask for chiminage for teaching a Gift. The greater the Gift, the greater the chiminage. A minor gift may require simple chiminage like planting a tree or killing a minor Bane. A truly powerful Gift may require the student to swear to cleanse an entire toxic waste dump or swear that they will never set foot in a city again.
Werewolf: The Apocalypse[]
Gifts are more widespread among the Garou and other Fera than in every other Gift-wielding group combined. Since time immemorial have the Garou made pacts with spirits in order to turn their powers to the defense of Gaia. Rage and (prior to 5th edition) Gnosis are the two primary 'resources' that use of most Gifts requires, both of which the Garou may possess in spades, allowing for both a broad range of Gifts to use and an ease with which they can be used.
The age and pervasiveness of this relationship with the Garou has led to most Gift-granting spirits developing 'favorites' among the Garou: Although some amount of chiminage is always required, Garou of a particular tribe, breed or auspice have little difficulty locating spirits who will grant their Gifts to that Garou much more readily than to most others, simply due to what said Garou represents in the spirit's eyes.
Sometimes Garou can teach gifts to other Garou, but this process generally takes several weeks (or months) and is fraught with danger as the student practices with his new power. Some kinfolk can learn gifts, but these are exceptionally rare individuals. Most kinfolk know no gifts. Even the most adept kinfolk probably only knows one or two.
Mechanically, gifts range in level from one to six. Garou cannot learn a gift if its level is greater than the Garou's current rank. Garou have access to them based on their breed, auspice, and tribe. While they can learn gifts not of their breed, auspice, or tribe, it is more expensive to buy these with experience points. Storywise, spirits are less likely to teach those gifts to Garou from the wrong group and will demand heavier chiminage.
Changeling: The Dreaming[]
In Rage Across Appalachia, Garou could take the patronage of the spirits of plants, minerals and elements that mostly associated with the Nunnehi. These included: Fir, Granite and Whitewater. Mentioned and not detailed were: Cannabis (Children of Gaia), Peyote (Uktena) and Crystals (Stargazers). However, they could only ally with these spirits if their Rage Trait was lower than the spirit's patronage cost. If it ever becomes higher than the spirit's, the spirit will break its patronage with the Garou until the Garou loses the extra Rage.[1]
The three spirits above had a small list of Gifts titled as Nunnehi Totem Gifts, but they are only detailed as for usage with the Garou and not changelings.
Vampire: The Masquerade[]
The Gifts provided by the aapilum to their vampiric hosts are rather idiosyncratic compared to those of other spirits - to be expected, given their alien and malevolent nature. Their Gifts are typically one-time, requiring another performance of (usually quite gruesome) chiminage to be performed again. That said, these Gifts, especially those from the most powerful aapilum, are capable of dwarfing any that the Garou can consistently produce.[2]
Hunter: The Reckoning[]
Hunters who go hunting for werewolves outside of cities are rarely seen again. On those rare occasions when they do return, they talk of wolf-folk manipulating the weather, controlling animals, animating trees and shadows, summoning spirits, causing avalanches and turning others into wolves. Some hunters - generally those who've never even seen a werewolf - choose not to believe these tales, but any hunter who has met even a young shapechanger in the city reserves judgment.[3]
The Imbued in the First Edition of Hunter, often referred to "Gifts" as Werewolf "Magic" or Werewolf "Spells". Spells were categorized by Common, Uncommon and Rare. A full list was presented in the Hunter Storytellers Companion book. Many of the spells are known Gifts under different names (Killer Claws instead of Razor Claws as an example), but a few share the same names, such as Staredown or True Fear.
Gallery[]
References[]
- ↑ CTD/WTA: Rage Across Appalachia, p. 156-157
- ↑ VTM: Blood Sigils, p. 128-130
- ↑ HTR: Hunter Storytellers Companion, p. 45-51
- cMET: Mind's Eye Theatre: Dark Epics, p. 76
