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	<entry>
		<id>http://nwod.org/wiki/index.php/Fervor_Gifts</id>
		<title>Fervor Gifts</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Fervor_Gifts"/>
				<updated>2014-05-19T16:44:58Z</updated>
		
		<summary type="html">&lt;p&gt;Drayk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Werewolf/Gift&lt;br /&gt;
|Name=Fervor Gifts&lt;br /&gt;
|Source=The Pure&lt;br /&gt;
|Pages=p. 116-117&lt;br /&gt;
|Affinity=[[Fire-Touched]]&lt;br /&gt;
}}&lt;br /&gt;
An Izidakh is only as strong as his faith. Most Fire-Touched, then, are strong indeed. Fervor Gifts harness&lt;br /&gt;
that faith, granting the werewolf who wields them knowledge, strength and perseverance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fervor Gifts are taught by those that represent faith, sacrifice and loyalty. Dog-spirits, ideology-spirits, and even&lt;br /&gt;
some disease-spirits can impart them.&lt;br /&gt;
&lt;br /&gt;
===Eyes of Gurim (•)===&lt;br /&gt;
The Fire-Touched can judge the state of another werewolf’s soul. Izidakh use this Gift to judge whether an Uratha would be a good candidate for conversion. When used successfully, the Eyes of Gurim can give the Fire-Touched some information about the target’s weaknesses, which he can then exploit when attempting to convert her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Gift works on any werewolf that the character can see directly (i.e., it does not work through video&lt;br /&gt;
cameras or on photographs). The character can recognize members of his own tribe on sight.&lt;br /&gt;
&lt;br /&gt;
===Gurim's Comfort (••)===&lt;br /&gt;
Gurim-Ur supports his children, even when times are dark and the enemies of truth are all about. The Fire-&lt;br /&gt;
Touched with this Gift can call upon the succoring faith of Rabid Wolf to refresh her mental fortitude.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Gift can be used only when the Fire-Touched has spent her last Willpower point.&lt;br /&gt;
&lt;br /&gt;
===Trust In Gurim (•••)===&lt;br /&gt;
The Fire-Touched with this Gift fights as though he is immortal, secure in the knowledge that even if he should&lt;br /&gt;
fall, Rabid Wolf will take the Fire-Touched to Taga Dan personally. He therefore fights with an unholy fury, tearing&lt;br /&gt;
his enemies limb from limb, and never acknowledges pain or injury. If he survives the battle, he is grateful to his&lt;br /&gt;
patron, but cannot help feeling a bit disappointed that he will not see paradise that day.&lt;br /&gt;
&lt;br /&gt;
===Gurim's Might (••••)===&lt;br /&gt;
Gurim-Ur was, according to most stories, the smallest of the Firstborn, but he was fast and deadly when he&lt;br /&gt;
hunted in earnest. This, the Fire-Touched say, is because he knew when he was in the right, and that righteousness&lt;br /&gt;
made him mighty. The Izidakh can channel the might of their crazed totem, but can do so for any forceful endeavor&lt;br /&gt;
— combat, indoctrination or even reasoning.&lt;br /&gt;
&lt;br /&gt;
===Gurim's Bite (•••••)===&lt;br /&gt;
According to the Fire-Touched, Rabid Wolf’s madness wasn’t caused by an earthly disease or a malady of&lt;br /&gt;
the mind but by his flawless honor trying to make sense of a dishonest world. Faith in the purity of honesty is what&lt;br /&gt;
binds the Fire-Touched, and to his most faithful followers, Gurim-Ur grants the ability to spread that faith with&lt;br /&gt;
a single bite. The victims of this Gift see, for a few brief moments before lies cloud their minds again, the freedom&lt;br /&gt;
and the purity that the Fire-Touched truly possess. While the power of Gurim’s Bite isn’t normally sufficient to turn&lt;br /&gt;
packmate against packmate, it does prevent the target from attacking the Fire-Touched, even in self-defense.&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Drayk</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Disease_Gifts</id>
		<title>Disease Gifts</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Disease_Gifts"/>
				<updated>2014-05-19T16:39:27Z</updated>
		
		<summary type="html">&lt;p&gt;Drayk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Werewolf/Gift&lt;br /&gt;
|Name=Disease Gifts&lt;br /&gt;
|Source=The Pure&lt;br /&gt;
|Affinity=[[Fire-Touched]]&lt;br /&gt;
|Pages=p. 115-116&lt;br /&gt;
}}&lt;br /&gt;
The Fire-Touched relationship with disease bears many obscene fruits, among them a tribal affinity for&lt;br /&gt;
learning from disease-spirits. These spirits can bestow Gifts upon the Uratha (though “infect” might be a better&lt;br /&gt;
word). The Fire-Touched, for their part, feel that they are the only werewolves who can truly benefit from these&lt;br /&gt;
Gifts, blessed as the Fire-Touched are with the fortitude of Gurim-Ur. Any other werewolves, the Fire-Touched&lt;br /&gt;
believe, would sicken and die if they were to receive one of these Gifts.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, the Natural Immunity Merit helps to resist the effects of these Gifts, where Applicable.&lt;br /&gt;
&lt;br /&gt;
===Fever Dreams (•)===&lt;br /&gt;
The character passes along a spiritual infection to a target. Although this disease runs its course quickly, and&lt;br /&gt;
rarely does any serious damage to the target, while he is infected he suffers cold sweats, headaches, fever and even&lt;br /&gt;
mild hallucinations. Needless to say, fighting or even focusing his mind is extremely difficult while the disease&lt;br /&gt;
holds him.&lt;br /&gt;
&lt;br /&gt;
The character must touch her target’s flesh to use this Gift.&lt;br /&gt;
&lt;br /&gt;
===Virulent Rage (••)===&lt;br /&gt;
The Fire-Touched infects another being with a portion of her Rage. When used on a werewolf, this Gift&lt;br /&gt;
usually triggers Kuruth. When used a human being, the Gift causes a terrible fit of violent anger. Worse, this anger&lt;br /&gt;
is contagious, meaning that if the Fire-Touched uses this Gift in a crowd, it will quickly spiral into a brutal, rioting&lt;br /&gt;
mob.&lt;br /&gt;
&lt;br /&gt;
===Glorious Agony (•••)===&lt;br /&gt;
By activating this Gift, the werewolf taints his own Essence with a spiritual malady. This illness actually&lt;br /&gt;
makes the werewolf stronger and deadlier, lending the pain of disease and contagion to his claws and fangs. The&lt;br /&gt;
Fire-Touched must sacrifice his own regenerative powers to allow the disease to run its course, however, and many an Izidakh has perished under the effects.&lt;br /&gt;
&lt;br /&gt;
Once activated, Glorious Agony remains in effect for the remainder of the scene and cannot be terminated early.&lt;br /&gt;
&lt;br /&gt;
===Lingering Bite (••••)===&lt;br /&gt;
The werewolf’s bite leaves festering, odious wounds in his target’s flesh. These wounds heal extremely slowly,&lt;br /&gt;
even for werewolves.&lt;br /&gt;
&lt;br /&gt;
Lingering Bite can be used in any form (though when the werewolf is in Hishu form, the werewolf’s bite inflicts&lt;br /&gt;
bashing damage and suffers a –1 modifier). A successful bite attack inflicts damage as usual, but the damage cannot&lt;br /&gt;
be healed by supernatural means. Lethal damage heals at the normal human rate of one level per two days, and&lt;br /&gt;
aggravated damage (should the Fire-Touched manage to inflict it with this Gift) heals at one point per week. The&lt;br /&gt;
Rite of Healing cures this damage as usual, however.&lt;br /&gt;
&lt;br /&gt;
===Wasting Sickness (•••••)===&lt;br /&gt;
This horrific Gift allows the Fire-Touched to infect a target with a slow disease. The target sickens over a period&lt;br /&gt;
of days, and, unless treated quickly and expertly, dies in less than week. Wasting Sickness can even be fatal to&lt;br /&gt;
Uratha, though with their regenerative powers they are usually able to shake it off before death occurs. Though&lt;br /&gt;
the disease is not normally transmittable, an exceptionally skillful or malicious Fire-Touched can make it so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Drayk</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Stalkers_Moon_Gifts</id>
		<title>Stalkers Moon Gifts</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Stalkers_Moon_Gifts"/>
				<updated>2014-05-19T16:33:29Z</updated>
		
		<summary type="html">&lt;p&gt;Drayk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Werewolf/Gift&lt;br /&gt;
|Name=Stalker's Moon Gifts&lt;br /&gt;
|Source=Lore of the Forsaken&lt;br /&gt;
|Pages=p. 88-89&lt;br /&gt;
|Affinity=[[Irraka]] Only&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The lightless Stalker’s Moon grants Gifts of stealth and tracking, ways for an Irraka to disguise his own presence&lt;br /&gt;
even as he moves in for the kill.&lt;br /&gt;
&lt;br /&gt;
===Soundless Strike (•)===&lt;br /&gt;
Using this Gift, the Irraka can strike in a single moment of blessed silence. Claws tear through flesh without&lt;br /&gt;
a sound, a victim’s mouth strains to form a scream that will not come. Though the moment of silence is fleeting, a&lt;br /&gt;
cunning Irraka can turn it into a great opportunity.&lt;br /&gt;
&lt;br /&gt;
This Gift must be invoked during the Irraka’s turn&lt;br /&gt;
===See Heat (••)===&lt;br /&gt;
There’s more than one way to follow a trail, and this Gift opens the Irraka’s eyes to an entirely new realm of&lt;br /&gt;
experience. The Irraka becomes able to see his surroundings as patterns of heat — living creatures are warm, fire&lt;br /&gt;
almost blindingly bright, landscape features much cooler.&lt;br /&gt;
&lt;br /&gt;
===Liars Brand (•••)===&lt;br /&gt;
One of the difficulties in deceiving other werewolves or spirits is that the spirit brands that mark Renown can&lt;br /&gt;
give an Irraka away. The Irraka who learns this Gift can cheat a little in this regard, masking his brands and the&lt;br /&gt;
Renown that they convey with illusion. Some are even skilled enough to alter their brands so that they can pass&lt;br /&gt;
for a member of the Pure Tribes rather than appearing to be marked by Luna.&lt;br /&gt;
&lt;br /&gt;
Though this deception is far from what’s considered  honorable, nonetheless it is accepted as part of the Irraka’s&lt;br /&gt;
arsenal. An Irraka who uses this Gift too frequently to appear as more Renowned than he is might have difficulty&lt;br /&gt;
gaining Honor Renown in the future, but no single use of this Gift (particularly to appear more humble than he&lt;br /&gt;
actually is) carries dishonor by its very nature.&lt;br /&gt;
&lt;br /&gt;
===Stolen Scent (••••)===&lt;br /&gt;
It’s one thing to leave no scent. It’s quite another to leave a misleading one. The Irraka with this Gift can alter&lt;br /&gt;
his scent however he likes, even going so far as leaving the scent of a rival at the scene of a murder. Given how many werewolves trust their noses before their eyes, this is no small thing.&lt;br /&gt;
&lt;br /&gt;
===Strike Blind (•••••)===&lt;br /&gt;
The Irraka strives to deceive the senses of others, but isn’t above removing them entirely. This Gift enables the&lt;br /&gt;
Irraka to strike a foe blind, to make her go deaf or to rob her of her sense of smell. Any one of the three is a terrible&lt;br /&gt;
punishment for a werewolf, but human prey are particularly vulnerable to losing their sight.&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Drayk</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Judges_Moon_Gifts</id>
		<title>Judges Moon Gifts</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Judges_Moon_Gifts"/>
				<updated>2014-05-19T16:27:33Z</updated>
		
		<summary type="html">&lt;p&gt;Drayk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Werewolf/Gift&lt;br /&gt;
|Name=Judge's Moon Gifts&lt;br /&gt;
|Source=Lore of the Forsaken&lt;br /&gt;
|Pages=p. 86-88&lt;br /&gt;
|Affinity=[[Elodoth]] Only&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These Gifts enhance the Elodoth’s ability to observe and pass judgment. A skilled Elodoth can gain a great&lt;br /&gt;
understanding of a foe, enough to exploit a weakness personally or reveal it to his pack. &lt;br /&gt;
&lt;br /&gt;
===See the Spirit Brands (•)===&lt;br /&gt;
The spirit brands that denote the Forsaken’s Renown are visible to any spirit, and burn with silver light when&lt;br /&gt;
the Forsaken enter the Shadow Realm. This Gift allows the Elodoth to look with a spirit’s eyes, seeing the brands&lt;br /&gt;
of Renown while he and his target are in the physical world. In this manner, he can determine how Renowned a&lt;br /&gt;
werewolf is in general, whether she is Forsaken or Pure, or even if she has been initiated into either faction.&lt;br /&gt;
&lt;br /&gt;
===Damning Tounge (••)===&lt;br /&gt;
The Elodoth has many tricks up his sleeve for judging and ensnaring prey, but this is arguably one of the most&lt;br /&gt;
unusual. By invoking the Judge’s Moon, the Elodoth attempts to have his prey damn herself with her own words.&lt;br /&gt;
Once the Half-Moon manages to establish a link with a target, whatever she says, he says; he recounts her half of&lt;br /&gt;
a phone conversation even as she says it, or repeats the orders she gives to her underlings. The typical use for this&lt;br /&gt;
Gift is to spy on a target, the Elodoth repeating her words to the pack as the Irraka advances to watch her actions.&lt;br /&gt;
However, some Elodoth even use it as an intimidation tactic. When confronted with a person (or werewolf)&lt;br /&gt;
seemingly able to read your thoughts, it puts a subject at a disadvantage for the conversation.&lt;br /&gt;
&lt;br /&gt;
The Elodoth must have line of sight to his target in order to invoke this Gift, but need not maintain line of sigh tin order to maintain the effects.&lt;br /&gt;
&lt;br /&gt;
===Pangs of Guilt (•••)===&lt;br /&gt;
Everyone is guilty of something. This Gift calls on the Judge’s Moon to set things “right” by revisiting a person’s&lt;br /&gt;
cruelties on them; even tiny thefts and callous words can stab like knives. The more skeletons in the target’s closet,&lt;br /&gt;
the more pain that is visited upon him.&lt;br /&gt;
&lt;br /&gt;
The Gift user subtracts the target’s Harmony (or Morality, Humanity or whatever trait fills that particular role)&lt;br /&gt;
from his dice pool. This Gift cannot be used on animals, spirits, Hosts or other creatures that do not possess such&lt;br /&gt;
a trait. Though a low Morality score reflects a character’s general comfort level with being increasingly cruel or&lt;br /&gt;
callous to others, this Gift bypasses such mental defenses. It insinuates itself into a target’s mind and assails her with&lt;br /&gt;
unfamiliar feelings of empathy for others. A solipsistic serial killer who ordinarily could not even conceive of other&lt;br /&gt;
human beings as creatures with their own emotions can be brought low as he learns otherwise.&lt;br /&gt;
&lt;br /&gt;
===Anticipation (••••)===&lt;br /&gt;
This Gift heightens the Elodoth’s powers of observation and understanding to the point that he can predict&lt;br /&gt;
his target’s actions with uncanny accuracy. He can half-glimpse a strike before his opponent makes it, guess which&lt;br /&gt;
way his target is going to run, even guess a password as his target moves to type it in.&lt;br /&gt;
&lt;br /&gt;
===Curse of Talion (•••••)===&lt;br /&gt;
An eye for an eye; a tooth for a tooth. This is the law of Talion. The greatest Gift of the Judge’s Moon grants the&lt;br /&gt;
Elodoth the ability to curse a target with a punishment reflecting the suffering visited on the target’s victims. A&lt;br /&gt;
rapist may be mutilated, a murderer may die on the spot. The Elodoth has no control over what form the Curse of&lt;br /&gt;
Talion may take — he simply opens the floodgates and lets the half-moon’s idea of punishment flow out.&lt;br /&gt;
This Gift can be used only once against any given target, even if it fails. The gift may also only be used on the night of the half-moon&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Drayk</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Dreamers_Moon_Gifts</id>
		<title>Dreamers Moon Gifts</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Dreamers_Moon_Gifts"/>
				<updated>2014-05-19T16:15:25Z</updated>
		
		<summary type="html">&lt;p&gt;Drayk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Werewolf/Gift&lt;br /&gt;
|Name=Dominance Gifts&lt;br /&gt;
|Source=Lore of the Forsaken&lt;br /&gt;
|Pages=p. 83-85&lt;br /&gt;
|Affinity=[[Cahalith]] &lt;br /&gt;
}}&lt;br /&gt;
The Gifts of the Dreamer’s Moon draw on the spiritual power of Luna as a nocturnal spirit of sleep and&lt;br /&gt;
dreams — whether gentle or nightmarish. Some can be used to heal, others to harm, but all touch the power of&lt;br /&gt;
the dreaming mind.&lt;br /&gt;
&lt;br /&gt;
===Sense Sleeper (•)===&lt;br /&gt;
This peculiar Gift allows the Cahalith to open her senses to the world around her, getting a sense for the&lt;br /&gt;
sleeping and perhaps dreaming minds that might be nearby. It is particularly handy for werewolves conducting&lt;br /&gt;
a nocturnal hunt: if a Beshilu is hiding in the basement of a home, the Cahalith can tell if there are any family&lt;br /&gt;
members still awake who might have to be accounted for.&lt;br /&gt;
&lt;br /&gt;
===Lovers Voice (••)===&lt;br /&gt;
This Gift plays on both the Cahalith’s affinity for vocalization and the influence dreams can have on a person.&lt;br /&gt;
With Lover’s Voice, a Cahalith can mimic the voice of someone important to the target, even if it’s a voice she’s&lt;br /&gt;
never heard. The target hears the voice he most wants to hear, be it a family member, a friend or even someone he&lt;br /&gt;
fantasizes about. Historically, this Gift was used to draw prey away from the herd and into an ambush — today, the&lt;br /&gt;
same trick still works, but a creative Gibbous Moon can find other uses for the Gift as well&lt;br /&gt;
.&lt;br /&gt;
This Gift can be used over a telephone or similar method of voice communication without establishing line&lt;br /&gt;
of sight, but the Cahalith must know the full name of the target.&lt;br /&gt;
&lt;br /&gt;
===Nightmare Hunt (•••)===&lt;br /&gt;
The gibbous moon swells with dreams and nightmares, and the Cahalith are prone to share both. Sometimes&lt;br /&gt;
a Cahalith wakes from a nightmare with the face of the one hunting her in her mind. Some Cahalith&lt;br /&gt;
choose to share this sensation with their prey. It may not be completely prudent to hound a foe in his nightmares&lt;br /&gt;
before coming for him in the flesh, but the Cahalith find the concept glorious.&lt;br /&gt;
&lt;br /&gt;
To use this Gift, the Cahalith must be able to see the target while he sleeps; watching remotely via live cameras&lt;br /&gt;
will work, although in such a case the Cahalith must also know the target’s full name. As she invokes the Gift, she&lt;br /&gt;
conjures up a terrible dream-wolf from her imagination and sets it loose in the sleeper’s dream.&lt;br /&gt;
&lt;br /&gt;
===Soul Singing (••••)===&lt;br /&gt;
The Cahalith’s art, the embodied howl, is capable of more than communication; the highest of the Gibbous&lt;br /&gt;
Moons can not only communicate but commune. A soulsinger is able to draw on the power of the pregnant moon&lt;br /&gt;
to soothe and heal, to wipe away a person’s trauma and nightmares and replace them with gentle sleep.&lt;br /&gt;
&lt;br /&gt;
===Howl of Nightmares (•••••)===&lt;br /&gt;
The most powerful of Cahalith can call down the night-terrors of the dreaming moon with a terrible howl. The Cahalith’s cry echoes into the soul of her prey, summoning up images of lunatic fright. This Gift can be used only once per scene.&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Drayk</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Strength_Gifts</id>
		<title>Strength Gifts</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Strength_Gifts"/>
				<updated>2014-05-19T15:59:03Z</updated>
		
		<summary type="html">&lt;p&gt;Drayk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Werewolf/Gift&lt;br /&gt;
|Name=Strength Gifts&lt;br /&gt;
|Source=Werewolf The Forsaken Sourcebook&lt;br /&gt;
|Pages=p. 141-142&lt;br /&gt;
|Affinity=[[Rahu]], [[Blood Talons]], [[Predator Kings]], [[Lodge of the Second Moonrise]], [[Lodge of Thunder]] &lt;br /&gt;
}}&lt;br /&gt;
From folklore’s King Lycaon to Hollywood’s Wolf Man, one thing all tales of werewolves seem to agree on is that&lt;br /&gt;
those cursed with lycanthropy are possessed of superhuman might. While not all aspects of werewolf legend are true&lt;br /&gt;
where the Uratha are concerned, this fact most certainly is. The average Uratha in Gauru form is easily capable of&lt;br /&gt;
ripping a man to shreds or overturning an automobile, but with the aid of certain Gifts, he is capable of feats that&lt;br /&gt;
neither Ovid nor Universal Studios ever imagined.&lt;br /&gt;
&lt;br /&gt;
Strength Gifts are taught by myriad animal spirits, usually those associated with might, and by some earthspirits&lt;br /&gt;
or spirits of war.&lt;br /&gt;
===Crushing Blow (•)===&lt;br /&gt;
Sometimes a werewolf chooses to kill without using his claws or fangs — perhaps to elude hunters searching&lt;br /&gt;
for a “rabid man-eating animal,” perhaps simply as a gesture of scorn for his prey. Crushing Blow allows a&lt;br /&gt;
character to deliver strikes with bone-shattering force. Few things in nature (or out) can stand against such power.&lt;br /&gt;
&lt;br /&gt;
===Mighty Bound (••)===&lt;br /&gt;
The power of this Gift allows werewolves to leap across distances that would seem impossible for creatures of their&lt;br /&gt;
size. An Uratha who has learned this Gift may spring effortlessly from rooftop to rooftop in pursuit of his prey.&lt;br /&gt;
&lt;br /&gt;
===Iron Rending (•••)===&lt;br /&gt;
Werewolves tap into a source of strength that is older than all the works of man. Iron-Rending infuses a werewolf’s&lt;br /&gt;
claws with such destructive power that iron, steel and concrete cannot withstand his might. A character&lt;br /&gt;
with this Gift can tear apart steel like cardboard and claw stone as easily as clay. This Gift is usable only in Dalu,&lt;br /&gt;
Gauru or Urshul form.&lt;br /&gt;
&lt;br /&gt;
===Legendary Arm (••••)===&lt;br /&gt;
With this Gift, a werewolf can hurl even tremendous and unwieldy objects great distances. Whether this means&lt;br /&gt;
throwing a boulder as a projectile at enemies or tossing a packmate over high flames depends on circumstance.&lt;br /&gt;
&lt;br /&gt;
===Savage Might (•••••)===&lt;br /&gt;
Though already capable of incredible feats of might, there are times when even Uratha need to perform not the&lt;br /&gt;
incredible, but the impossible. Calling on the indomitable strength of Father Wolf himself in every muscle, bone and&lt;br /&gt;
sinew, the character channels a fraction of his progenitor’s might into a single extraordinary display of physical power.&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Drayk</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Stalking_Gifts</id>
		<title>Stalking Gifts</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Stalking_Gifts"/>
				<updated>2014-05-19T15:54:44Z</updated>
		
		<summary type="html">&lt;p&gt;Drayk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Werewolf/Gift&lt;br /&gt;
|Name=Stalking Gifts&lt;br /&gt;
|Source=The Rage Forsaken Players Guide&lt;br /&gt;
|Pages=p. 125-126&lt;br /&gt;
|Affinity=[[Hunters in Darkness]] &lt;br /&gt;
}}&lt;br /&gt;
Stalking Gifts reflect Hikaon-Ur’s own hunting style, combining the essence of her stealth, skill and predatory mastery within her own hunting ground. They are sometimes referred to as Black Wolf Gifts,  though whether this is in honor of the totem or because she was the first to bestow them onto the Forsaken is a matter of debate. Stalking Gifts are treated as tribal Gifts for the Hunters in Darkness, who  learn these Gifts from spirits of darkness, night and shadow. Meninna characters can choose to begin play  with one of these Gifts as their tribal selections or learn the Gifts through the course of the chronicle as  with experience points. A curious aspect to these powers is that they function only at night.&lt;br /&gt;
&lt;br /&gt;
===Night Sight (•)===&lt;br /&gt;
Wolves have an incredibly powerful sense of smell and keen hearing to go with it. Werewolves can take advantage of this aspect of their nature just by shapeshifting to their wolf forms, but for Hunters in Darkness who claim city territories, that’s not always an easy option. Just as Hikaon-Ur hunted in pitch blackness by using her supernatural senses, so too do her children learn to see in utter darkness as if the moon’s bright light illuminated all around them. &lt;br /&gt;
&lt;br /&gt;
===Heaven's Guidance (••)===&lt;br /&gt;
A true hunter is never lost in the wilderness, whether it’s the deep wild, the back alleys of cities or&lt;br /&gt;
the distorted chaos of the Shadow. This Gift allows the werewolf to pinpoint roughly where she is, giving&lt;br /&gt;
her a perfect sense of direction and an eidetic recollection of the ways and distances she has traveled&lt;br /&gt;
since sunset.&lt;br /&gt;
&lt;br /&gt;
The character needs only look up at the nightsky to activate the Gift. Whether the sky is a starfilled&lt;br /&gt;
expanse or a dark and cloudy shroud, the werewolffeels the Gift’s benefits.&lt;br /&gt;
&lt;br /&gt;
===Scent the Supernatural (•••)===&lt;br /&gt;
The best hunters develop an almost sixth sense for danger and being watched. This Gift allows a&lt;br /&gt;
Hunter in Darkness to detect the scent of any unnatural or supernatural presence in the area, and determine the presence’s type. Supernatural presences include manifested spirits, Ridden, Hosts, vampires, mages, werewolves, ghosts and any Gifts or rites being performed nearby. Scent the  supernatural only reveals presences of supernatural entities on the same side of the Gauntlet as the character using the Gift.&lt;br /&gt;
===Shadow Strike (••••)===&lt;br /&gt;
Night is the time when the Hunters in Darkness are in their element. This Gift allows the werewolf to&lt;br /&gt;
literally blend in with the darkness around her as she hunts, with shadows and the night itself wrapping&lt;br /&gt;
around her as she stalks her prey.&lt;br /&gt;
&lt;br /&gt;
Characters using this Gift are able to melt into a shadow or other patch of natural darkness and emerge from another elsewhere to make the killing strike. The only consideration is that the shadow where the character emerges from must be of a size to allow the werewolf to “fit” as if emerging from a portal or hole.&lt;br /&gt;
&lt;br /&gt;
===Shadow Pack (•••••)===&lt;br /&gt;
Hikaon-Ur was a lone wolf, and though her children run in packs with their brethren, there will be&lt;br /&gt;
times in a werewolf’s life when she finds herself alone in the darkness, hunting alone as her totem hunted.&lt;br /&gt;
This Gift is an echo of the great powers Black Wolf used in the depths of the Pangaean wilderness, summoning a pack of dark and shadowy wolves to assist in bringing down prey. The Shadow Pack appear as flickering wolf-shapes composed of pure darkness, flashing in and out of sight as they move. These&lt;br /&gt;
shadow-wolves are Hikaon’s own servants and allies,  born before the world split. They hunt in eerie silence, moving in perfect unison with the summoner, returning to Hikaon’s dark wilderness realm in the Shadow once their hunt is completed.&lt;br /&gt;
&lt;br /&gt;
To call the shadow-wolves, the character must raise her head and howl silently to the night sky as&lt;br /&gt;
she spends the Essence, going through the motions of howling but making no sound. Upon manifestation&lt;br /&gt;
(either in the physical world or the Shadow) the shadow-wolves use the character’s Attribute and&lt;br /&gt;
Ability scores, and possess the same Health scores as the werewolf in Urhan form.&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Drayk</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Information_Gifts</id>
		<title>Information Gifts</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Information_Gifts"/>
				<updated>2014-05-19T15:43:10Z</updated>
		
		<summary type="html">&lt;p&gt;Drayk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Werewolf/Gift&lt;br /&gt;
|Name=Information Gifts&lt;br /&gt;
|Source=The Rage Forsaken Players Guide&lt;br /&gt;
|Pages=p. 118-120&lt;br /&gt;
|Affinity=[[Lodge of Wires]]&lt;br /&gt;
}}&lt;br /&gt;
Some forward-thinking werewolves have taken to interrogating information-spirits — not just data-spirits&lt;br /&gt;
but the far rarer spirits of concept and meaning. Wherever they hide, these werewolves hunt them&lt;br /&gt;
for their knowledge. So far, only the following Gifts have come to light, and the Uratha who have learned&lt;br /&gt;
them are not cohesive enough to form a lodge — though if they survive for long it is only a matter&lt;br /&gt;
of time. Iron Masters and Bone Shadows are the most likely to find a spirit willing to teach Information&lt;br /&gt;
Gifts, though that is mostly because of those tribes’ natural cunning. Only conceptual spirits of information can teach these Gifts.&lt;br /&gt;
&lt;br /&gt;
===Sense the Flow (•)===&lt;br /&gt;
Information comes in many forms. A lot of the time the flow of information is obvious — information&lt;br /&gt;
flows between two people in conversation, or from a book to its reader. Sometimes, it’s less obvious,&lt;br /&gt;
such as a radio transmission or a coded message. This Gift allows the user to perceive the flow of information in an area, and can single out one particular stream. Radio broadcasts look like shining contrails that emit a faint high-pitched whine, while a coded message might make a passage of text smell wrong.&lt;br /&gt;
===Tongues (••)===&lt;br /&gt;
This Gift allows a werewolf to extract the information from a source regardless of the form it comes&lt;br /&gt;
in. This Gift allows him to understand something written or spoken in a foreign language without&lt;br /&gt;
knowing the language in question, as the Gift extracts the information underlying the words. The&lt;br /&gt;
Gift then processes that information at a spiritual level into a language that the character understands&lt;br /&gt;
fluently. Thus, there is no chance for ambiguity or misunderstanding, and the character picks up on hidden meaning with ease.&lt;br /&gt;
&lt;br /&gt;
===Babel Effect (•••)===	&lt;br /&gt;
Language is a means of conveying structured information, a means of spreading ideas from one&lt;br /&gt;
person to another. Language is a remarkably versatile form, and even a mild grasp of a tongue will&lt;br /&gt;
allow someone to convey a wide range of basic ideas. This Gift shatters that. By crudely reorganizing&lt;br /&gt;
the information that underlies a conversation, the werewolf can render a group of people entirely unable&lt;br /&gt;
to understand one another. Without the ability to communicate using anything more than gestures, a&lt;br /&gt;
group’s cohesion swiftly degrades until there’s nothing left but a lot of people getting in each other’s way. To those affected by the Gift, every other member of the group appears to be suffering from dysphasia.&lt;br /&gt;
&lt;br /&gt;
===Steganography (••••)===&lt;br /&gt;
Language is a carrier for information, a means of encoding thought and meaning — information — in&lt;br /&gt;
a way that allows one person to transmit information to another person. This Gift allows the werewolf to&lt;br /&gt;
add a hidden information-spirit to her words, encoding a hidden message or meaning that only someone&lt;br /&gt;
of her choosing will understand. Anyone else reading or hearing her words will hear what she says, but&lt;br /&gt;
her chosen recipient will also understand a message just for him. The few werewolves trying to unlock a&lt;br /&gt;
Lodge of Information often use this Gift to communicate, but that is far from the only use.&lt;br /&gt;
&lt;br /&gt;
===Twisted Words (•••••)===&lt;br /&gt;
All too often, people hear what they want to hear. A speech on a controversial subject such as&lt;br /&gt;
immigration or gay rights has the potential to warp in listener’s minds until they hear what they expected&lt;br /&gt;
or wanted to hear. This Gift goes further than that. The werewolf convinces the information-spirits of&lt;br /&gt;
the speech to change depending on their audience, meaning that different people hear what he wants&lt;br /&gt;
them to hear, rather than what was actually said. While the new meaning must be on the same subject,&lt;br /&gt;
it doesn’t have to bear any relation to the original. A group of Klansmen looking to lynch a speaker on&lt;br /&gt;
race relations will get the impression that the speaker supports their views, even if the speech held a diametrically opposite viewpoint. Victims of this Gift can’t point to anything specific that gave them the&lt;br /&gt;
impression that they came away with, but they are nonetheless certain about what they heard. This Gift&lt;br /&gt;
only works for speeches, not written words.&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Drayk</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Ending_Gifts</id>
		<title>Ending Gifts</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Ending_Gifts"/>
				<updated>2014-05-19T15:29:41Z</updated>
		
		<summary type="html">&lt;p&gt;Drayk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Werewolf/Gift&lt;br /&gt;
|Name=Ending Gifts&lt;br /&gt;
|Source=The Rage Forsaken Players Guide&lt;br /&gt;
|Pages=p. 114-116&lt;br /&gt;
|Affinity=[[Bone Shadows]]&lt;br /&gt;
}}&lt;br /&gt;
Death Wolf walked the Pangaean landscape for many years, seeking out the answers at the end of&lt;br /&gt;
every creature’s life. Through the Ending Gifts, her Bone Shadow children are able to explore the ending&lt;br /&gt;
of lives as she once did, learning as their totem learned. Though the Hirfathra Hissu already have&lt;br /&gt;
access to the Death Gifts, the Ending Gifts focus on aspects of death more tied in to Kamduis-Ur’s&lt;br /&gt;
personal journey and the answers she worked for. As such, the Ending Gifts are often referred to as Death&lt;br /&gt;
Wolf’s Gifts.&lt;br /&gt;
&lt;br /&gt;
===Fear of Death (•)===&lt;br /&gt;
The werewolf can look into the eyes of any living being and determine what type of death he most&lt;br /&gt;
fears. The Gift can have some dark uses, revealing to a Bone Shadow just what method of death a subject&lt;br /&gt;
fears the most, providing enough information for the character to arrange some grave threats or terrifying&lt;br /&gt;
ambushes. Although the Gift was bestowed with a more insightful and cerebral intent in mind, there’s&lt;br /&gt;
nothing stopping a cunning werewolf from using Fear of Death to scare his enemies or punish someone by killing her in the way she’s feared most since childhood.&lt;br /&gt;
&lt;br /&gt;
===Eyes of the Slain (••)===&lt;br /&gt;
This Gift is a take on the apocryphal power to stare into the eyes of a corpse and discover how the&lt;br /&gt;
victim was murdered. Though the Ending Gifts do not allow a werewolf access to such power, many&lt;br /&gt;
Bone Shadows find Eyes of the Slain to be a fascinating opportunity nevertheless.&lt;br /&gt;
&lt;br /&gt;
The Gift only functions on the bodies of physical beings (not ghosts or spirits) that the werewolf&lt;br /&gt;
has killed herself. In bringing about the death of the person, the character has bound herself to the path of&lt;br /&gt;
the deceased soul’s destiny. By staring into the eyes of the corpse, the werewolf can focus her senses on that bond, determining what it was in life that the slain person most lived for. For some corpses, the images that shine in the eyes might be of their drug addiction, love for their children or an ambition regarding their career. It can be a difficult process to watch, for even the most hard-hearted of killers might have left behind something touching that they truly lived for, no matter how twisted their ideals. It goes almost without saying that some Bone Shadows use this Gift as a means of post-mortem interrogation&lt;br /&gt;
&lt;br /&gt;
===Death Masque (•••)===&lt;br /&gt;
It takes a bold werewolf to call on Death to protect himself, but some Bone Shadows do just that.&lt;br /&gt;
This Gift allows the werewolf to wrap himself in the imagery of his own death, effectively deceiving&lt;br /&gt;
onlookers into believing that a glancing wound was lethal or that a near-miss became a mortal strike.&lt;br /&gt;
Once the foe believes the Bone Shadow dead, he may gain a few precious moments to heal — and to strike from behind.&lt;br /&gt;
&lt;br /&gt;
===Bone Hex (••••)===&lt;br /&gt;
Death Wolf learned to influence Fate in her travels, watching as creatures died under the twists of her&lt;br /&gt;
machinations. This Gift allows her children to do the same, by weaving fate into a different pattern and altering the immediate destiny of a chosen subject. By killing in this manner, the werewolf does not avoid&lt;br /&gt;
any Harmony loss she would otherwise experience if the death had been administered directly.&lt;br /&gt;
===Images of Death (•••••)===&lt;br /&gt;
Death Wolf learned all aspects of endings in her travels, even the ability to perceive a creature’s death&lt;br /&gt;
from the moment of its birth. With this Gift, the werewolf can flood a target’s mind with images of his&lt;br /&gt;
own death to come. This is a horrifying power, filling the subject’s mind with sensations that he unerringly knows represent the way he will die. Even relatively painless or quick deaths will hurt the target’s mind and eyes as he sees the literal end of his life.&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Drayk</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Endurance_Gifts</id>
		<title>Endurance Gifts</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Endurance_Gifts"/>
				<updated>2014-05-19T15:22:05Z</updated>
		
		<summary type="html">&lt;p&gt;Drayk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Werewolf/Gift&lt;br /&gt;
|Name=Endurance Gifts&lt;br /&gt;
|Source=The Rage Forsaken Players Guide&lt;br /&gt;
|Pages=p. 117-118&lt;br /&gt;
|Affinity=None&lt;br /&gt;
}}&lt;br /&gt;
Werewolves are traditionally strong, fearsome beasts. Their shapechanging nature allows them to regenerate almost any wound, and folklore often remarks upon their incredible stamina — often, they will not stop or end their hunt, and mere food and tiredness mean nothing to them. These Gifts enhance that fortitude, allowing a werewolf to reap the most benefit from his regenerating body and shapeshifting metabolism. Endurance Gifts are taught by the spirits of animals noted for their stamina, such as camels, and the spirits of ancient forests and mountains.&lt;br /&gt;
&lt;br /&gt;
===Vigil (•)===&lt;br /&gt;
A pack must keep constant watch over the pack’s territory and more besides. From spirits to shartha to&lt;br /&gt;
humans who just don’t know when to stop, the world cries out for a werewolf’s attention. This Gift allows her to keep watching the world even when she’s about to drop from tiredness.&lt;br /&gt;
&lt;br /&gt;
===Long Running (••)===&lt;br /&gt;
Sometimes, a werewolf must run as she never has before. Be it to take news to her packmates or seek out secrets deep within the spirit wilds, some things require that she not stop running until the message gets through. This Gift enhances her endurance, allowing nothing to stop her as long as all she does  is run. Some Uratha have used this Gift to bring the secret of an ancient ritual back to their packs to save their territory, while others have ensured that they are far away from a new evil that will kill their pack.&lt;br /&gt;
&lt;br /&gt;
===Eternal Hunter (•••)===&lt;br /&gt;
A werewolf who possesses this Gift will keep on going almost forever. Neither hideous injury nor&lt;br /&gt;
death will slow him down, as he focuses himself on his need to survive. While this Gift will not allow&lt;br /&gt;
him to regenerate his way back from an obvious death, his spirit-enhanced endurance puts off the&lt;br /&gt;
effects of his wounds until after his enemy is dead on his claws, or he has overcome the problems before&lt;br /&gt;
him.&lt;br /&gt;
&lt;br /&gt;
===Rise Beyond (••••)===&lt;br /&gt;
Werewolves pride themselves on their endurance. The Storm Lords exemplify this, but that’s not to say&lt;br /&gt;
that every other tribe doesn’t reward the ability for an Uratha to rise beyond adversity, stoically carrying&lt;br /&gt;
on and even finding themselves working better under pressure. This Gift rewards that nature, giving the&lt;br /&gt;
werewolf using it a greater chance to succeed if his body is broken than if he were uninjured.&lt;br /&gt;
&lt;br /&gt;
===Legacy (•••••)===&lt;br /&gt;
The werewolf has learned how to endure even beyond death, with spirits ensuring that his dying&lt;br /&gt;
wishes of revenge are carried out against his killer. Spirits that are near when the werewolf dies must&lt;br /&gt;
carry out his dying wishes — often they must avenge his death by killing his killer. This Gift doesn’t allow an Uratha to bless his pack when he dies; the spirits only listen to curses of vengeance. As with all spirits, they will hunt down the werewolf’s killers and exact his revenge.&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Drayk</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Darkness_Gifts</id>
		<title>Darkness Gifts</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Darkness_Gifts"/>
				<updated>2014-05-19T14:57:09Z</updated>
		
		<summary type="html">&lt;p&gt;Drayk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Werewolf/Gift&lt;br /&gt;
|Name=Darkness Gifts&lt;br /&gt;
|Source=The Rage Forsaken Players Guide&lt;br /&gt;
|Pages=p. 112-114&lt;br /&gt;
|Affinity=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Moonlight casts long shadows, and in those shadows the Uratha lurk. Legends of werewolves often tell that the creature can only come out at night, preying on an ancient fear of the dark passed down for generations in the form of old stories. Werewolves who have learned gifts of Darkness embody some of that fear, slipping unseen between patches of shadow and striking with the sudden intensity of a single moonbeam into a blackened room. The spirits of nocturnal creatures (such as foxes, owls or bats) Teach these gifts, as will some Irralunim ---though a non Irraka will need to offer plentiful chiminage.&lt;br /&gt;
&lt;br /&gt;
===Darksight (•)===&lt;br /&gt;
Though a werewolf can track by sound and cent, in cities and other human-dominated areas the forms necessary to do so can attract more attention than they're worth. This gift mitigates that risk, allowing a werewolf in human form to see perfectly no matter the level of light. where there is any illumination, the user of this Gift can see as if it were bright daylight. In situations in which there is no light at all, the character can see as if her surroundings were bathed in the light of a full moon. Whichever is the case, the character's eyes glow of yellow when using this Gift.&lt;br /&gt;
&lt;br /&gt;
===Aura of Dread (••)===&lt;br /&gt;
A werewolf who knows this gift has an edge beyond the obvious. The darkness hides many things, and through subtle spiritual urging onlookers worry about what will follow her out of the shadows. The darkness may conceal the rest of her pack, or she could be a harbinger of a far deadlier threat. This Gift exacerbates the ancient human fear of the dark places outside of the cave, and though it doesn't actually alter anything visible, it does instill a feeling in the minds of everyone present. The werewolf is the face at the window on a moonless night; the chill howl heard by campers when there are only stars for light.&lt;br /&gt;
===Shadow Step (•••)===&lt;br /&gt;
Huddled in stone houses, human looked out at the dark in fear, never knowing if some beast was going to attack, and if so where from. This Gift allows a werewolf to play on that fear, letting him slip from one patch of shadow to another to confuse prey -- or predators -- as to his location. Though hardly the fastest means of getting around, slipping between shadows in this way does allow the werewolf to move without being seen, strike from odd angles, and convince her victims that there is more than just one of her.&lt;br /&gt;
&lt;br /&gt;
===Moonlit Talons (••••)===&lt;br /&gt;
A character with this Gift can strike from concealment with incredible swiftness and power, like a beam of light that dispels the shadows around him. His claws leave faint contrails of darkness in the air behind them, as though they were sharp enough to slice through light itself, and once he has struck, the character fades back into the darkness that concealed him to await his next victim. This gift is the province of hunters and assassins, allowing the Uratha to strike from hiding without betraying his positions, and finds little favor among those who would rather face an opponent with honor. A werewolf can only use this Gift to augment a surprise attack made from the cover of darkness.&lt;br /&gt;
===Nightblind (•••••)===&lt;br /&gt;
Fear of the darkness lurking outside of the cave is one thing, but that fear pales in comparison with the fear many have of the darkness in their own heads. Using this Gift on a target lets a werewolf reach into the human's head and turn the brightness right down. A normally blinding light provides no more illumination than the stars alone, and anything less than that leaves the target totally blind, his eyes unable to see. Being struck blind tends to make people panic, making this the perfect Gift to use on a band of hunters. After all, most people need to see what they're shooting at.&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Drayk</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Cursed_Item</id>
		<title>Cursed Item</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Cursed_Item"/>
				<updated>2014-05-02T13:48:32Z</updated>
		
		<summary type="html">&lt;p&gt;Drayk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Merit&lt;br /&gt;
|Level1=1&lt;br /&gt;
|Level2=2&lt;br /&gt;
|Level3=3&lt;br /&gt;
|Level4=4&lt;br /&gt;
|Level5=5&lt;br /&gt;
|Type=Physical&lt;br /&gt;
|Prerequisite=&lt;br /&gt;
|Source=Book of Spirits&lt;br /&gt;
|Pages=p. 108&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Your character possesses an item of power but questionable providence. Though the character may use the item from time to time for an advantage, that advantage always comes at a price. See “Cursed Items,”&amp;lt;ref&amp;gt;Book of Spirits p. 112&amp;lt;/ref&amp;gt; for examples of what a character may possess with this Merit.&lt;br /&gt;
&lt;br /&gt;
{{characteristics}}&lt;/div&gt;</summary>
		<author><name>Drayk</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Den_Merit</id>
		<title>Den Merit</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Den_Merit"/>
				<updated>2014-05-01T20:01:39Z</updated>
		
		<summary type="html">&lt;p&gt;Drayk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Merit&lt;br /&gt;
|Level1=3&lt;br /&gt;
|Type=Sanctuary&lt;br /&gt;
|Restriction=Werewolf&lt;br /&gt;
|Prerequisite=&lt;br /&gt;
|Source=Changing Breeds&lt;br /&gt;
|Pages=p. 96&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It’s hard, in today’s world, to find privacy. This Merit, however, reflects a hidden space where a feral can be himself. It might be a secluded meadow, rambling old farm or warehouse in the bad side of town. Wherever it is, your character can transform into his animal aspect without drawing undue attention, then run or fly away with some measure of freedom.&lt;br /&gt;
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Obviously, this “den” must suit the feral’s species. A dolphin might work at an aquarium, a hawk could own a penthouse and a horse might have a ranch in the middle of nowhere. Secrecy, though, is vital — no one wants blurry pictures of himself in mid-change posted on thisisweird.com.&lt;br /&gt;
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===Drawback===&lt;br /&gt;
In game terms, this hideaway provides a place for the character to slip in and out of his feral identity. It’s probably covered in evidence of that nature, too — hair, scratch-marks, possibly droppings or urine marks to identify the place as “MINE!” Even so, the Den is remote enough to escape easy detection, even if it’s in the middle of a city. Hunters trying to track a character home will suffer a –2 penalty to the relevant tracking or investigation rolls. Still, the signs are there, and if you’re not careful, the secret might not last.&lt;br /&gt;
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{{characteristics}}&lt;/div&gt;</summary>
		<author><name>Drayk</name></author>	</entry>

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