Gifts

After a werewolf’s initiation, other werewolves summon up spirits and coerce them into teaching the new initiate Gifts, supernatural tools to take care of himself and his pack. A character begins play with three Gifts. One of them must be selected from the lists associated with his auspice (provided in the auspice section), one must be selected from the lists associated with his tribe (listed in the tribal section), and one can be taken from another list of your choice (except for the lists associated with other auspices). For example, a Hunter in Darkness Rahu might begin with his player’s choice of the one-dot Gift from the Dominance, Full Moon or Strength lists (due to auspice), the one-dot Gift from the Elemental, Nature or Stealth lists (due to tribe) and the one-dot Gift from any list of the player’s choice.

Ghost Wolves, who have no tribe, begin play with one Gift chosen from the lists associated with auspice, one chosen from one of the “open” lists that are affiliated with all werewolves (Father Wolf or Mother Luna’s Gifts) and one chosen from any list of the player’s choice.

Dominance

Establishing of dominance against other werewolves, Wolf-blooded, and humans

Full Moon

focus on the power of righteousness

Inspiration

focus on heroism and courage in the face of danger

Rage

helps a werewolf derive more power from his Rage, and even manipulate the power that Rage gives rivals and enemies.

Strength

grant superhuman strength, even beyond the power of the Gauru form