Gurahl Gifts

*When we were young and She was young, Gaia Herself taught us Gifts of healing, purification, protection and mysticism. Later, She directed us to the spirits so that we could petition them for knowledge instead of bothering Her every time a new Gurahl wanted to learn a Gift. When the Garou appeared on the scene, we taught them how to address the spirits properly so that they could learn the Gifts we already knew. I think the Garou’s jealousy first began when they realized that what they learned from the spirits, we learned at the feet of Gaia.*

As the oldest of the Changing Breeds, the Gurahl have their own names for many Gifts they share with the Garou. All Gurahl begin with a Breed Gift, an Auspice Gift and a Gurahl Gift. Gurahl do not have Tribe Gifts.

## Breed Gifts

*Even after the War of Rage, a few of us stayed around to watch the human tribes grow and spread throughout the world. While the Garou carried on their Impergium against the humans, we hid ourselves among them and learned from them. We also taught them some of our customs, such as the burial of the dead and how to sustain themselves upon both plants and animals. Other Gurahl lived close to our bear-kin, making certain that they did not suffer at the hands of human hunters. Our breed Gifts pay tribute to our birthright and help us exist among our Kinfolk.*

Breed Gifts mirror the Gurahl’s connection to either her human or ursine Kinfolk. While it is possible for a homid Gurahl to learn an Ursine Gift (and vice versa), she does so as if the Gift were one level higher. Thus, a homid Gurahl must be of at least Rank Three to learn Weather Watch, for instance.

### Homid Gifts

The Breed Gifts of homid Gurahl pertain to dealing with humans and their creations. In some cases, these Gifts endow the Gurahl with the ability to shape and control the natural world, much as the humans seek to do. Ancestorspirits usually teach these Gifts, unless otherwise specified.

##### **Master of Fire**

Fire-spirits were among the very first to make pacts with humanity, allowing men to warm themselves, drive off wild beasts, and clear the land. The cornerstones of civilization were laid in these simple acts, granting the spirits of flame much prestige. Homid Garou remember and continue to call upon these ancients pacts to protect themselves as the final fires of the Apocalypse loom. An ancestor-spirit or fire elemental teaches this Gift.

**System:** The player spends one Gnosis point. For the rest of the scene, fire inflicts bashing rather than aggravated damage to the Garou.

##### **Persuasion**

This Gift imbues a homid’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.

**System:** The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).

#### **Ursa’s Light**

The Gurahl may draw down the light of the stars for illumination or a directional beacon. An ancestor-spirit teaches this Gift.

**System:** The Gurahl reaches toward the sky while the player makes a Charisma + Occult roll (difficulty 6). Success produces a soft light that illuminates a 100’ square area, or sends a directional beacon 100 yards. If he can see either of the constellations Ursa Major or Ursa Minor, double the affected area.

##### Climate Control

The Gurahl can raise or lower the temperature around her. A migratory bird-spirit teaches this Gift.

**System:** The player rolls Manipulation + PrimalUrge, difficulty 6. Each success allows the player to raise or lower the temperature in the area by 5 degrees.

##### Dolorous Countenance

Rage burns in a werewolf’s eyes, striking fear into the hearts of mortals and animals, causing them to flee for their lives. Used against another werewolf, the target will freeze in place rather than run. A ram- or snake-spirit teaches this Gift.

**System:** This Gift affects only one target at a time. The player rolls Charisma + Intimidation (difficulty 5 + the target’s Rank, if applicable). The victim flees for one turn per success, though he may spend a point of Willpower to resist the effects of the Gift for one turn. Should the player roll five or more successes, the victim flees for the rest of the scene. Garou and other shapeshifters with Rage do not flee, but may not attack while the Gift is in use.

##### Shape Matter

The Garou can shape once-living (though not undead) material into something else instantly. Trees may become shelter, buck antlers spears, animal hides armor, and flowers sweet perfumes. The item will resemble the object from which it was created (e.g., the aforementioned spear will be made of antler, not wood). A Pattern Spider teaches this Gift.

**System:** The player rolls Manipulation + Crafts against a difficulty defined by the scope and complexity of the transformation (a broken tree limb into a spear would be difficulty 5, while a fallen tree into a canoe would be 8) and spends a Gnosis point. The transformation persists for one scene per success, or permanently with five or more successes. Expending an additional Gnosis point allows a created weapon to inflict aggravated damage for the remainder of the scene in which it is created.

##### Sense Need

The Gurahl can open her senses to discover someone in need or rescue or succor. An ancestor-spirit teaches this Gift.

**System:** The player rolls Perception + Empathy. The number of successes rolled determines how the clarity of the pull she feels toward an individual in need within (Succor) miles, if one exists.

##### Spirit Shield

This Gift allows a werewolf to protect herself from spirits by performing a quick warding rite. The werewolf traces an invisible pictogram in the air that frightens and unnerves any nearby spirits, and which travels with the Garou for as long as it persists. An ancestor-spirit teaches this Gift.

**System:** The player spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7). Spirits within 100 feet (30 m) of the character must subtract one from their dice pools for each success. Any spirit that comes within 50 feet (15 m) of the character (except a caern spirit or the character’s pack totem) loses one point from its Essence per turn for each success the player rolled. This Gift lasts for one scene.

##### Ursa’s Coat

The werewolf wraps himself in a thick, opaque, chitinous sarcophagus, immobilizing himself but also becoming nearly impervious to harm. The cocoon provides immunity to fire, starvation, gas, high pressure, cold, and similar environmental hazards. An insect- or Weaver-spirit teaches this Gift.

**System:** The Garou spends one Gnosis point. While the werewolf remains in the cocoon, any attack that strikes him must do damage at least equal to his Stamina + Rituals; the cocoon keeps him safe from any lesser amount of damage, but is destroyed if it’s pierced. The cocoon lasts for one day, but its duration may be extended by spending more Gnosis to renew it. The Garou may emerge from it at any time he chooses.

#### Level Five Gifts

##### Fearless Unveiling

This potent Gift immunizes a human from the Delirium for a scene. However, the human will forget much of what he knows if exposed to the Delirium at a later date. An ancestor-spirit teaches this Gift.

**System:** The player spends a Gnosis point and rolls Charisma + Empathy. Only one success is needed.

##### Charismatic Presence

The Gurahl exudes a compelling aura of attraction to humans. In the first days, the werebears sometimes used this Gift to place themselves at the center of tribal bear-cults in Europe, Asia and North America. They were thus able to form strong ties between Gaia and their human Kinfolk.

**System:** The player rolls Charisma + Empathy (difficulty 8). The number of successes indicates the size of her following, according to the following table. Affected humans (who must be within sight of the Gurahl as she uses the Gift) will not take any hostile action toward the Gurahl unless the Gurahl somehow breaks their trust, and they are willing to listen to whatever she has to say (-3 difficulty to any Social rolls).

 2
 3
 4
 5+

### Ursine Gifts

The Gifts of the ursine Gurahl emphasize a close connection to nature and, in particular, a deep and abiding knowledge of the Earth itself. These Gifts tend to complement the natural abilities of the Gurahl’s bear form or else enhance her ties with the wilderness. Most are taught by Bear-spirits, unless otherwise specified.

##### Create Element

The metis may create a small amount of one of the four Western classical elements — fire, air, earth, or water. She could make a rock to throw, fill a bathtub with no faucet, light fires without matches, or provide air in an airtight room. She cannot create specialized forms of any element. Precious metals (especially silver), lethal gases, and acid are beyond her reach. Elementals teach this Gift.

**System:** The player spends one Gnosis point and rolls Gnosis. Each success allows the character to create roughly one cubic foot (.3 cubic meter) of the desired element, to a maximum weight of 100 lbs (45 kg), anywhere she can see within 60 feet (18 m). The element remains in existence until used up (breathed, in the case of air, or burned up, in the case of fire without any fuel to keep it going). The flames created by this Gift inflict one health level of damage per success, to a maximum of three levels of damage.

##### Heightened Senses

This Gift sharpens the Gurahl’s senses to an incredible degree. She enjoys the olfactory and auditory acuity of a wolf whenever she is in Homid and Arthren forms, along with superior night vision. In Crinos, Bjornen and Ursus, her senses become preternaturally potent, allowing sensory feats that border on precognition. Sudden loud noises, bright lights or overwhelming scents can be disorienting, however. Bear-spirits teach this Gift.

**System:** The player spends a Gnosis point to activate this Gift for a scene. In Homid and Arthren, the Gurahl’s Perception difficulties decrease by two and she may roll Perception + Primal-Urge to perform uncanny sensory feats such as tracking by scent. In Crinos, Bjornen, and Ursus, Perception difficulties decrease by three (this is not cumulative with the ordinary Ursus-form Perception bonuses) and the Gurahl gains an extra die to Primal-Urge dice pools.

##### Voice of Woe

This Gift enables the Gurahl to use her voice as an early warning system to alert other creatures (including other werebears) in the vicinity to the presence of danger. Regardless of their species, each animal hears the cry of the Gurahl, understands its meaning and acts accordingly. The sound mimics that of a Gurahl cub in distress; hence, other Gurahl and some bears may come to the aid of the user of the Gift, while other creatures may simply flee from the implied danger.

**System:** The player spends a point of Gnosis and rolls Charisma + Primal-Urge (difficulty 6). All Gaian shapeshifters within (successes x 5) miles hear the call and know precisely what sort of creature is in trouble, how far away he is, and what direction to head in to get there.

##### Burrow

This Gift grants the ability to burrow through the earth, creating a tunnel roughly the size of the digger’s body, which others can follow through. The werewolf must be in a form possessing claws to use this Gift. Mole-spirits teach this Gift.

**System:** The player rolls Strength + Athletics against a difficulty depending on the substance to be excavated (4 for loose mud, 9 for solid rock). Some metals (such as steel and titanium alloys) and other reinforced structures won’t yield to the werewolf no matter how hard she digs. The character can burrow one yard per turn for each success. After the initial roll, the character does not need to roll again to continue at the same speed.

##### Weather Watch

With this Gift, the Gurahl can sense changes in the weather and make predictions about approaching storms or other significant weather patterns with some accuracy. The Gurahl need have no knowledge of meteorology, climatology or other human means of weather forecasting.

**System:** After the Gurahl spends one full turn gazing at the sky and smelling the air, the player spends a point of Gnosis and rolls Perception + Primal-Urge. A single success allows her to determine major changes in the weather (such as approaching storms or periods of drought). Additional successes add specific details to the Gurahl’s predictions, such as how soon a storm will strike, how long a dry-spell will last or the direction a tornado is turning. No successes means that the Gift fails; a botch gives the Gurahl false information.

##### Pull of the Chosen Land

This Gift allows a Gurahl to find the quickest route to his protectorate regardless of where he is. If the Gurahl has been forcibly relocated to an unknown location, he may still make his way back to familiar territory, following an internal compass that leads him home. An Earth-spirit teaches this Gift.

**System:** The player spends a point of Gnosis and rolls Perception + Primal-Urge (difficulty 7). This Gift works in the Umbra as well as in the physical world.

#### Shelter of the Earth

This Gift makes it possible for the Gurahl to “disappear” amid the local landscape, making use of tall grasses, trees or other features of the terrain as camouflage. Rapid movement while so concealed gives away the Gurahl’s presence and location, but slow travel is possible without breaking the natural cover.

**System:** The player rolls Dexterity + Stealth and spends a point of Gnosis. A single success provides the Gurahl with minimal camouflage; three or more successes indicates that the Gurahl remains completely concealed by the local terrain. If there is no reasonable cover available, the Gift automatically fails (though no Gnosis is lost). A botch means that the Gurahl only thinks she is hidden, while in reality, anyone looking for her can find her easily.

##### Gnaw

The gurahl’s jaws strengthen until she can chew through nearly anything. Her fangs inflict more damage in combat, and only death will break her grip if she clamps her teeth into an opponent. Hyena and bear spirits teach this Gift.

**System:** The player spends one Willpower point and rolls Stamina + 4 against a variable difficulty (3 for wood, 6 for steel handcuffs, 9 for a train car coupling). The length of time it takes to gnaw through something depends on the number of successes. Additionally, the Gift grants a character’s bite two extra dice of damage for the rest of the scene.

##### Sweet Swarm of Vengeance

The Gurahl can summon a swarm of angry bees to surround and harry an enemy. Depending on local conditions, as few as a dozen or as many as a thousand enraged bees respond to the werebear’s call. The type of swarm that arrive on the scene depends on local availability, but may consist of honeybees, wasps, hornets or any other indigenous bee. The swarm follows the Gurahl’s direction, attacking any individual targeted by the werebear who summoned it. Depending on the size of the swarm and the victim’s vulnerability to stinging attacks, the bees may serve as a distracting nuisance or may cause the victim’s death due to anaphylactic shock (severe allergic reaction).

**System:** The player spends a point of Gnosis and rolls Charisma + Animal Ken. A single success results in the arrival of up to a hundred bees, while additional successes increase the size of the swarm. Five successes can rouse an entire swarm of bees from their winter torpor. No successes results in the failure of the Gift, while a botch summons the bees but directs them at the Gurahl rather than at their intended target. The swarm appears within a minute of being summoned.

#### Level 5 Gifts

Learnable only by Elders and Legend Ranked Gurahl

##### Bear’s Bounty

Like the Garou Metis Gift: Totem Gift, this power comes from the Gurahl’s relationship with his totem spirit, Bear. By pleading his case to one of the three aspects of Bear, the Gurahl can gain his totem’s favor in the form of some appropriate Ability or assistance. Ursa Major, for example, might provide emergency shelter for the Gurahl or open up an avenue to safety. Mangi, the Death Bear, might endow the Gurahl with the ability to strike down an enemy with a single blow. Ursa Minor might send a bear cub to the Gurahl to act as a guide through unfamiliar lands.

**System:** The player spends one Gnosis point and rolls Charisma + Rituals (difficulty 7). The greater the number of successes, the more dramatic the aid provided. One success might cause a minor distraction, whereas 10 successes could produce volcanic eruptions or county smashing tornadoes.

##### Call the Cave Bear

Similar to the Garou Lupus Gift: Song of the Great Beast, this Gift enables the Gurahl to summon her prehistoric (and extinct) ancestor, the cave bear, to come to her aid. The creature arrives from the spirit world and returns to its place of origin when its task is done. This Gift only works if the Gurahl is in a secluded wilderness area.

**System:** The player rolls Charisma + Primal-Urge and spends a point of Gnosis. The cave bear who answers the summons remains for one scene. Only one such creature will come at any one time. While materialized, the cave bear has the statistics of a Bjornen Gurahl with maximum statistics (Str 9, Dex 3, Sta 9).

## Auspice Gifts

These Gifts represent Luna’s blessings, given to the Gurahl at the time of their creation. Because Gurahl, if they live long enough, experience all auspices as they age and develop, it is eventually possible for most Gurahl to learn all of these Gifts.

### Arcas Gifts

The Gifts associated with the new moon emphasize the inquisitive and sometimes playful nature of the First Cub, for whom the auspice is named. Of course, a bear’s idea of “play” does not always imply harmless behavior.

#### Level One Gifts

##### Open Seal

Works as the Garou Ragabash Gift of the same name

##### Walk Like a Man

The Gurahl may leave human footprints or bear prints behind in any form, at his discretion. A fox-spirit teaches this Gift.

**System:** The player rolls Dexterity + Larceny, difficulty 7. This Gift’s effects lasts for one scene.

##### Cajole

The character uses this Gift to coax another individual into giving her something, such as food, an item, or a service. Bear- or dog-spirits teach this Gift.

**System:** The player spends a Gnosis point and rolls Charisma + Empathy against a difficulty of the target’s Willpower. The larger the gift or service requested, the more successes needed; five successes will cajole a human into giving up house and home.

##### Sense of the Prey

As the Garou Ragabash Gift Pulse of the Prey

##### Safe Passage

The Gurahl and those traveling with him may journey without leaving any trace of their passage. A fox-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Dexterity + Primal-Urge. Each success beyond the first allows the werebear to include another person in the Gift’s effects. It lasts for one scene.

##### Trackless Waste

The Gurahl calls upon the spirits of the wilderness to mislead and confuse any who invade her home. Humans and other travelers are confounded by this Gift, with even skilled survivalists and hikers soon becoming hopelessly lost. Even werewolves are not wholly immune to its effects. Any wilderness spirit can teach this Gift.

System: The player spends a Gnosis point and rolls Intelligence + Primal-Urge (difficulty 6). The Gift affects up to a two-mile (3.2 km) radius per success. Humans automatically fail at all attempts to navigate such an afflicted wilderness. Other Gurahl can roll Perception + Primal-Urge; if they score more successes than the Gurahl, they are able to navigate normally. Those led by the Gurahl herself through the domain remain unaffected. This Gift lasts until the sun next rises.

#### Level Four Gifts

##### Favor of Ursa Minor

As the Garou Ragabash Gift: Luna’s Blessing.

##### Rejuvenate

As Gurahl (or any creature, for that matter) age, they tend to forget the playfulness of their youth. This Gift combats the burdens of age, bodily decrepitude, mental fatigue or world-weariness by imbuing its recipient with a renewed zest for life. Sometimes, this refreshing of the spirit manifests physically, by making the target feel and seem younger than her actual years. Although this Gift does not literally make the recipient younger, it does promote a desire to relive the joys of childhood, and it often leads to a change in lifestyle that prolongs the illusion of youth and freshness. A Gaffling of Ursa Minor teaches this Gift.

**System:** The player rolls Wits + Rituals (difficulty of the target’s Willpower). Each success causes the recipient to experience a temporary boost to one or more appropriate Traits, subject to the discretion of the Storyteller. Additional temporary dice may be added to Abilities such as Athletics or Primal-Urge or may return a point of lost Willpower to the subject of the Gift. In other cases, the effects of the Gift may manifest through roleplaying, as a formerly jaded individual suddenly becomes interested in his surroundings again. The feeling of rejuvenation lasts for anywhere from one scene to one week, according to the judgment of the Storyteller. This Gift cannot be used on young people or animals; only the weary of body or mind can benefit.

#### Level Five Gifts

##### Humiliate

By delivering a verbal assault, the Gurahl can psychologically devastate a group of opponents. In most cases, the loss of self-esteem engendered by this Gift causes the victims to back down from a fight or flee the vicinity. Even if the opponents manage to stand their ground and fight, their attacks suffer from the belief that they will fail. A Bear-spirit teaches this Gift. System: After the Gurahl verbally castigates her target (which may consist of up to five individuals), her player rolls Charisma + Intimidation (difficulty 8). One success enables the opponents to continue their intended attacks on the Gurahl, but every action suffers a penalty of two dice. Two or three successes cause the opponents to back down from the confrontation. Four or more successes means that the victims flee from the area. This Gift is a stronger and more permanent form of Dolorous Countenance, since it affects multiple targets. In addition, its effects persist for several days, sometimes leaving the victims (if they fail a Willpower roll) with a permanent aversion to the Gurahl who humiliated them. This Gift only works on sentient creatures; it has no effect on animals, spirits who lack the concept of feeling ashamed or Wyrm-creatures.

##### Natural State

The Gurahl may cause a portion of the land to revert to its original wild state: fields reject planted crops, clear-cut areas regain their trees, buildings and their contents lapse into ruin and disappear. This can be used both to restore oncetainted land after cleansing it and to cause chaos directed against despoilers of the wilderness. A glade child teaches this Gift.

**System:** The player spends a Gnosis point and rolls Manipulation + Primal-Urge (difficulty 8). The number of successes determines the degree of reversion the land undergoes in an (Honor x 20) yard radius.

### Uzmati Gifts

The full moon brings with it the Gifts of the warrior. Most Uzmati Gifts focus on enhancing combat abilities, both offensive and defensive. While the Gurahl do not have the same reputation for warlike fierceness as the Garou, their talents in battle can prove formidable — particularly when motivated by the need to protect someone or something.

#### Level One Gifts

##### Slash of the Death Bear

By raking his claws over stone, steel, or some other hard surface, the Gurahl hones them to razor sharpness. A cat or bear spirit teaches this Gift.

**System:** The player spends one Rage point and the Gurahl takes a full turn sharpening her claws. All claw attacks do two additional dice of damage and are made at –1 difficulty for the rest of the scene.

##### Ultimatum

By pitting his will against his opponent’s, the Gurahl may reduce his enemy’s choices down to two options. (“Fight me now or flee like a rabbit!”) A rattlesnake spirit teaches this Gift.

**System:** The player spends a Gnosis point and makes a contested Willpower roll (difficulty 6). Success allows the Gurahl to present an enemy with two choices, and the opponent must follow one or the other. The Gurahl cannot make either of these commands suicidal or directly harmful to the opponent, nor may they both amount to slight rewordings of the same action.

#### Level Two Gifts

##### Mangi’s Strong Arms

The Gurahl squeezes the life from her opponent with this Gift. A bear spirit or death spirit teaches it.

**System:** The Gurahl spends an action in concentration. Then the player spends a Rage point and rolls Strength + Primal-Urge. Each success adds one die to the Gurahl’s damage on his next successful grappling attack.

##### Threaten

The Gurahl stands upright and roars, causing her opponents to flee in terror. A bear spirit teaches this Gift.

**System:** The player spends one Rage point and rolls Charisma + Intimidation (difficulty of the victim’s Willpower + 2, maximum 9). Three or more successes cause the victim to flee in terror for (Honor) turns; fewer simply induce fear, producing a –1 penalty to all actions for the same duration.

#### Level Three Gifts

##### Crush

This Gift delivers a “bear-hug” from a distance, dispatching enemies without touching them. A bear-spirit teaches this Gift.

**System:** The player may make grapple attacks out to a distance of (Honor) yards, as a permanent capability.

##### Silver Claws

Luna sends her children to teach this powerful but painful Gift to those warriors who gain her favor. When invoked, it transforms the werewolf’s claws into silver.

**System:** The player rolls Gnosis (difficulty 7) to activate this Gift. Silver claws inflict aggravated damage to all targets, and are naturally unsoakable to Garou and most other Fera. The Gurahl suffers searing agony while manifesting these silver claws. Each turn, she gains an automatic Rage point, and all non-combat difficulties increase by one because of the distraction. On each turn that her Rage points exceed her Willpower, she must check for frenzy. The Gift lasts for one scene, unless the Gurahl takes a turn to voluntarily end it sooner

#### Level Four Gift

##### Delay the Death Bear’s Coming

The Gurahl or a chosen ward may suffer a heroic amount of damage without dying. A cockroach spirit teaches this Gift.

**System:** The player spends a Gnosis point and rolls Wits + (Occult or Medicine), difficulty 6. Each success grants the target one additional Incapacitated health level for the rest of the scene. The Gurahl may not use this Gift on herself if she is already Incapacitated.

##### Strength of the Earth

The Gurahl channels the power of Gaia herself, becoming one with the earth upon which he stands. Though he may not retreat or even move from the spot for the duration of the Gift, he gains many powers through Gaia’s might. An earth elemental teaches this Gift.

System: The player rolls Willpower (difficulty 8). Each success grants one extra die to all Physical dice pools. In addition, the Gurahl may not be surprised, and all attacks are considered frontal. The Garou may not move until all foes have been defeated or have fled.

#### Level Five Gifts

##### Engulf the Prey

The Gurahl draws on his connection to the earth, causing the ground beneath an enemy’s feet to open up, swallowing the victim whole or trap - ping her so that she cannot escape further attacks. This Gift can encompass an entire group of foes, provided they are within close proximity to each other. An Earth-spirit teaches this Gift.

**System:** The player spends a point of Gnosis and a point of Rage, then rolls Wits + Primal-Urge roll (difficulty 9). If successful, a yawning pit opens underneath a targeted foe (or foes). The chasm is approximately 15 feet across and at least 50 feet deep. Victims may attempt to avoid the pit by rolling Dexterity + Dodge (difficulty 9). Three successes are necessary for them to jump aside. One or two successes indicates that the victim has fallen partially into the pit. The chasm closes almost immediately after opening, trapping (and crushing) anyone inside. Even enemies only partly caught in the pit take eight dice of (soakable) damage from the impact caused by the closing of the rift, and they cannot extricate themselves un - less they perform an appropriate Feat of Strength to do so. A victim whose legs are caught (and probably crushed) may not take any actions involving movement (such as fleeing), while trapped arms prevent the use of most weapons. Those caught fully in the pit take 10 Health Levels (not dice!) of damage, and they are buried alive. Unless reached quickly or able to free themselves (such as with the Gift: Burrow), living victims will soon suffocate.

##### Rage of the Mother Bear

The anger of Mother Bear transforms the Gurahl into a whirlwind of furious motion. Ursa Major herself teaches this Gift.

**System:** The player spends a Gnosis point and rolls Dexterity + Rituals, difficulty 6. Each success grants the Gurahl one extra action in the next turn, at her full dice pool.

### Kojubat Gifts

The Gifts associated with Kojubat Gurahl often involve some form of lore-gathering or artistry, since these werebears specialize in preserving the traditions and stories of their Changing Breed. Communication with Gaia’s creations (both animate and inanimate) allow the Kojubat access to much hidden lore and otherwise unattainable knowledge.

#### Level One Gifts

##### Stonesight

The Gurahl may look through a piece of stone or rock to see its potential or composition. Aside from the obvious benefits for sculptors and builders, the Gift is also useful for uncovering hidden minerals or fossils, as well as identifying stones of mystic significance. An earth elemental teaches this Gift.

**System:** The player rolls Perception + Enigmas (difficulty 5) to learn about the stone. The more successes gained, the more in-depth the knowledge.

##### Eyes of the Soul

By concentrating on her inner vision, a Gurahl may look beyond the outward facade of an individual and determine that person or creature’s true form. Similar to the Garou Philodox Gift: Scent of the True Form, this Gift allows the Gurahl to see the precise nature of the targeted individual. In this fashion, a Gurahl may identify members of other Changing Breeds, vampires, faeries, mages or persons possessed by wraiths or spirits. A Falcon spirit teaches this Gift.

**System:** The player rolls Perception + Primal-Urge (difficulty of the target’s Willpower). A single success may determine whether or not the target is what she seems to be. Two or more successes are necessary to identify the specific nature of most targets; three successes are required to tell whether or not an individual is a mage or serves as the vehicle for a wraith or a spirit.

##### Song of Terra

By touching the earth and concentrating on the sensations, a Gurahl may “hear” something of the recent history of a particular place. Depending on how hard he listens, the werebear may discover what has transpired in the immediate vicinity within the past 24 hours (or longer, in some cases). Use of this Gift enables a Gurahl to uncover evidence of significant occurrences, such as acts of violence, conversations or the passage of creatures across the chosen piece of ground. An Earth-spirit teaches this Gift.

System: The Gurahl places himself in an appropriate position (either standing with unshod feet in full contact with the ground, prone with an ear to the ground or kneeling with some skin-to-earth contact. When the player spends a point of Gnosis and rolls Perception + Primal-Urge (difficulty 8), the Gurahl establishes a connection to the earth that enables him to learn about one or more events that have taken place within the recent past. One success provides the Gurahl with the most significant happening within the last 24 hours. Further successes extend the time period by eight hours per success (up to 48 hours) or, at the Storyteller’s discretion, provide information about other events in the same vicinity. A failure provides no information, while a botch gives a false accounting of what has happened on the spot.

#### Level Three Gifts

##### Mind Sight

This Gift enables the Gurahl to read the surface thoughts of an individual creature possessing an intelligence greater than that of an animal. The Gurahl may not probe the target’s mind or uncover knowledge that the target wishes to keep hidden. A Chimerling teaches this Gift.

**System:** The player spends a point of Gnosis and rolls Wits + Empathy (difficulty of the subject’s Willpower). Each success gives the Gurahl access to one “idea” foremost in the target’s mind. No successes means that the werebear cannot read the thoughts of her target, while a botch gives the Gurahl a false reading. This Gift works on supernatural creatures as well as humans, although vampires, mages, changelings and members of other Changing Breeds may resist the Gurahl’s attempt to read their minds by spending a point of Willpower.

##### Mind to Mind

Similar to the Garou Galliard Gift: Mindspeak, this Gift differs in that it does not require a dreamlike state for its effect. The Gurahl simply makes a mental call to those individuals he wishes to contact and, if they are willing, establishes a connection with their minds. An Ant spirit teaches this Gift.

System: The player rolls Manipulation + Expression (difficulty of the target’s Willpower) and spends a point of Willpower for each individual he wishes to contact. If an individual wants to resist this form of mental communication, she must spend a point of Willpower. The Gurahl and all those involved in the linking of minds may communicate with one another as if they were speaking aloud. Individuals inside the link may perform other actions, but they suffer a one-die penalty to actions which require concentration to accomplish. Each person must be within line of sight to maintain the connection. The effect lasts until the Gurahl breaks the link or all members leave the area of visibility.

#### Level Four Gifts

##### Probe Thoughts

More intrusive than the Gift: Mind Sight, this Gift enables the Gurahl to uncover hidden information in the target’s mind. The belief by many tribal people that bears have the ability to read minds may come from witnessing or experiencing the use of this Gift. A Snake-spirit teaches this Gift.

System: The player spends a point of Gnosis and rolls Wits + Empathy (difficulty of the subject’s Willpower). For every suc - cess, the Gurahl may uncover one thought that lies below the surface of her target, even if the subject deliberately attempts to suppress the thought. Use of the Gift on supernatural creatures requires a point of Willpower to be spent as well as Gnosis.

#### Level Five Gifts

##### Aversion Therapy

Gurahl use this Gift to rehabilitate wrongdoers or force those who cause great harm to stop performing certain actions. In essence, the werebear taps into the individual’s emotions and links one or more of them with the thought of performing the forbidden deed. For example, an arsonist might have his thoughts of setting fires linked with uncontrollable sadness. So long as he even considers burning something, he is rendered helpless by wracking sobs and inexplicable feelings of loss. Such a linkage, once established, lasts for a year and a day.

System: The player spends a point of Gnosis and rolls Wits + Empathy (difficulty of the subject’s Willpower). If the Gurahl uses this Gift on other supernatural creatures, the Gurahl must spend a point of Willpower to do so.

##### Prophetic Vision

Gurahl lorekeepers credit this Gift for providing the earliest warning of the War of Rage, even though many werebears ignored or misinterpreted the omens drawn from its use. By entering a deep trance, a Gurahl may send his mind beyond the barriers of time and catch a glimpse of what the future holds. Words as well as visions come to the werebear, warning or alerting him to things that have yet to transpire. Unfortunately, these images, while vivid and often dramatic, require interpretation. Many who use this Gift fail to understand what they have seen and heard. Gurahl believe that the disturbing images and phrases that seem to penetrate current uses of this Gift herald the impending Apocalypse. Phoenix teaches this Gift.

System: The Gurahl assumes a meditative state, while his player rolls Perception + Enigmas (difficulty 9). The player may spend Gnosis to lower the difficulty at the rate of one per Gnosis point. Almost immediately, the werebear begins to sense words and images, many of them distorted or extremely cryptic. The Storyteller should not make these “visions” of the future impossible to fathom, but she should try to challenge the player by leaving many avenues of interpretation open. No successes means that a vision or message from the future fails to come to the Gurahl, while a botch gives the werebear a false vision or warning.

### Kieh Gifts

Gurahl in their Kieh auspice pay particular attention to matters of healing and of the spirit world. In many ways, they serve as ministers to the bodies and souls of Gaia’s creatures.

#### Level One Gifts

##### Diagnose

The Gurahl can determine anyone’s general health with little more than a glance. A bear spirit teaches this Gift.

System: The character can take Medicine actions to diagnose patients in only a single turn of inspection. This Gift’s effects are permanent.

##### Spirit Speech

This Gift bestows understanding of the language of the spirit world, permitting the Gurahl to clearly understand and speak with any spirit he encounters. The Gift doesn’t influence spirits’ attitudes toward the werewolf in any way, nor ensure that they have any desire to communicate with him. Any spirit can teach it.

System: This Gift’s effects are permanent.

#### Level Two Gifts

##### Refresh

The Gurahl’s blessing helps a target ignore pain until the end of battle. A bear spirit teaches this Gift.

System: The Gurahl must touch her target. The player spends a Gnosis point; the target suffers no wound penalties until the end of the combat.

##### Sense the Unnatural

The Gurahl can sense any supernatural presence and determine  its approximate strength and type. Supernatural presences can include magic, spirits, Wyrm taint, ghosts, vampires, faeries, and any other such unnatural manifestation — although it won’t pick them out specifically as such. A Gurahl may sense a person plagued by haunting as easily as a ghost. Any spirit servant of Gaia can teach this Gift.

System: The player rolls Perception + Enigmas (difficulty 6). The more successes he rolls, the more information he gains. The sensory input is somewhat vague and subject to interpretation, though. For instance, a vampire might smell of clotted blood, fear, corpse-meat or whatever else the Storyteller finds appropriate.

#### Level Three Gifts

##### Exorcism

This is the Gift of ejecting spirits from places, objects, or even people, whether they are bound or in voluntary possession. Any Incarna avatar can teach this Gift.

System: The Gurahl must concentrate for three uninterrupted turns. If the spirit does not wish to leave, the player must roll Manipulation + Intimidation (difficulty of the spirit’s Willpower). If the spirit was bound to its lodging, the exorcist must gain more successes than the binder did when tying the spirit to its location. This Gift can be used to “cure” fomori, although doing so inflicts ten levels of aggravated damage at a rate of one level per turn as the Bane tears free of its fleshly home. This ensures the host’s swift demise unless a powerful healer manages to preserve his life during the exorcism

##### Name the Spirit

The Gurahl gains an instinctive rapport with denizens of the Umbra. He can sense the type and approximate Trait levels (Rage, Gnosis, Willpower) of spirits. Owl and raven spirits teach this Gift.

System: The player spends one Willpower and rolls Perception + Occult (difficulty 8).

#### Level Four Gifts

##### Spirit Healing

The Gurahl not only serve as Gaia’s healers in the physical world, they also have the ability to repair damage done to Umbral spirits. This Gift allows a Gurahl in the Umbra to replenish the Power of a “wounded” spirit. A Bear-spirit teaches this Gift.

System: The Gurahl must be in the Umbra to activate this Gift, which requires a roll of Charisma + Occult (difficulty of the spirit’s Willpower). If the roll succeeds, the Gurahl may transfer a temporary point of his own Gnosis to the spirit, which it converts into five points of Power. The Gurahl may spend as much Gnosis as he deems necessary and can afford. Use of this Gift usually puts the spirit in the Gurahl’s debt, allowing the werebear to call upon the spirit for assistance in the future.

##### Spirit Shape

The Gurahl may assume the countenance and form of a creature native to the Umbra, appearing to other spirits as one of their own kind. In this fashion, a werebear can travel in parts of the Umbra which might otherwise prove inimical or hostile. A Coyote spirit teaches this Gift

System: The Gurahl must enter the Umbra in order to invoke this Gift. Once the Gurahl is past the Gauntlet, the player rolls Appearance + Enigmas (difficulty 7) and spends a point of Gnosis. The Gurahl’s body then assumes the appearance of an Umbral creature, usually a Jaggling of some sort. In parts of the Umbra controlled by the Tapestry Maker, the Gurahl may take the form of a Pattern Spider. A single success allows the Gift to take full effect, while no successes means that the Gurahl can not alter her appearance. A botch means that the Gurahl assumes a spirit-form whose presence attracts a number of hostile spirits. The Gift remains in effect until the Gurahl leaves the Umbra.

#### Level Five Gifts

##### Restore Sanity

This Gift allows the Gurahl to completely restore the mind of an individual who has suffered an intense mental catastrophe or who has been deliberately driven insane by an enemy. Unlike the Gurahl Gift: Ease the Fevered Mind, this Gift does not affect chronic mental states or permanent forms of insanity; it simply restores a traumatized mind to its former state. A Jaggling of Ursa Major teaches this Gift.

System: The player rolls Wits + Empathy and spends a point of Gnosis. Only one success is necessary to bring the Gift’s recipient back from the edge of fear or trauma-induced madness. The effects of this Gift are permanent unless something else occurs to shatter the subject’s mind again. This Gift cannot heal certain permanent Derangements (such as metis disfigurements or a Malkavian’s madness), although with five successes, the Gurahl can cure Harano.

##### Image of the Sky Bear

The Gurahl’s body glows with the light of the Great She-Bear, outlining his form with seven pinpoints of light that correspond to the seven stars of Ursa Major. Using the borrowed power of the spirit of the Great She-Bear, the Gurahl may perform extra acts of healing or protection, depending on the circumstances. A Jaggling of Ursa Major teaches this Gift.

System: The player spends a point of Gnosis and rolls Wits + Rituals to call down the image of the Sky Bear. He may use the power thus gained (and represented by the Gurahl’s starry outline) for up to seven actions to heal wounds (even aggravated), add temporary Health Levels or provide the equivalent of body armor. Each such action causes one of the seven pinpoints of light to “blink out,” signaling the expiration of the Gift. The effects, however, last until lost through incurring damage.

### Rishi Gifts

Naturally, the Rishi’s Gifts reflect the wisdom of age and the ability to properly adjucate situations. They allow the Rishi to keep peace among his own kind, mortals and other Changing Breeds alike.

#### Level One Gifts

##### Befriend

With this Gift, the Gurahl can alter the emotions of a potentially hostile individual so that the target responds to the werebear with a friendlier attitude than he originally had. A Gaffling of Ursa Minor teaches this Gift.

System: The Gurahl assumes a non-threatening physical attitude, and his player rolls Charisma + Empathy. One success defuses hostility by altering it to a cautious neutrality. Additional successes improve the target’s disposition toward the Gurahl. No successes indicates no change in the target’s original emotional state, while a botch increases the target’s hostility

##### Compel Truth

By using the force of his presence, a Gurahl may force a targeted individual to speak only the truth as she perceives it. A Falcon spirit teaches this Gift.

System: The player spends a point of Gnosis and rolls Wits + Empathy (difficulty of the target’s Willpower). The target must refrain from lying for one minute for each success gained. Failure means that the Gift has no effect, while a botch only seems to work.

##### Presence of the Great Bear

Similar to the Garou Philodox Gift: King of the Beasts, this Gift enables the Gurahl to influence other bears (one at a time) to follow her commands and assist her willingly. A Bear spirit teaches this Gift.

System: The target bear must be within the immediate vicinity of the Gurahl (100 feet). The player rolls Charisma + Animal Ken against a difficulty which varies depending on the nature of the Gurahl’s relationship with the bear (see chart). This Gift does not summon bears; the target must already be present.

 Kinfolk
 Feed and Care For
 Strange Bear
 Angry or Hostile Bear

#### Level Three Gifts

##### Ways of the Tapestry

This Gift allows the Gurahl insight into how pieces of a puzzle or a mystery fit together, and it can cast some light on how an event fits into the Gurahl’s past, present or possibly future. A Weaver-spirit teaches this Gift.

System: The player rolls Wits + Enigmas (difficulty 8). Each success gives the Gurahl an important fact about the problem confronting him. The Storyteller should present these facts as hints rather than direct statements, but should not make them so cryptic as to be indecipherable.

##### Waken

The Gurahl may awaken most creatures from unnatural slumber or supernatural sleep through using this Gift. By touching the targeted individual, a werebear can rouse a vampire from torpor or bring a Gurahl out of Bhernocht-inspired slumber. Occasionally, this Gift may awaken a creature affected by Rite of the Long Sleep. A Fox spirit teaches this Gift.

System: The player rolls Wits + Rituals (difficulty of the target’s Willpower) and spends a point of Gnosis. To overcome the effects of Rite of the Long Sleep, the Gurahl must also expend a point of Willpower. Recipients of this Gift do not necessarily appreciate its use, and they may react accordingly.

#### Level Four Gifts

##### Bestow Ursa’s Blessing

A Gurahl may call down the favor of the Great Bear on an individual of her choosing, granting that person or creature some tangible bonus or piece of good fortune. A Jaggling of Ursa Major teaches this Gift.

System: The player rolls Wits + Occult and spends a point of Gnosis while describing the specific nature of the blessing she wishes to bestow. This boon can take the form of an automatic success in some endeavor by the recipient, or it may manifest as a temporary addition to one of the target’s Attributes (such as an extra die in Strength or Intelligence). If the Gurahl wishes to make the blessing a permanent one, she must sacrifice a point of permanent Gnosis to do so.

##### Quell Mob Rage

By speaking calmly and deliberately, the Gurahl can dispel the anger of a crowd, disperse lynch mobs or stop a riot before it starts. A Weaver spirit teaches this Gift.

System: The player rolls Charisma + Leadership (difficulty of the highest Willpower among the members of the target group) and confronts the angry crowd (which may consist of up to 50 individuals). Each success causes a step-down in hostility of one degree (i.e., hostile crowds become discontented, discontented mobs become neutral, and neutral groups tend toward friendliness). If the Gurahl rolls more than three successes, he may further manipulate the crowd to accept his own beliefs or ideas in place of the ones that sparked the initial anger.

#### Level Five Gifts

##### Oath of the Great Bear

Similar to the Garou Philodox Gift: Geas, this Gift enables the Gurahl to make an oath that an individual or group swears is binding. While the terms of the oath cannot force the recipient to act in ways that are detrimental to himself, the binding words can demand almost anything else within the victim’s physical or mental capability. A Jaggling in service to Ursa Major teaches this Gift.

System: The player rolls Manipulation + Leadership (difficulty of the recipient’s Willpower) and spends a point of Gnosis. If the Gurahl wishes to affect a group, the difficulty of the roll is determined by the member of the group with the highest Willpower. If the victim breaks the terms of the oath, she begins to lose Willpower at a rate of one point per day. If her Willpower reaches zero, she begins to lose some other Trait or Attribute. This process continues until the victim either dies, adheres to the original oath or successfully petitions the Gurahl to release her from the oath.

##### Words of Doom

This Gift enables a Gurahl to curse an individual (or an allied group of individuals up to five in number), punishing them for some gross misdeed. Some werebears believe that the origin of the Silver Fangs’ tribal insanity resulted from a curse placed upon them for their part in the War of Rage. Gurahl who use this Gift tread a thin line between serving Gaia and becoming a tool of the Pattern Breaker, since the pronouncement of a curse upon an individual or group often reflects adversely upon the speaker, touching her spirit with darkness. A Worm spirit teaches this Gift.

System: After the Gurahl states the terms of the curse, the player rolls Wits + Occult (difficulty 9) and sacrifices a point of permanent Gnosis to seal the effect. The words used must specifically describe the terms of punishment along with the means for lifting or escaping the curse (“You and your descendants shall never know unsullied happiness until you return that which you stole from my people.”). If the nature of the curse is particularly harmful, detrimental, or far-reaching, the Storyteller may require that the Gurahl character give up two or even three points of permanent Gnosis instead of one.

## Gurahl Gifts

These Gifts, taught to the Gurahl by Gaia and by the three-aspects of Bear, mirror the special place the werebears occupy as protectors, defenders, nurturers and healers. Unless otherwise specified, Bear spirits or spirit servants of Mangi, Ursa Minor and Ursa Major teach these Gifts.

### Level One Gifts

#### Fiddlefish

By invoking this Gift and scooping her hand (or paw) into a river, stream or other body of water where fish may be found, a Gurahl can guarantee herself a nutritious dinner. Using this Gift presents the Gurahl with a fish large enough to satisfy her hunger. If a Gurahl overuses this Gift (particularly if she returns to the same spot over and over), Gaia’s disapproval the implied greed or laziness manifests in a failure to procure a meal. While two or more Gurahl may each acquire a fish from one spot through using this Gift, an individual Gurahl may not snare more than one fish through the use of Fiddlefish unless she moves at least a half mile up or down stream from the original casting place.

System: So long as she attempts to acquire a single fish, a Gurahl does not need to spend Gnosis or make a roll for this Gift to succeed. If the Gurahl wishes more than one fish and makes the effort to relocate to another spot, the player may roll Dexterity + Athletics to see if Gaia blesses the Gurahl with additional fish. Success means that the Gurahl gains another large, tasty fish. Failure results in no additional fish, while a botch means that Gaia is displeased with the Gurahl, who must then make appropriate restitution before trying to use the Gift again. Until a Gurahl atones for a botched attempt at invoking this Gift, future uses of Fiddlefish fail automatically.

#### Healing Tongue

As the Garou Theurge Gift: Mother’s Touch. Ursa Major taught this Gift to the Gurahl who passed it on to the Garou, who know it by a different name.

#### Ignore Wounds

As the Garou Philodox Gift: Resist Pain. This Gift comes to the Gurahl from Mangi, the Death Bear. The Gurahl, in turn, taught the Garou how to petition Bear for the Gift, which the wolves renamed and claimed as their own.

#### Sentinel’s Warning

The use of this Gift allows a Gurahl to become alert to the presence of threats or hostile forces or individuals in his protected lands. The Gift manifests in the Gurahl’s consciousness as a feeling of unease and discomfort. Unlike the Merit: Danger Sense, which is always “on,” this Gift requires a conscious effort to activate it in order for it to work. Both mortal and supernatural dangers trigger the effects of this power, making it impossible for the Gurahl to determine the precise type of threat involved. A Raven-spirit teaches this Gift.

System: To invoke this Gift, a Gurahl must roll Perception + Alertness and spend a point of Gnosis. The Gift’s effects last for one scene per success rolled. No successes means that the Gift fails to function. A botch produces false triggers which can send the werebear off on a wild goose chase.

#### Nature’s Plenty

This Gift allows a Gurahl to locate sufficient food, healing herbs or other useful vegetation to feed or tend to an individual creature in need of his ministrations. Regardless of the seasons, enough of the required plants or herbs may be found, even if they are hidden under deep snows or only grow in normally inaccessible places.

System: To activate this Gift, the player rolls Perception + Primal-Urge (difficulty 7). One success is sufficient to lead the Gurahl to food or healing herbs, but not both. If a Gurahl seeks to find both herbal remedies and food plants, at least two successes are necessary (one for each class of vegetable matter sought). No successes means that the Gurahl cannot find any suitable plants in the vicinity of the Gift’s activation, while a botch leads the Gurahl to non-nutritious or even toxic plants (Storyteller’s discretion).

### Level Two Gifts

#### Grisly Aspect

By using this Gift, a Gurahl assumes a truly frightening aura, augmenting his height, mass and general appearance. If a Gurahl uses this Gift while in full Crinos form, the effect is terrifying. Gurahl often invoke this Gift to dishearten opponents before a battle; in some cases, the effect is so traumatic that an enemy flees without engaging in combat. Besides enhancing a Gurahl’s horrific appearance, this Gift also enables the user to emit a pheromone that invokes a panic response among herbivores and arouses dread in even the most voracious carnivores. By provoking an enemy to flight, a Gurahl often manages to avoid having to battle an opponent head-on. This Gift is useful in cases where enemies are not Wyrm-creatures but are merely misguided or petty attackers. The Gift is especially effective against hunters and poachers.

System: To activate this Gift, the player rolls Charisma + Intimidation (difficulty equal to the target’s Willpower). One success causes the target creature to falter in his tracks, often rethinking his intent to attack the Gurahl. Three or more suc - cesses routs the victim completely, sending him into a headlong rush to escape the terror that has suddenly manifested in his presence. No successes means that the Gurahl fails to evoke the proper fearsome aspect, while a botch results in an immediate attack by the enraged (and often panicky) target. The use of this Gift while in Crinos form has occasionally resulted in the sudden death of human victims from heart failure.

#### Treeshake

This Gift allows the Gurahl to procure ample food for one or more individuals simply by grasping the trunk of a tree and shaking acorns and other edible tree fruits to the ground where they can be gathered up and eaten. The tree does not have to be a fruit-bearing tree in order to give forth food, nor does it have to be “in season.”

System: The player rolls Strength + Rituals (difficulty 7) and spends a point of Gnosis. One success provides enough food to feed one individual. More successes add to the bounty of the harvest.

### Level Three Gifts

#### Dreams of the Buri-Jaan

This Gift allows the Gurahl to send out a series of spirit calls or dream visions to a known cub which she has chosen to mentor. The dreams and visions so produced both act as a summons and provide directions to the new Gurahl, leading her (if she listens to them) to her Buri-Jaan.

System: The player spends a point of Gnosis and rolls Wits + Occult (difficulty equal to the distance his dreams have to travel according to the table). Additional points of Gnosis can strengthen the power and persuasiveness of the dreams or visions. The Gurahl usually performs this Gift at least once every three days until the arrival of the targeted cub. It is pos - sible to send dreams without a clear target on the chance that a Gurahl cub is “out there” waiting for some direction; in this case, all difficulties are increased by two, to a maximum of 10.

 up to 10 miles
 up to 100 miles
 up to 250 miles
 up to 500 miles
 up to 1000 miles
 more than 1000 miles

#### Ease the Fevered Mind

With this Gift, a Gurahl can minister to victims of emotional or spiritual trauma. In this fashion, Gurahl may treat victims whose minds have fractured into multiple personalities, guide schizophren - ics back from their delusional realities and heal traumatized or abused individuals. Regardless of whether a patient suffers from physiologically based mental illnesses or from stress- or trauma-related problems, the use of this Gift can temporarily remove or ease the effects of many common Derangements. Through repeated use of this Gift on the same individual, and by expending Willpower over an extended period of time, a Gurahl can permanently remove a Derangement.

System: For each success in a Perception + Medicine roll (difficulty 7), the Gurahl may suppress his target’s insanity, emotional turmoil or Derangement for one scene. By amass - ing 20 successes over an extended period of time (with no intervening failures or botches), a Gurahl may succeed in the permanent removal of a Derangement or mental disease. No successes means that the Gurahl has failed in using the Gift to calm or soothe her patient, while a botch inflicts the targeted Derangement or trauma upon the Gurahl herself for as long as the Storyteller deems is necessary to overcome it. Gurahl may not apply this Gift to themselves. Although a Gurahl may sometimes effect miraculous cures of mental illnesses through the use of this Gift, unless the root cause of the problem is addressed, the Derangement or trauma may recur.

### Level Four Gifts

#### Masking the Hunted

Through the use of this Gift, a Gurahl can employ available terrain to form a secure sanctuary for individuals or creatures who are pursued by hunters. Brush thickens, bushes clump together into impassable growths and grasses conceal tracks or else flatten in such a way as to produce a false trail. Olfactory stimuli add to the effect of this Gift, leading astray those creatures who hunt by scent. Though the duration of this Gift is brief, it usually lasts long enough for a victim to elude her pursuers. The Gurahl may mask up to 12 human or large mammal-sized individuals (or up to twice as many smaller creatures) with this Gift.

System: The player rolls Manipulation + Stealth (difficulty equals the Perception + Alertness of the hunter) and spends a point of Gnosis to enact this Gift. A single success is necessary for the Gift to have its effect. Additional successes result in a longer duration and a more thorough false trail. No successes indicates that the attempt to provide secure cover fails, while a botch draws the hunter to the Gurahl using the Gift as well as to those under her protection.

### Level Five Gifts

#### Gaia’s Breath

Only the wisest and oldest Gurahl may learn this powerful Gift, which remains their most closely guarded secret. By using this Gift, a Gurahl can return the departed spirit to a dead werecreature, bringing it back from death. In the early times, Gurahl rewarded those among them who sacrificed themselves for others, either to provide food for human Kinfolk or who gave their lives in the protection of others. No known instances exist of this Gift being conferred upon non-Gurahl, nor has Gaia’s Breath ever been used on any Gurahl who has been dead for more than a few hours.

System: The player must spend a point each of permanent Gnosis and Willpower then roll Charisma + Occult (difficulty of 6 plus the number of hours elapsed since death, not to exceed a total of 10) in order to entice the departed spirit back into its dead body, infusing it with the breath of life. Only one success calls back the spirit, but leaves the body in an Incapacitated (as if with aggravated damage) state unless treated with magical healing. Additional successes restore lost Health Levels on a one-for-one basis. Missing body parts are not restored through the use of this Gift, although other Gifts may be used to regenerate lost limbs or eyes. Failure to achieve any successes means that the Gurahl is unable to recall the spirit to the body. A botch summons a malicious spirit (usually a Bane of some kind) into the body. Only one attempt may be made on a single creature at any time. Ever.

### Level Six Gifts

#### Great Grandfather’s Summons

In a time of great need or dire emergency, this powerful and rarely used Gift enables the Great Grandfather (or Ancient One) to send out a summons to all Gurahl, calling them to his side so that he can inform them of the reason for the call. The summons is so powerful that it can even awake Gurahl who are locked in the sleep of hibernation. Gurahl need not respond to the summons, and some, in fact, refuse or ignore the call of the Ancient One. Most Gurahl, however, gather together healing items, weapons and food, then travel to where the Great Grandfather waits for them. This is the Gift which resulted in the mass awakening of many Gurahl when the Storm Eater was loosed.

System: The player sacrifices three points of Gnosis and one point of Rage. No roll is necessary.