Gift

The gifts are blessings from the spirits, who for different reasons will bestow the Uratha with their knowledge if the werewolf proves herself to be worthy of it. What deems an Uratha worthy varies from spirit to spirit; some might require persuasion, other bribing or that the Uratha may defeat them in battle.

Being spiritual in nature, gifts in use place a heavy tax on the physical half of the Uratha’s form - the higher 'level' the gift, the more it taxes the body. Overuse of gifts can result in the werewolf collapsing, or going into Rage and spending what precious little energy they do have on Gauru form. Of course, over time, the physical and spiritual sides of the Uratha become one and the same, and so the longer the period of time that has passed since their first change means the more able they are to use their Gifts.

Auspice
Gifts listed here are limited to certain auspices. Members of the Bale Hounds may successfully wield gifts from this category when the restriction matches their faked auspice. However, interaction with the Lunar spirits always yield a risk for detection, so most Bale Hounds prefer to avoid these gifts. Forsaken Uratha that turn to the Pure’s cause lose their ability to wield their formerly acquired auspice gifts, but Pure who switch sides may learn the gifts of their newly acquired Lunar choir - 'choir' being the name for a group of spirits associated with an auspice or set of Gifts.

Mother Luna’s
All Forsaken

From Mother Luna, the Forsaken gained the ability to shape-shift between forms as easy as breathing. Her gifts allow Her children to control the ability of transformation even further.
 * 1) Partial Change- This gift allows the Uratha to transform one part of her body into that of another form, in order to perform a short task. For example, they can transform their Hishu nose into Dalu to track someone on the street by scent only, or their Urhan eyes to Hishu for sharper colour vision.
 * 2) Any Beast- Any Beast opens up the possibility for the Uratha to transform into another carnivorous beast, in order to camouflage themselves. The size of the other predator must match the one of the Uratha’s current form; e.g., a bear would be appropriate for a small Gauru, or a fox for Urhan.
 * 3) Silver Jaws- Forsaken does not suffer any large quantities of additional damage from silver weapons, but their brethren Pure does, and perhaps it’s why Mother Luna’s spirits bestows this gift with transforms teeth and claws of the Uratha into silver weaponry. This gift can’t be used in Hishu, unless Partial Change has been used on the teeth or nails.
 * 4) Skin Stealing- If the Uratha have tasted the blood of a human, this gift allows her to take the form of that human for a short duration of time. This gift doesn’t change any open orifices, so e.g., eye colour and teeth remains unchanged. Skin Stealing requires the user to be in Hishu, unless disguised as another Uratha in transformed state.
 * 5) Primal Form- Primal Form is the form of nightmares, powered by Mother Luna’s grace and the Rage within each Uratha. Primal Form is a reminiscence of that of Urshul, but standing 6 to 8 feet tall, with features of Gauru in muscle mass and size of teeth. Even Uratha who knows this gift fears to use it, as the path to Death Rage is turned into a quick slippery slope.

Dreamer’s Moon
Auspice: Cahalith

Mother Luna is the nocturnal spirit of sleep and dreams, both gentle and nightmarish. Through these gifts, children of the Cahalunim choir gains the power to manipulate the dreaming mind.
 * 1) Sense Sleeper - The Cahalith opens her senses to the world, and may sense any person that’s dreaming or sleeping within 5 yards from herself. This gift also senses spirits that have been lullabied to sleep by the Ward of Spirit Slumber.
 * 2) Lover’s Voice - If the Cahalith know the target’s full name, she’ll be able to perfectly mimic the voice of someone important to the target. Whom the Cahalith’s voice mimics depends on whom the target would like to hear the most.
 * 3) Nightmare Hunt - By invoking this gift on a sleeping target, the Cahalith will project a terrible wolf into the sleeper’s dream, making him the target for a nightly hunt. Even though it might not be completely prudent to hoe a foe in his nightmares before coming for him in the flesh, most Cahalith still finds the concept glorious.
 * 4) Soul-Singing - Mental scars can’t be fully healed, but with this howl, the Cahalith may temporarily soothe the target’s pain and worries. When sung to a target, they will fall into a dreamless sleep, and wake up refreshed with new vigour to face their troubles.
 * 5) Howl of Nightmares- A howl calls down the night-terrors of the pregnant moon, which overwhelm awake or sleeping target with terrible hallucinations of their own worst nightmares. The hallucinations subside after only a minute, but may yet shake a creature to its very core.

Gibbous Moon
Auspice: Cahalith

The Cahalith make sure that hope never dies within her brothers and sisters, and the Cahalunim Choir will help their adopted pups to surpass extreme dangers and hardship by bestowing these gifts.
 * 1) Pack Awareness- By activation of this gift, the Cahalith will become aware of her packmates’ location in relation to her, as well as their general status and what activity they’re performing (e.g., sleeping, fighting, hunting, etc.). The packmates must be within distance to hear the Cahalith’s howl for this gift to work.
 * 2) Resist Pain- This ability allows the Uratha to ignore all her pain from injuries during the remainder of the battle. The downfall to this gift is that the Cahalith loses her inhibitions, and may cause her own death because of a high amount of unfelt lethal injuries on her body.
 * 3) Rallying Cry- A howl filled with inspiration and hope, packmates who hear the Rallying Cry will regain a small amount strength and stamina. This ability helps when the pack believes they’re losing a battle as it will fill their hearts with courage and hope. The Cahalith that sings gains no advantages from this gift.
 * 4) Unspoken Communication- If the packmates are in eyesight of the Cahalith, this gift allows them to speak through thoughts rather than words. The members need not to see each other for this mental link to remain between them, but the Cahalith must see all individuals for them to remain within the mental bond.
 * 5) Call of Glory- Similar to the Rallying Cry, but now the spirits themselves of the Cahalunim Choir cry out in accompaniment to the Cahalith’s howl. This ability does not only works as a source of inspiration, but heals lesser wounds on all packmates within earshot and increases their strength and stamina temporarily.

Half Moon
Auspice: Elodoth

The Elunim Choir expects their Uratha to live with honour and in harmony with the world around them, and the gifts granted by these spirits assist in a more diplomatic approach when dealing with spirits. Using the Half Moon gifts with treacherous or abusive methods is punished severely.
 * 1) Scent Beneath the Surface - Unless masked by supernatural methods, this gift allows the Uratha to see when there’s hidden intent or a lie within the heart of the speaker. It will however not reveal the nature of the intentions or the reason behind the lie.
 * 2) Snarl of Command - If the subject has any valour, simple knowledge of their lies or hidden intent will be enough for the truth to be admitted. However, sometimes it isn’t as easy, and with a snarl the Elodoth may command the deceiver to answer one single question completely truthfully.
 * 3) Aura of Truce - Evoking the Aura of Truth will imminently calm down all beings around the Elodoth, despite their origin or race. This gifts helps in diplomatic situations that’s about to collapse, and both parties of a conflict will look at the situation in a more collected and calm manner. This gift doesn’t alleviate the tensions completely, only soothes it.
 * 4) Fuel Rage - By channelling her Rage, the Elodoth increases the time she may remain in Gauru without any additional risk of Kuruth.
 * 5) Bind or Sunder - By touching a packmate, the ability of Fuel Rage transfers from the Elodoth to her packmate of choice. This gift may only be used at one individual at a time, and the gift-wielder can’t transform into Gauru as long Bind or Sunder is active.

Judge’s Moon
Auspice: Elodoth

As the judges of the Uratha society, this gifts aid the Elodoth in observing the world around them and pass judgement when needed. Just as with the Half Moon gifts, these gifts may not be used for treacherous or abusive methods, not even by the Bale Hounds.
 * 1) See the Spirit Brands - The werewolf’s decisions in life will leave a mark upon their spirit, and this gift will make the Elodoth able to perceive if the target is affiliated to the Forsaken or Pure. This gift can’t reveal the Bale Hounds masquerading as members of any tribe.
 * 2) Damning Tongue - The Elodoth activates a mental link to a single target, and everything the target says is repeated simultaneously by the Elodoth. This gift doesn’t override any language barriers; if the target is speaking Swedish, the Elodoth will also be speaking Swedish even though she doesn’t understand the words spoken. To invoke this gift, the Elodoth must have the target in their line of sight, but will be able to uphold the connection for another ten minutes even if the target walks away.
 * 3) Pangs of Guilt - Everyone is guilty of something, and even the most immoral creatures will experience guilt and empathy when an Elodoth evokes this gift upon them. Pangs of Guilt may help in convincing damned spirits and werewolves to rethink their actions, even though the effect is only temporarily.
 * 4) Anticipation - This gift heightens the Elodoth’s power of observation, and for a short while she may predict the target’s actions, such as where she’s going to strike or the password she types in. This gift may only be activated on one target at a time.
 * 5) Curse of Talion - The law of Talion claims an eye for an eye, a tooth for a tooth; and by activation of this gift, the Elodoth will reflect the suffering of victims on the persecutor. Rapists may be mutilated and murderers mortally wounded, even though the curse of Talion can never kill anyone outright. This gift may one be used once against any given target, and only on nights of the half moon.

New Moon
Auspice: Irraka

By nature, the Irrakas are deft and nimble, the perfect scouts and trackers for any Forsaken tribe. With these gifts, the Irralunim Choir helps their adopted children to become even better at removing minor obstacles that may hinder the New Moon stalkers.
 * 1) Sense Weakness - This gift allows for the Irraka to sense potential weaknesses in an enemy, but only one of the following three per individual; physical disabilities, mental ailments or vice.
 * 2) Slip Away - The Irraka are great escapist, and this gift allows them to escape a grip or fast-holding by a stronger opponent, or from objects that restrains movements such as handcuffs or straitjackets. The escape will leave the object or the capturer completely unharmed.
 * 3) Distractions - By calling forth spirit echoes of their own body, the Irraka creates temporary illusions that distracts a foe. The Irraka must see their foe for this gift to work, and the effect is shattered when the Uratha attacks.
 * 4) Blend In - Conformity is anonymity. By usage of this gift, the Irraka will blend in with the current crowd, covering any blood-stains or other physical characteristics that might appear out of place. This gift will not change the Irraka’s natural appearance, so cameras and retina scanners will not be fooled. The effect lasts a day, if the Uratha doesn’t go out of their way to get noticed (e.g., starts a fight, transforms in front of someone).
 * 5) Ghost Step - The Irraka takes on a insubstantial, ghostly shape, that cannot be attacked or attack from the Human nor Spirit realm, and can only be detected inside the Gauntlet. The gift-user leaves no scent and makes no sound as she moves around. General laws of physics does apply, however, so the Irraka may not walk through solid objects or slip inside small spaces, unless the nature inside the Gauntlet allows them to. Gifts can still be used, but the Irraka cannot attack whilst in Ghost Step.

Stalker’s Moon
Auspice: Irraka

The spirits of the lightless new moon grants gift of stealth and tracking for their children, so that they may disguise themselves even when they move for the kill.
 * 1) Soundless Strike - When the Irraka attacks a target with either a weapon or claws, she may strike in a single moment of blessed silence. A gunshot won’t be heard, nor the victim’s scream of agony when a limb is torn from the body. After ten seconds, the scene once again become audible.
 * 2) Sense Heat - When in Gauru, Urshul or Urhan, the Irraka transforms her eyes to work similar to a heat-detecting device. Even though this gift makes it impossible to distinguish details, such as the identity of a person, it can be used to spy movement of heated bodies through walls.
 * 3) Liar’s Brand - By concealing the true shape of their spirit, the Irraka may conceal both her auspice and tribal affinity for prying eyes. This gift can be used for the Irraka to masquerade as a member of the Pure tribes, or trick malevolent creatures that seeks to take advantage of them. The effect lasts for a full week unless deactivated, and may only be used once every Lunar cycle.
 * 4) Stolen Scent - Some Irraka may already know how to move without leaving a scent, but this gift will leave a misleading one behind. The scent may trail off in the wrong direction from where the Irraka actually went, or it may be replaced by the scent of any other predatory animal, other Uratha included.
 * 5) Strike Blind - With a strike, the target is struck blind, deaf or blind of scent for 24 hours. The Irraka may choose which sense is affected. Once activated, the effect can’t be reversed unless by supernatural means, nor can this gift be used on the same target twice.

Crescent Moon
Auspice: Itheaur

The Shadow Realm is strange place, filled with both wisdom and danger, and no other auspice is better at deciphering its mysteries then the Itheaur. These gifts, granted by the Ithalunim Choir, will aid the Itheaur in their task for better understanding about the world of the spirits. ===
 * 1) Two World Eyes - The Uratha will be able to perceive both the Shadow Realm and the mundane world, both at the same time. Things that affect eyesight, i.e. flashes of light, smoke or darkness, impede the sight in both worlds as it normally would.
 * 2) Read Spirit - This gift allows the Itheaur to sing to the Ithalunim Choir, whose voices in return will tell her what they know about the spirit she's currently facing. However, the Ithealunim Choir is not an all-knowing source of information, especially when it comes to more powerful spirits.
 * 3) Gauntlet Cloak - An experienced Itheatur will possess much knowledge about the Gauntlet, the realm between the human world and the Shadow Realm, and this gift will allow her to manipulate the Gauntlet to her own whim. By cloaking themselves with the Gauntlet, the Itheaur will become invisible both in the human and Shadow realm, for a short period of time.
 * 4) Between the Weave - While Gauntlet Cloak isn't something that's easy to slip in and out of, this gift allows for exactly such feats. By quickly moving between the human world and the Gauntlet, the Uratha may disorient and confuse her enemies as they will only perceive her appear at random spots without seeing the actual travel. Using this gift multiple times quickly drains the Uratha's energy, much like that of Gauru.
 * 5) Crash the Gates - Crash the Gates extends Between the Weave to apply to the Itheaur's pack-mates as well. This gift draws an equal amount of energy per individual, sharing the effort of each one's actions among the whole - for every shift one member makes, everyone must put in energy to supply for it.

Witch’s Moon
Auspice: Itheaur

Born under the crescent moon, the Itheaur can be said to be children of both the physical world and the Shadow Realm. These gifts from the Ithalunim Choir allows the Itheaur to disrupt the affairs of spirits, as well as hex victims of a more physical nature.
 * 1) Shadow-Speaking - Whilst the Itheaur’s body remains in the human realm, she may push her mind through the Gauntlet and allows spirits to use her body as a vessel for communication. As this is not possession, the Itheaur may choose to deactivate this gift at any time, and return to her physical body.
 * 2) Shadow Discord - The spirits exemplifies things that exists in the real world, but this gift sends out a static resonance that disrupts this connection and renders the spirit incapable of manipulating material in their environment. Also, Shadow Discord strengthens the Gauntlet, and makes it harder for spirits to pass through.
 * 3) Luck-Eating - Upon touch, the Itheatur will drain the target of her luck, making chance outcomes less likely to turn out in favour of the target. The effect will last for 24 hours, and this gift may only be active on a single target at the time.
 * 4) Cage the Rider - Activation of this gift allows the Itheaur to consume a spirit, and store it within her own body for a short period of time. The spirit must first be tricked into possessing the Itheaur’s body, but will then be locked inside, unable to take any action to free herself of the encasement.
 * 5) Poisoned Spirit - The last of the Witch’s Moon gifts is a curse, which the Itheaur may inflict on an Uratha of her choice. The Uratha that has been put under this curse becomes unable to use any means of spirit communication, including usage of gift, for the coming 24 hours.

Full Moon
Auspice: Rahu

The Ralunim spirits want their adopted Uratha to enforce their righteousness and remain strong in action. These gifts are awarded to the Rahu that stays true to their lunar choir.
 * 1) Clarity- By touching the core of her soul, the Rahu is allowed to clear her mind from haziness or distractions around her. This gift has only a temporary effect, and don’t work with full power on strong emotions such as extreme pain or high levels of intoxication.
 * 2) Attunement- If used before battle, this gift will increase the Rahu’s perceptive abilities of their foe. With their heightened senses and ability to see subtle changes in their opponent, the Rahu may prevent or win the battle without their Rage being provoked.
 * 3) Death Grip- The Uratha’s jaws are an already vicious weapon, and by evoking this gift the Rahu increases the lethality of their jaws even more. This gift may only be used in Gauru, Urshul or Urhan form.
 * 4) Rage Armour- By absorbing power from the moon and connecting it to the Rage within, the Rahu becomes physically indestructible for a maximum of five minutes. When this gift is active, the Uratha’s eyes glow in an amber colour.
 * 5) Luna’s Fury- A howl brings down the very spirit of Luna herself down to Earth, and she bathes her child in a shaft of white moonlight that unleashes her Fury through the Uratha as a vessel. This increases the power of the Uratha’s claws and teeth dramatically, as well as her physical strength and stamina. When the gift runs out, the Rahu becomes unconscious.

Warrior’s Moon
Auspice: Rahu

The blessings of the full moon helps the Rahu focus on his ability to overcome foes, but also determine on which battles that shouldn’t be fought.
 * 1) Warrior’s Insight - Rahus are naturally gifted with estimating the strength of their foes, and this gift enhances that ability even further. By activation of this gift, the Rahu will know all the major strengths of their foe, although it will not reveal any weaknesses.
 * 2) Battle Mind - This gift allows the Rahu to shelter her mind from any mind-controlling effects, both from activated Gifts and Disciples that has been used to affect him. The drawback of this gift, however, is that the Rahu finds it very difficult to turn his attention to something else than the conflict at hand.
 * 3) Hobbling Gaze - The Rahu have no time for fighting cowards or run-aways. This gift will hamper the opponent’s ability to flee from battle, although the target may still choose if she will continue the fight or beg for mercy. The target will for ten minutes be rooted within a five-yard area of where they stood when the gift was activated.
 * 4) Bloodletting - The might of the Ralunim choir seeps into the Rahu’s claws, and the wound inflicted after a single strike on a target will haemorrhage greatly independent on the size of the actual wound. This gift can’t be used on target that doesn’t bled per se, such as Kindred and spirits.
 * 5) Might of the Full Moon - The time which an Uratha can spend in Gauru is limited, but by activation of this gift, the Rahu may stay in Gauru for as long as she desires without suffering any negative effects. If the Rahu voluntarily exits Gauru, however, she won’t be able to re-enter the form without using some supernatural means such as Rekindled Rage.

Tribal
As different tribes have affinities to each of the nine Firstborn, they may be taught in different aspects of their patron through spirits that serve the Firstborn. As some spirits forge several alliances, some of these gifts are taught to many children of different Firstborns.

Agony
Tribe: Ivory Claws

Silver Wolf guides his children with his pain, and his advice and power will help the subjects see through their own pain and even inflict it on enemies.
 * 1) Stoicism - No pain is greater than the one of Silver Wolf, and this gift allows the Uratha to ignore her own suffering with knowledge that it could be worse. The Uratha will still feel the pain, but can shun it away.
 * 2) Barbed Arrow - The Uratha taps into a part of Silver Wolf’s pain, and by touch she will let it flow through her foes. The pain equals the amount of a broken bone, and will automatically end when the subject is no longer touched.
 * 3) Pangs of Anguish - This gift allows the Uratha to take the pain she’s suffered before, and inflict sympathetic agony in her victim. The pain is transferred through eye-contact, and only to a single target at a time.
 * 4) World of Pain - As they are beings of quicksilver and smoke, the spirits never suffers from their wounds or losses. When this gift is activated, one spirit will for the first time in their life know agony. This gift renders a spirit distracted, or even incapable of fighting.
 * 5) All-consuming Excruciation - An Uratha using this gift temporarily soothes Silver Wolf’s pain, by tugging a large fraction away from the great Totem spirit and onto a living being. The target must be willing or caught unaware for the gift to work, and it will only transfer on touch. This gift doesn’t work with spirits or other creatures with an inability to feel pain.

Death
Tribe: Bone Shadows

Some cultures claim that the werewolves were messengers between life and death, a rumour partly true because of Death Wolf’s discoveries in her multiple travels in Pangaea. These gifts are usually taught by death-spirits or spirits of animals associated with death (e.g., jackals, ravens, or vultures).
 * 1) Death Sight - With this gift, the Uratha is able to perceive ghosts or the spiritual imprint left upon someone’s death. The eyes of the werewolf turns milky white whilst this gift is active, but she might still see the rest of the world as she normally would. Using this gift will not grant the Uratha knowledge about the circumstances of the death, nor a ghost’s motifs.
 * 2) Ghost Knife - The Uratha transforms the weapon she’s currently holding, making it able to wound or kill ghosts. This gift can only be used on weapons that the gift-wielder holds herself.
 * 3) Corpse Witness - By breathing air into a corpse’s mouth, the Uratha may force the body to speak about what have happened around it after its death. This gift requires that the corpse still have flesh on it, and minimum a head. The information provided isn’t very detailed, but if the corpse is relatively fresh, the breath of the Uratha may form a intelligence and be able to answer a few choice questions.
 * 4) Word of Quiet - When the Word of Quiet is spoken by the Uratha, all undead beings within hearing range will be momentarily stunned. The Word of Quiet will also soothe spirits associated with death, or ghouls.
 * 5) Vengeance of the Slain - This ability allows the Uratha to bring a pack-member back to life, by returning the soul to their body. It only works for a short time, and any injuries the Uratha has suffered before its death will still be retained. The werewolf mustn’t have been dead for more than a day to use this gift.

Disease
Tribe: Fire-Touched

The Fire-Touched’s relationship with disease bears many obscene fruits, these gifts among them. The following gifts can only be used on creatures that can experience physical sickness.
 * 1) Fever Dreams - Upon touch, a quick disease runs through the target, bringing cold sweats, headaches, fever and mild hallucinations in its track.
 * 2) Virulent Rage - The Uratha will, upon touch, infect another Uratha with her own Rage with a large risk at triggering Kuruth. Humans affected by this gift will instead cause a terrible fit of violent anger.
 * 3) Glorious Agony - By giving up on the ability for regeneration, the Uratha invites a disease-spirit into their body, which increases their strength and their claws automatically inflicts infected wounds on an enemy.
 * 4) Lingering Bite - The werewolf’s bite leaves festering, odious wounds in the target’s flesh. Inflicted wounds whilst this gift was active will heal very slowly, even for the regenerative Uratha.
 * 5) Wasting Sickness - A bite transfers a slow-working disease onto the target, slowly draining her vitality. The target, Uratha or human, will be bed-ridden within a week, and from there in intense duress, suffering, and fever for the rest of a ten-day duration.

Dominance
Tribes: Ivory Claws, Storm Lords

Anyone can give commands, but only a true leader may give commands that others will listen to and follow. These gifts are bestowed by creatures that owe gratitude to the Uratha, and may be helpful both in diplomacy and war. Dominance gifts can’t be used against any other race then the Uratha.
 * 1) Warning Growl - With this gift active, a warning growl will strike doubt and fear into the enemy’s heart, and ward her off before the attack. The Uratha must be focusing on the target, and the opponent must be able to hear the growl. This gift can only be used at one individual at a time.
 * 2) Luna’s Dictum - With a few choice words, the Uratha may command obedience from the singular target. This gift doesn’t command others to follow the wielder’s exact will, but will give a quick, strong impulse to surrender.
 * 3) Voice of Command - This is the stronger version of Luna’s Dictum; the orders provided can be more complex, and it may affect up to three individuals at a time. However, the gift-wielder can’t command others to harm each other, or perform actions that defies their sense identity and self.
 * 4) Break the Defiant - Even the strongest of will feel their willpower being slowly stripped away under the influence of this gift, remaining them weak and confused for a short period of time. This gift can be used in combination with Luna’s Dictum to give orders.
 * 5) Tug the Soul’s Strings - By mastering this gift, the Uratha has proven that she knows both the limits and dangers of coercion. With Tug the Soul’s Strings, once a day she may command a single Uratha to follow her exact command, up to but not including causing fatal damage to another person.

Eclipse
Tribe: Bale Hounds

An eclipse is a few brief moments of darkness, and when the seeing is obscured, the Bale Hounds may carry out their treacherous acts unnoticed by their Mother and kin.
 * 1) Night-Eyes - Werewolves in Urhan already has the sharpened senses of the wolf, but this gift allows the Bale Hound’s gaze to piece natural darkness independent on their shape.
 * 2) The Shadow’s Secrets - By concentrating on a patch of shadow within her line of sight, the Uratha may attune her senses so that she can hear and smell anything within the shadow’s vicinity. This gift might be used for overhearing a conversation down below whilst spying on a rooftop.
 * 3) Shroud of the Blinded Moon - The spirit of the Bale Hound is full of shadows, and this gift summons these spiritual shadows to mirror the darkness of a lunar eclipse. This gift won’t create shadows, but intensifies shadows that’s already present. Flashlights and sunlight may still pierce the shadow of the Shroud.
 * 4) Darkened Moon - By drawing upon the power of the Lunar eclipse, the Bale Hound blocks the target’s connection to the spirit world, making her unable to activate any of her acquired gifts. This gift will only work in the night, and for ten minutes only. If the target stands in Mother Luna’s rays, the effect will subside after only five minutes.
 * 5) Gauntlet Wraith - The Uratha has mastered her communion with the shadows to such a level, that she may push herself through the Gauntlet if standing in a shadowy area equal to her own size. The Uratha appear on the opposite side of the Gauntlet, may that be the human world or the Shadow Realm.

Elemental
Tribe: Hunters in Darkness

The Hunters are among the most in touch with their feral side - the Earth is their weapon, their ward, their ally. Its choir allows for the Uratha to use the elements of Earth to their advantage.


 * 1) Call Water - With a few words in First Tongue, the Uratha may create a few cups of water in her hands, which might be the difference between death and survival in harsh environments.
 * 2) Manipulate Earth - Soil and dust become malleable as clay underneath the Uratha’s paws. She might use this gift for e.g., Building a quick shelter for loved ones or conceal her tracks.
 * 3) Command Fire - With a nearby source of fire, the Uratha may direct the flames at her will, such as hindering the spread of a forest-fire or toss a fireball at an enemy. The size of a fireball is dependant on the size of the fire she commands.
 * 4) Invoke the Wind’s Wrath - The Uratha creates a whirlwind with a radius of effect of 10 feet, and she may send it in any direction she likes, but is not able to change the direction once the whirlwind has set off.
 * 5) Lament of the River - If the Uratha stands close to the shore of a sea, she may create a tsunami to sweep in over land. The direction of the wave can’t be controlled, and as such this gift must be used with great caution to not break the rules of the Oath.

Evasion
Tribe: Storm Lords

These gifts embody the shrewdness of human instincts, and combine it with that of the natural instincts of a predator. These gifts uses a mixture of intelligence and “gut feeling”, so that the Uratha may successfully evade what’s thrown at her.
 * 1) Loose Tongue - This ability allows a Uratha to get a single target to start chatting excessively, which might reveal secrets that they normally wouldn’t talk about.
 * 2) Sand in the Eyes - After a short conversation, limited to ten minutes, the Uratha may use this gift on a single target in order to forget about the encounter. This gift doesn’t affect the feelings of the target, only their ability to remember the encounter afterwards.
 * 3) Playing Possum - When this gift is active, it will allow the Uratha to look and seem like they’re dead for up to 24 hours. However, this gift can’t fool closer examination, and any harm inflicted on the Uratha’s body will still be felt.
 * 4) Double Back - Double Back has multiple purposes; it may tell the Uratha if someone is trying to deceive them, reveal a trail to find hidden evidence or hiding places, or be able to tell if someone around them is disguised. However, this gift can’t reveal the true nature or motif behind a lie or disguise, the Uratha may only know someone is trying to fool them.
 * 5) Fog of War - With a howl, the Uratha brings confusion to the battlefield, and it increases the chance that allies and opponents alike start taking the wrong decisions. This gift is useful for making an escape, or settling the final blow as the wielder won’t be affected by this gift.

Fever
Tribe: Fire-Touched

An Izidakh is only as strong as his faith, and most of the Fire-Touched are strong indeed. The Fever gifts harness that faith, granting the werewolf that wields them knowledge, strength and perseverance.
 * 1) Eyes of Gurim - By borrowing the strong, piercing gaze of their Tribe-totem, a Fire-Touched may look into another Uratha’s soul to sense one of her weaknesses. This gift also allows Fire-Touched to recognize each other on sight.
 * 2) Gurim’s Comfort - Gurim-Ur supports his children, even when times are dark and things hopeless. Activation of this gift restore the Uratha’s own mental stamina, and is temporarily relieved from pain and exhaustion.
 * 3) Trust in Gurim - A Fire-Touched fighting with this gift active will fight as if she’s immoral, secure in her faith and knowledge that Taga Dan is awaiting after death. Any wounds inflicted on the Uratha’s body will not be noticed.
 * 4) Gurim’s Might - The Rabid Wolf was rumoured to be the smallest of the Firstborns, but fast and deadly when he hunted in earnest. With this gift, the patron of the Fire-Touched will help her child overcome her feat, temporarily increasing her strength and speed.
 * 5) Gurim’s Bite - The strongest of the believers in Gurim-Ur may with a single bite transfer her faith to the target, which renders the subject incapable of attacking the gift-wielder even in self-defence, if the target’s identity of self is low.

Insight
Tribes: Bone Shadows, FIre-Touched

A supernatural reality exist beyond the one humans live in, and the Insight gifts allow the Uratha to tap into this world to read its secrets and mysterious for personal benefits. Using this gift can be described as seeing the world through a “third eye”; as they will know the things unperceived by others.
 * 1) Sense Malice - Anger and envy has their own scent, and with this gift the Uratha will be able to identify when an individual is experiencing hateful emotions. Sense Malice can only pick up on extreme emotions; for example, a wife that just caught her husband cheating with her best friend, would provide a much stronger scent than a man who just broke up with his girlfriend. This gift can detect feelings from supernatural beings as well, but requires greater skill from the wielder.
 * 2) Scent of Taint - This gift allows the Uratha to tell when there’s a supernatural being around, but it doesn’t tell her what race that being is, even if the Uratha has previously encountered it.
 * 3) Echo Dream - By touching a non-sentient object, the Uratha will be able to sense echoes from recent events where the object was present. This does not work with living things, including plants and other things that grow.
 * 4) Soul Read - Activation of this gift allows the Uratha to see into the heart of another soul, and read their weaknesses, extreme fears, or other things that the target doesn’t want the public to know. This gift only works on creatures that does, for a fact, have a soul, and very limited on supernatural beings that does.
 * 5) Omen Gazing - The Uratha goes into a trance-like state, in which she’ll be able to sense warnings and advices from the Shadow Realm. More often than not, the spirits provide her with bad news about the future, such as the death of someone or a ominous creature coming to their territory. However, all visions received from Omen Gazing may not come true, as it is impossible to foretell the exact future.

Inspiration
Tribes: Blood Talons, Fire-Touched

Werewolves who use the Inspiration gifts gains courage even in the face of extreme danger, and the spirits of inspiration may even entwine an entire pack in the unity of heroism.
 * 1) The Right Words - Sometimes, a few motivational words or recalling someone’s name is all that is needed to inspire great deeds. This gift makes the Uratha more attuned to a single subject’s motivational aspects for a short duration.
 * 2) Camaraderie - A human being in the presence of an Uratha with this gift evoked, provides a sense of familiarity and good fellowship. Fellow Uratha becomes more resistant to Death Rage.
 * 3) True Leader - By commanding her peers to follow her lead and tossing herself head first into battle, the pack will do just that. Packmates are more prone to act according to commands and orders given under the influence of True Leader.
 * 4) Spirit Skin - This gift brings forth the Uratha’s inner spirit for onlookers to see, supernaturals and humans alike. The Uratha’s appearance differs from individual to individual; a warrior would glow from vapour and courage, whilst a more harmonious Uratha exudes an aura of calmness and dignity.
 * 5) Victor’s Song - In the face of overwhelming odds where great prices are at stake; e.g., the death of a packmate or loss of all territory, the Uratha may howl the Victor’s Song to encourage all packmates around her. Allied Uratha that hear the Victor’s Song experiences an increase in physical and mental strength, and unease seeps into the hearts of the enemy.

Nature
Tribes: Hunters in Darkness, Predator Kings, Storm Lords

All Uratha are, at heart, hunters from the wild, and this gifts helps them commune with the nature around to aid them in their hunt. Spirit animals, and trees and plants from the Shadow Realm bestows these gifts on the Uratha, and requires that the Uratha meets them in their natural habitat.
 * 1) Speak with Beasts - With voice and body the Uratha may communicate with wildlife, but the animals are under no obligation to listen or agree to what she says. This gift is useful for gathering information from animals, or making a deal with them. Using this gift with Father Wolf’s gifts, level 1: Wolf Blood’s Lure may prove beneficial.
 * 2) Plant Growth - Activation of this gift allows the Uratha to help a plant grow at an accelerated rate, and shape the growth according to her will. This gift might be useful for creating a den underneath a tree, without having to wound it by digging at its roots.
 * 3) Forest Communion - By entering a trance-like state, an Uratha in a natural environment will sense things about the world around her, such as flashes of images from the eyes of creatures close, or threading of boots on feather moss. No information can be relayed whilst this gift is active.
 * 4) Beast Ride - By entering the mind of a mammal or a bird, the Uratha may see through its eyes, and influence where it goes and what it does. This gift only works on mundane creatures, which means it can’t be used on other supernatural beings (including Uratha), and animals that are possessed by spirits. The Uratha’s real body is left behind when this gift is active, and she won’t be aware of the surroundings that she leaves behind. All wounds inflicted on the ridden animal is bestowed on the Uratha’s body, but death of the creature returns the Uratha into their own body.
 * 5) Nature’s Vengeance - The Uratha gains control over a limited area of plants around her, and can command the plants to hit, trip, grab or squeeze living things close by. It doesn’t animate the plants to life, nor will they move as if they had an intelligence of their own.

Savagery
Tribe: Predator Kings

The Ninna Farakh are masters at controlling their feral instincts, and these tribe-specific gifts makes the killers even more capable and dangerous to others. The gifts are taught by spirits that understands what it is to be a true hunter; bears, lions, birds of prey, and so on.
 * 1) Predator’s Presence - The Uratha’s Primal Urge will out her to humans, letting the mortals know on a subconscious level that a predator is nearby. The gift makes on-watchers feel uneasy and frightened, even if they don’t know of what.
 * 2) Unending Fury - This gift suppresses the Uratha’s fight or flight instincts, which makes it harder to them to fall into Kuruth, as the Uratha will not have to fear for her life. This also removes any inhibitions that the Uratha will feel in battle, even if she’ll still suffer the effect of pain.
 * 3) Challenger’s Instinct - By reading the tell-tale signs in body language of an Uratha that has transformed into Gauru, the Predator King will know how deeply the Rage boils within and how close the opponent is to slipping into Kuruth.
 * 4) Embrace the Beast - Werewolves wielding this gift embraces the very core of their Rage and Primal Urge, dramatically increasing their strength, stamina, and available time in Gauru shape. However, if this gift is active for more than three minutes, the Uratha will be unable to suppress her raging emotions and fall into Kuruth.
 * 5) Baresark - The final of the Savagery gifts allows the Uratha to focus his anger so powerfully, so that she will steal the rational thoughts away from any human or Uratha that her gazes fixates on. Humans will start acting more like savage animals, and an Uratha is brought dramatically closer to Death Rage.

Scourging
Tribe: Ivory Claws

Among the Pure tribes, the Ivory Claws are without a question the ones that’s the most obsessed with purity. These gifts will help the Tzuumfin embrace their core idea that un-alike things shouldn’t match, and will help the Pure Uratha push their belief to the extreme.
 * 1) Sense the Impure - Silver Wolf insists on the highest of standards of Pure blood among his subjects. This gift allows the Uratha to determine the purity of a substance or a person’s blood by smell.
 * 2) Relentless Focus - The Uratha using this gift gains intense focus on whatever actions are most important to him at the moment, and only the greatest of temptations or distractions may gain his attention. This gift can be used once per day.
 * 3) Purify - This gift separates different substances out from a small, mostly pure mixture. Usage of this gift may be drawing poison out of a glass of wine, or change 14kt gold into a 24kt gold. The maximum area that this gift can affect is one litre of liquid, or a small room’s worth of gas.
 * 4) Expel - Activation of this pushes all parasitic or symbiotic life forms out of a living creature; the gift cleans infected wounds perfectly, heals bacterial diseases and expels parasites. However, the gift doesn’t discriminate between dangerous and beneficial symbiote and parasite, so it must be used with great caution around the digestive tracts if the target is meant to survive. Expel doesn’t work on magical diseases, viruses, or on spirit possessions.
 * 5) Cast Out - By cutting her hand and smear, flick or fling her blood at a target, the Uratha banishes any spirits in possession of a person or object. However, it’s an incredibly painful process both for the Uratha who uses it, the target, and the banished spirit, and usage of this gift is a sure way to create long-term spiritual enemy for the Ivory Claw. The inflicted wound doesn’t regenerate, and the gift can’t be used again until the wound is perfectly healed.

Stealth
Tribe: Hunters in Darkness

The might of a hunter means nothing if she doesn’t know how to stalk down prey. These gifts increases the Uratha’s chance of staying unnoticed, and stalk silent and swiftly.
 * 1) Feet of Mist - The scent of the Uratha fades into near-imperceptibility, and it makes the track where the Uratha went during gift activation almost impossible to trace.
 * 2) Blending - By standing still, the Uratha camouflages into her surroundings, making her invisible. The effect is diminished when the Uratha makes any movements of the body’s large limbs, but sniffing the air and breathing is possible.
 * 3) Running Shadow - All sounds made by the Uratha is concealed for even the Canis to register. Sneaking and running makes no difference for detection.
 * 4) Shadow Flesh - For one minute, the werewolf transforms into a shadow, allowing her to slid underneath doors or slip through a crack in the wall. The Uratha may still be injured by normal means, and can only use this gift where normal shadows are present (for example, the gift can’t be used in broad daylight or in a pitch-black room).
 * 5) Vanish - The Uratha fades from sight, and will be concealed from both cameras and heat-sensors. The gift last for a minute. The wielder may still be smelt or heard, but it can be used in combination with Feet of Mist and Running Shadow for extra effect.

Strength
Tribes: Blood Talons, Predator Kings

The Uratha are a physically strong race by nature, and these gifts increases the Uratha’s already superhuman strength which allows for great feats and the creation of myths to be told by human on-watchers for centuries to come.
 * 1) Crushing Blow - The bashing damage of the Uratha dramatically increases, allowing them to deliver strikes with bone cracking force.
 * 2) Mighty Bound - The jumping ability is enhanced, making the Uratha able to jump impossible distances for a creature its size and shape.
 * 3) Iron Rending - The fangs and claws receive the power to tear and bite through even the toughest of substances, destroying steel like its cardboard and clawing through concrete like clay.
 * 4) Legendary Arm - The gift allows the Uratha to hurl objects that’s 25% heavier than themselves, or more lightweight items at great distances. Throwing accuracy is not increased with this gift, and is as normally in relationship to the distance thrown.
 * 5) Savage Might - A howl calls upon the strength of Father Wolf to seep into the Uratha’s every muscle, and increases her stamina and reinforces the strength of her bones. 1 to 4 of the Strength gifts also activates. This gift can only be used once every Lunar cycle for the Forsaken, and once every third week for the Pure.

Tainted Moon
Tribe: Bale Hounds

All Bale Hounds still possess some connection to their night mother, and these gifts are the fruit born from that perverted relationship.
 * 1) Bloody Moon - For all other tribes, Kuruth is seen as something as should be avoided – the Bale Hounds, however, feel like that being in Kuruth is the only time they can be themselves. Activation of this gift sends the caster into Kuruth, although only if she was experiencing the Rage on beforehand.
 * 2) Gravid Moon - By draining energy from those around him, the Bale Hound will seem more vital and vibrant than ever. Whilst passers-by become weak, bitter and weary, the Bale Hound will shine with trustworthiness and happiness. This gift doesn’t increase any physical attributes of the Hound, but a foe may tire quickly.
 * 3) Broken Moon - The Elodoth teaches balance, and this gift upsets that very core belief. With a glance, the Bale Hound increases the target’s level of Rage, increasing the chance for Kuruth.
 * 4) Sickle Moon - The Crescent moon is aligned with the Shadow Realm, and activation of this twisted gift allows the Bale Hound to stun any spirit she lay her eyes upon. The stun lasts for one minute, leaving the spirit inable to both attack and defend herself.
 * 5) Dark Moon - With a touch and a spoken word in First Tongue, the Uratha may either blind, deafen or deprive the target of all sense of smell for 24 hours. Once activated, the effect can’t be reversed unless by supernatural means, nor can this gift be used on the same target twice.

Weather
Tribes: Hunters in Darkness, Storm Lords

In contrast to the Nature or Elemental gifts, the gifts of weather allows the wielder to exploit their connection to the Shadow Realm to talk to the spirits of weather, and manipulate them according to their own will.
 * 1) Call the Breeze - The caster summons a brisk gust at 25 miles per hour, and may direct it whether she wants. The direction of the wind cannot be changed once it has been unleashed.
 * 2) Silent Fog - Evoking this gift clouds the surrounding area with a thick blanket of fog, that will move in the direction of the wind. This gift is active for 15 minutes, then the fog disappears. For the gift to work, the sun can’t be shining from a blue sky, but it will work on a clear night.
 * 3) Deluge - A howl summons a spirit of rain that brings a torrential downpour to the area where the caster is standing. This gift can only be activated while outdoors, and it must be a cloudy day.
 * 4) Killing Forest - The chill of a hundred winters drops the temperature down to freezing levels in the local area. The effect last for 15 minutes.
 * 5) Thunderbolt - The Uratha may strike her foe with a thunderbolt, summoned from a clouded sky. The bolt won’t kill the target, but will stun them temporarily.

Wound
Tribe: Bale Hounds

These vile Gifts are taught from spirits that serve the Maeljin, and draws on the saturation in negative resonance, thus embodying the cause of the Bale Hounds.
 * 1) Wound-Born - The Maeljin blesses the Hound with the ability to cope with the taint in places that are Wounded, so that they may ignore any compulsions that may arise from entering such a place.
 * 2) Lord of the Wounds - The third-part spirit inside the Hound turns corrupted, making their spirit resemble that of a grotesque half-hybrid Maeljin themselves. This gift makes it easier for the Hounds to strike deals and bargains of any foul spirits of the Shadow Realm.
 * 3) Blessing of Pain - By a touch, the Bale Hound inflict pain from a Wound onto a target. The affected person will feel it like someone is clenching their heart, and also a compulsion to act out their favoured vice.
 * 4) Siphon Suffering - By harvesting negative emotions from a human target, the Bale Hound replenish their own strength. If the Hound transforms into Gauru 24-hours from harvesting, they will be able to stay in that form for a prolonged period of time without suffering any degenerative effects. The human target remains unaffected by activation of this gift.
 * 5) Communion With the Wounds - A perverted version of the Farshil Luhal’s Knowledge gifts, this power grants the Hound with location and details on any Wound that is within theirs – or their pack’s – territory.

Open
The following gifts aren’t restricted to either auspice or tribe, and might thus prove to be useful for any Uratha.

Blood
In the very core of their soul, the Uratha are predators, and the Blood gift embraces what inevitably follows after the hunt.
 * 1) Blood Divination - By studying a few drops of fresh blood, the Uratha will be able to see glimpses of the future. The omens of place and time is clouded in symbolism, and the Uratha may not know what she has seen until she encounters it.
 * 2) Shark’s Scent - Sharks are well renowned for follow a trail of blood through water, and this gift allows the Uratha to replicate the same feat in the air. Naturally, the target which the Uratha wants to trace must be bleeding from an unclogged wound.
 * 3) Clot - When this gift is used on a bleeding wound, the gash will clot instantly, so that the skin may be given a chance to heal. This gift works on both haemophiliac individuals, or if the target is bleeding from an artery, although it won’t work on wounds inflicted by supernatural means.
 * 4) Scent Weakness - The smell of blood can isolate the weaker prey, and this gift helps the Uratha in determining the certain weaknesses that might hinder a target’s ability to defend herself. This gift will tell simply the wielder of a single target’s physical weaknesses.
 * 5) Sacrifice - By cutting herself with her own claws and spilling blood upon the ground, the Uratha creates more potency for gift-wielding and a prolonged stay in Gauru.

Bone
After the blood, comes the bone, which can be considered the natural state that everyone will sooner or later solely consist of. The gifts of Bone are taught by spirits frequently associated with death, such as owls and ravens.
 * 1) Strip Carcass - This gift causes already dead flesh to decay, sloughing off the bones of the fallen in grey-brown puddles of rotten meat.
 * 2) Dead Man's Bones - Dead men don’t speak, but this gift will make the bones of a decayed corpse whisper to the Uratha about the way the creature died. This gift doesn’t contact the ghost of the once living thing, it’s rather a method of divination based on the bones themselves.
 * 3) Freeze Marrow - Activation of this gift invokes the power of Lunacy to apply to both Hishu and Urhan shapes as well. Pure who uses this gift may invoke an overall small effect of Lunacy, no matter their current shape.
 * 4) Fracture - With a touch, the bone underneath the Uratha’s fingers breaks in two. The damage done is considered as natural, meaning regeneration affects the broken bone as it normally would.
 * 5) Bone Carapace- When the Uratha becomes the master of the bone, she may force her own skeleton to extend spurs through her skin. These spurs may turn aside any attacks landed on him, and the risk of being pierced makes a hand-to-hand combatant think again before attacking the Uratha. Having parts of his bones sticking out does however hurt the werewolf, and the wounds must be regenerated as any other wound on their body.

Father Wolf
All Uratha are children of Father Wolf, and these gifts embrace the pure strength of the hunter that lies embedded within their souls. These gift are taught by the ancestor-spirits and war-spirits that takes the wolf’s form.
 * 1) Wolf-Blood’s Lure - By drawing power from their wolf soul, the Uratha may project herself as being more animal than human. This gains no additional control over mundane wolves or Canis, but it helps in order to gain their trust and ease conversation.
 * 2) Father Wolf’s Speed - This gift allows the Uratha to run at twice their regular speed, but can’t be used in Hishu or Dalu.
 * 3) Primal Howl - All humans and some supernatural creatures are affected with Lunacy whenever they see or hear the Uratha, and this gift will increase the intensity and effect of Lunacy for whomever hears it.
 * 4) Savage Rending - By channelling their fury into their claws and teeth, the Uratha is able to inflict devastating blows on their foe. Does the equivalent damage of a silver weapon.
 * 5) Spirit Pack - A howl summons the Uratha’s ancient spirit brethren to fight with them. The spirits have a limited capacity to follow orders, and will fight with the summoner until the target has been killed. The Spirit Pack returns to the Shadow Realm once either is slain, or approximately one minute after being summoned if the battle does not finish.

Rage
Deep inside, all Uratha feel the Kuruth, and it must be contained at all costs. The Rage gifts helps the werewolf maintain her inner balance, by giving her the ability to direct her deadly emotion into something useful.
 * 1) Mask of Rage - The gift intensifies the effects of Lunacy on all targets that view the Uratha, including supernatural beings that’s normally effected. The effect only works on Dalu and Urshul shapes, and raises the effect to resemble that of Gauru.
 * 2) Hone Rage - By sacrificing their physical strength, the Uratha can redirect her energy to fuel her Rage instead, which allows for a prolonged stay in Gauru.
 * 3) Leach Rage - By touching another Uratha, the gift-wielder steals the target’s Rage and adds it to her own. Just as with Hone Rage, this gift increases the time the wielder can stay in Gauru.
 * 4) Rekindled Rage - After having escaped Gauru form, the Uratha may imminently take on the shape again. However, the duration of the Gauru is only half of what it previously wa. The gift can be accumulated up to five times, and the wielder suffers the reduction in duration for each shape-shift.
 * 5) Soured Rage - A werewolf in Rage is a powerful ally, but with this gift, the Uratha transfers her own Rage onto an unsuspecting victim by touch. The target must be in Gauru for this gift to work.

Warding
The Uratha have many enemies, and the Warding gifts will aid the pack in protecting the sanctity of their territory.
 * 1) Ward versus Predators - Predatory animals, including Uratha or supernatural beings with an affiliation of an animal predator, will know that the land within the marked area is claimed by the Uratha. The Ward lasts for one Lunar cycle.
 * 2) Ward versus Humans - This ward inflicts fear into the primal unconscious of the human mind, which by instinct keeps them away from the marked area if not consciously fighting their fright to enter. The Ward lasts for one Lunar cycle.
 * 3) Technology Ward - With a howl, the Uratha makes all the technology in the nearby area to malfunction for 15 minutes. As guns won’t fire and cell phones won’t work, this ward gives the traditional way of teeth and claws the upper hand in battle.
 * 4) Shadow Ward - The gift strengthens the Gauntlet in a specific area, which prevents both spirits and Uratha from travelling out and in from the Gauntlet. Even the influence of Spirit Wounds is temporarily hindered by this ward, giving the pack a chance to mend it. This gift makes level 3 to 5 of the Crescent Moon gifts useless.
 * 5) Ward of Spirit Slumber - The Uratha sends a howling lullaby into the Shadow Realm, that sends spirits that hears the howl into a slumber. The spirits won’t awake again unless assaulted, and as the ward don’t anger hostile spirits further, it’s the preferred method of dealing with otherwise dangerous spirits.