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Purity is a set of Auspice Affinity Gifts for Rahu and cannot be learned by Uratha of other auspices. All Purity Gifts can be taught by Ralunim, in addition to any other type of spirits listed under their respective descriptions.[1]

Powers[]

  • Moonlight: The silver Renown markings that all werewolves bear are marks of pride and accomplishment, but Purity markings have the added benefit of being badges of moral merit. Ralunim recognize them and the mere presence of such a Lune is often enough to make Purity markings glow slightly, even in the physical world. A Rahu with this Gift can cause his Purity tattoos to shine with full moonlight. This has the effect of providing illumination, which can be useful on its own, but also cows any spirit that see the light. Once this Gift is activated, the player adds the character's Purity rating to any Social rolls made against spirits for the rest of the scene. If the full moon is visible, the player adds an additional die to such rolls.
  • Righteous Rage: Death Rage is one of the most terrifying possibilities for a Rahu, because in Kuruth, the werewolf can't tell the difference between friend and foe. And yet, Death Rage has its own purity, a complete focus on violence and killing that the Ralunim respect. This Gift allows the werewolf to instinctively ignore his own pack while in Death Rage. He can't take part in pack tactics or do anything else normally prohibited during this state of frenzy, but he never attacks werewolves with whom he shares a pack bond.
  • The Illuminated Battlefield: Ralunim can appreciate clever tactics, but they don't tend to use them. To the Fury Choir, the perfect tactic is meeting on the field of battle and winning through superior strength and skill, not sneaking up behind an opponent and planting a knife in his back. Anyone can do that. A true warrior wins or loses on her own merits. The Ralunim do recognize, however, that others don't think this way, and this Gift helps to keep everyone honest. Once the werewolf activates this Gift, the site of the battle is immediately bathed in brilliant, white moonlight, as though taking place on a clear night during a full moon. If the werewolf activates the Gift during the day or in an otherwise illuminated place, the existing light takes on this moonlight-like quality.
  • Harmony's Reward: Observing the Oath of the Moon can have tangible rewards. A werewolf who lives in balance can use that Harmony to amplify almost any endeavor. Obviously, this Gift is of greatest benefit to werewolves that studiously cultivate Harmony and avoid violations of the Oath - but that's what Rahu are supposed to do anyway. This Gift adds the werewolf's Harmony rating to any one dice pool. It can be used only once per turn, and no limits are imposed upon the action itself, regardless of whether or not the attempted action is in violation of the Oath of the Moon. However, using Harmony's Reward to take an action that could lead to degeneration is risky, in that it puts the werewolf in a fragile spiritual state, making degeneration more likely.
  • Intractable Warrior: Once a Ralunim has chosen a foe, nothing can stop it from meting out its fury. Werewolves, likewise, are the greatest hunters in the world - a single taste of blood is enough to allow a werewolf to track her target. A Rahu of impeccable Purity can learn to refine this hunting prowess, so that no force on Earth can stop him from chasing down her foe.

Simplified Gifts[]

Purity Gifts reinforce the Uratha's position as predators, hunters and spirit enforcers. They can also work from a werewolf's sense of righteousness. A werewolf who lives within the precepts of Harmony can accomplish much with Purity Gifts.[2]

Example Gifts[]

  • Hunter's Sense: All werewolves can track a target's whose blood they have tasted. This Gift allows a werewolf greater acuity in searching out a target he has seen before. Spend 1 Essence and add Purity to any Perception roll to find a target that the character has previously seen. Owl- and other raptor-spirits bestow this Gift.
  • Mother's Ferocity: The character can tap into some of the primal rage that mother animals use to protect their young. Spend 1 Essence to add Purity to any attack made to protect another living being. If the character actually has children, this bonus is doubled (whether or not she is currently protecting them). Wolf- and bear-spirits most commonly give this Gift.
  • Salmon's Journey: If the need is great enough, the obstacles just don't matter. Using this Gift, the werewolf can power through almost anything in his path. Spend 1 Essence to add Purity to any Physical roll to get through, over, under or around an obstacle. Pushing past an opponent would count, though attacks do not. Salmon-spirits, stag-spirits and other creatures known for their tenacity can teach this Gift.

References[]

Werewolf: The Forsaken Gifts
First Edition Common Gifts: Father Wolf's Gifts · Mother Luna's Gifts
Moon Gifts: Crescent Moon · Cunning · Dreamer's Moon · Eclipse · Full Moon · Gibbous Moon · Glory · Half Moon · Honor · Judge's Moon · Milestone · New Moon · Purity · Scheherazade· Silver Road · Stalker's Moon · Stellar Moon · Tainted Moon · Warrior's Moon · Wisdom · Witch's Moon
Affinity Gifts: Agony · Alpha · Battle · Blending · Blood · Bone · City · Darkness · Death · Disease · Dominance · Elemental · Ending · Endurance · Evasion · Fervor · Halcyon · Information · Insight · Inspiration · Knowledge · Nature · Pack · Predator · Primal Urge · Rage · Savagery · Scouring · Shaping · Stalking · Stealth · Strength · Technology · Territory · Urban · War · Warding · Weakness · Weather · Wolfslayer · Wound
Lodge Gifts: Fever · Firestick · Grotto · Opening · Retribution · Thin Shadow
Unique Gifts: The Bone Bargain · Milestone
Second Edition
Moon Gifts: Crescent Moon · Full Moon · Gibbous Moon · Half Moon · New Moon
Shadow Gifts: Death · Dominance · Elementals · Evasion · Insight · Inspiration · Knowledge · Nature's Gift · Rage · Shaping · Stealth · Strength · Technology · Warding · Weather
Wolf Gifts: Change · Hunting · Pack
Pure Tribe Gifts: Agony · Blood · Disease · Fervor · Hunger