Classification: Union // Open

Gifts

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Name Level ▲ Group Cost Source
Absolute BalanceCB
Acid TalonsBotW
Alms to the PoorGnosisCB
Alter MoodGnosisCB
Apecraft’s BlessingsHomidW20
Aura of ConfidenceHomidCB, W20
BalanceCB, W20
Bale ArmorWillpowerBotW
Bale AuraWillpowerBotW
Banish SicknessGnosisCB
Beast SpeechHomidCB, W20
Beat of the Heart-DrumHomidGnosisCB, W20
BefriendCB
BellowRage, WillpowerCB
Blessing the BladeGnosisCB
Blood of PainCB
Blood of the DeepsCB
Blood ScentSame-BitoCB
Blood WebsWillpowerCB
Blur of the Milky EyeHomidCB, W20
Bones as CoilsCB
BreachCB
Breakfast of StonesCB
Breath of the WyldHomidW20, CB
Breath of Yu-ChiangCB
Brief SensationGnosisCB
Brother’s ScentHomidGnosisCB, W20
Bunyip’s SpellWillpowerW20
Burning the VisionWillpowerCB
Call of the WyldHomidW20, CB
Call the BreezeHomidW20
Call the RainCB
CamouflageHomidCB, W20
Cat ClawsWillpowerCB
CatfeetCB, W20
ChannelingHomidW20
Chi SenseCB
ChillRageCB
Chi’ih MingZhong-LungGnosisCB
City RunningHomidRageW20, CB
Clear the MindCB
Cloak of ShadowsGnosisCB
Cold BloodCB
Control Simple MachineHomidWillpowerCB, W20
CookingHomidW20, CB
Coyote’s IntuitionCB
Create ElementHomidGnosisCB, W20
Curse of the Great WebCB
Danger SenseCB
DarksightWillpowerCB
Desperate StrengthHomidCB, W20
DiagnoseCB
DiagnosticsHomidGnosisW20
Diamond ClawsCB
Dragon MilkZhong-LungCB
Dragon MuskWillpowerCB
Dream of a Thousand CranesHomidGnosisW20
EarwormCB
EcholocationCB
Emperor’s ClothesCB
Enemy WaysCB
Executioner’s EdgeCB
Eye of the FalconHomidGnosisW20
Eye of the HunterCB
Eye of the RaptorCB
Eyes of the Dragon KingsCB
Eyes of the War GodCB
Eyes of the WoundCB
Faerie LightHomidCB, W20
Fair PathHomidW20
Falcon’s GraspHomidRageW20
Falling TouchCB, W20
Fangs of JudgmentHomidWillpowerCB, W20
FastGnosisCB
Fatal FlawCB
Feral GrinCB
Finders KeepersGnosisCB
Finishing BlowRageCB
FirebugRageCB
Flow of AuraCB
Ganga’s CaressCB
Gift of FleshCB
Gift of TerrorCB
GroomCB
Guided StrikeWillpowerCB
Hare’s LeapHomidW20
Haunting HowlW20
Healing TongueCB
Heavens’ GuidanceHomidW20
Heightened SensesHomidGnosisCB, W20
Hidden KillerHomidW20
Humbaba’s EscapeCB
Hunter in CrowdsNezumiCB
Hunter’s MistsCB
Ice EchoHomidGnosisW20
Ignore WoundsCB
Illusion of SizeCB
Infectious LaughterHomidCB, W20
InspirationHomidGnosisCB, W20
InspireCB
Iron CoilsCB
Ishin DeshinCB
Jam WeaponHomidGnosisW20
Killing BiteRageCB
King FishCB
Lambent FlameHomidWillpowerCB, W20
LanternCB
Laugh of the VagabondCB
Laughter in the NightCB
Leap of the Kangaroo RatCB
Liar’s FaceHomidWillpowerW20, CB
Lick WoundsCB
Lightning ReflexesHomidWillpowerCB, W20
Lizard’s FavorWillpowerCB
MajestyCB
Many EyesBloodCB
Man’s SkinHomidW20
Master of FireGnosisCB, W20
MercyHomidGnosisCB, W20
MindspeakHomidWillpowerCB, W20
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Classification: Union // Open Ref werewolf/power/gift/kinfolk-gifts

Kinfolk Gifts

Gift · Werewolf

Werewolf

Although some Kinfolk can learn and use Garou Gifts, restrictions apply. Kinfolk characters may not begin play with Gifts (i.e., they may not be purchased with freebie points during character creation). They must acquire Gifts through good roleplaying and character development, and these Gifts must be purchased using experience points gained in play or, perhaps, as special rewards from the Garou or from spirits helped by the Kinfolk. In addition, the number of Gifts a Kinfolk may possess should never outstrip what would be reasonable for a Garou. A Kinfolk character with more than two or three Gifts would have to have very good reasons for possessing so many! Most Kinfolk who can use Gifts have one Gift; occasionally, a talented and Gaia-blessed Kinfolk might have two Gifts. Under very special circumstances, and only as a reward for exceptional roleplaying, a Kinfolk who accomplished something unique and epic, might acquire three Gifts.

Gifts 101 for Kinfolk

Kinfolk can only learn Level One Gifts, never Level Two or higher.

Once a player purchases a Gift for her Kinfolk character, the character must learn the Gift during play before she can use it. Such a Kinfolk must first find someone to teach her the Gift. Since spirits teach most Gifts, the Kinfolk needs to find a Garou — usually a Theurge — to summon a spirit to act as teacher, although any Garou who can summon spirits will do. At the same time, the aspiring Kinfolk student must present evidence to the Theurge of her need to learn the Gift, her accomplishments that merit this privilege, and how she can help her Tribe by knowing this Gift. If she has any Renown, throwing in a recitation of the deeds that led to receiving it couldn’t hurt.

Next, the Theurge, provided he is willing, must call forth the spirit that can teach the Gift. If the spirit decides to appear, the pupil needs to negotiate with it, usually through an interpreter using Spirit Speech. Except to act as a translator, the Theurge at this stage does not involve himself in the bargaining process unless a threat to the sept presents itself (or in case the spirit takes an intense dislike to the Kinfolk). During this process, the Storyteller should ask the player to make the appropriate Social rolls.

Sometimes spirits contact Kinfolk on their own, without a Theurge to mediate. If the Kinfolk performed some deed that pleased the spirit or did the spirit or one of its earthly children a significant service, the spirit might decide to teach the Kinfolk a Gift as a reward. If this happens, the Kinfolk has no choice in what Gift he has the opportunity of learning. One does not provoke a spirit by putting conditions on its generosity.

Kinfolk cannot learn Gifts as quickly as Garou can, but a patient spirit can teach its Gift to a Kinfolk in several hours.

Renown, Tribe, and Breed

Possessing Renown can help a Kinfolk who desires to learn a Gift. She may need to recite her deeds either as part of the price for teaching or in order to persuade the Theurge to undertake the process of calling up the spirit. A student who behaves in a respectful manner and otherwise impresses her Garou kin with her demeanor may have an easier time convincing the Garou to assist her in learning the Gift. Kinfolk do not have Rank; rather, they may have permanent Renown to a certain point. (See Kinfolk Renown, at the end of this chapter.)

Kinfolk generally cannot learn a Gift outside his breed or tribe. A Bone Gnawer Kin, for example, has little if any chance of convincing a lupus Glass Walker Philodox to summon a spirit to learn a Gift usually reserved for Glass Walkers. As always, exceptions may occur due to special circumstances, great need, or the welfare of an entire sept. The continuous tensions between breeds and among the tribes lead to a certain possessiveness about their Gifts.

Kinfolk have better luck keeping within their own tribe and breed for seeking out Gifts. If a Kinfolk is particularly close to his sept, working often and consistently to serve the Garou, he stands a much better chance of gaining approval for learning a Gift. Garou may see allowing a particularly trustworthy Kinfolk the chance to acquire a Gift as a way of arming another soldier against the Wyrm.

Note that as rare as it is for human Kinfolk to learn Gifts, it is even more rare for lupus Kinfolk to acquire them. The wolf cannot actually learn a Gift in such a case; instead, the spirit instills the Gift in him. Hence, lupus Kin can only know and use Gifts that work passively or can be activated instinctually.

Gnosis

Unless a Kinfolk has the Merit: Gnosis, she can only learn Gifts that do not require the expenditure of Gnosis. This imposes a severe limitation on the Gifts available to a Kinfolk. Gifts such as Blur of the Milky Eye (W20 Corebook, p. 161), Falling Touch (p. 170), or Lambent Flame (p. 193) do not require Gnosis to invoke. These, therefore, are the most common Gifts for Kinfolk to learn.

Kinfolk who possess Gnosis have a much wider choice. In theory, they can learn any Level One Gift with the exception of those that require the user to spend Rage or require Rage rolls. Since Kinfolk do not possess Rage under any circumstances, these Gifts remain beyond their ken.

Original Kinfolk Gifts

The Children of Gaia first recognized the advantages of having Kinfolk with the ability to use Gifts. Not only did Gifted Kinfolk strengthen the tribe by giving them one more way to help their Garou kin, knowing Gifts sometimes meant that Kinfolk could help themselves in situations where they might otherwise have to ask for help from the Garou. Because of this, some Children of Gaia helped their Kin create their own unique Kinfolk Gifts. These Gifts are also available to the Garou, but since they tend to be less powerful than even Level One Garou Gifts, most werewolves forego them in favor of their own, more potent ones.

With Storyteller’s approval, players might create uniquely specialized Gifts for their characters, in addition to the ones presented below. Such Gifts count as if they were within any Kinfolk’s breed or tribe for purposes of experience point cost.

Tribal Gifts

Some Gifts differ from Garou Gifts of the same name by duration, number of times it may be used per day, or strength of the boon.

The Gifts presented here are, in most cases, slightly altered versions of the Garou Gifts of the same name. Kinfolk versions may have a shorter duration, require expenditure of either Gnosis or Willpower, or must make an additional effort to make an effect permanent. This list does not include all the possible Gifts, but stands as a sampling of what Gifts are possible. The Storyteller and players may add or subtract to this list or create unique Gifts.

Learning Gifts from other tribes is possible, but only under certain circumstances.

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