• Resist Pain
Through force of will, the shifter is able to ignore the pain of her wounds and continue acting normally.
Cost: One essence point.
Dice Pool: None.
Action: Immediate.
System
By spending one point of essence the character may ignore all wound penalties for the duration of the scene.
•• Resist Toxin
Once this gift is activated, the shifter takes no further damage from poisons or diseases of any sort. This does not negate damage already sustained. Even the effects of things such as alcohol and drugs can be neutralized, through use of this gift.
'Human' Poisons and Diseases.
Cost: Most often none. However at storyteller discretion, some especially horrid diseases and poisons may require essence expenditure.
Dice Pool: Stamina + Poisons.
Action: Immediate.
Roll Results
Botch: The shifter is unable to attempt the roll again for the remainder of the scene. All essence spent (if any) is lost.
Failure: The shifter fails to stop the effect of the disease or poison, and must wait until her next turn to try again. All essence spent (if any) is lost.
Success: Only one success is required, and the posion or disease is purged from her system.
'Supernatural' Poisons and Powers.
Cost: A number of essence points equal the level of the power used against the shifter must be spent. Ie. To neutralize the Blood Path's Level 2, Blood of Illusion, two essence points must be spent at the time of this gift's use.
Dice Pool: Stamina + Poisons.
Action: Immediate.
Roll Results
Botch: The shifter fails to stop the effect of the disease or poison, and is unable to attempt the roll again for the remainder of the scene. All essence spent is lost.
Failure: The shifter fails to stop the effect of the disease or poison, and must wait until her next turn to try again. All essence spent is lost.
Success: Only one success is required, and the poison or disease is purged from her system.
Note: This gift deals only with the physical, not spiritual. In this, the shifter is unable to cleanse any taint she may currently be carrying.
••• Resist Environment
The shifter feels comfortable in any natural environment, regardless of temperature, weather, or atmospheric composition (within extreme, but not insane reason). In this manner, the shifter would be quite capable of being underwater for hours at a time, or walking through extreme cold or heat the likes of which would impact dramatically on other shifters, but will not suddenly develop an immunity to clumsily falling into a volcano. The shifter also takes no damage from any mundane poisons or diseases that might be in the air, such as tear gas, although concentrated flame or radiation still affects the shifter normally.
Cost: One essence point.
Dice Pool: Stamina + Biology.
Action: Immediate.
Roll Results
Botch: The shifter fails to adapt to the extreme or inhabitable (ie. Gurahl underwater) conditions, and cannot attempt to adapt again for a number of hours equal to the level on the botch roll. Ie. -1 botch, 1 hour; -2 botch, 2 hours, etc. All essence spent is lost.
Failure: The shifter fails to adapt to the extreme or inhabitable (ie. Gurahl underwater) conditions, and must wait until her next turn to attempt using this gift again. All essence spent is lost.
Success: The effects last for one hour per success and may be extended by spending essence at the cost of 1 per hour.
•••• Resist Injury
The shifter can choose to ignore damage during the scene. This must be a wound from a single blow, but it does not matter how much damage was done. Once the wound is ignored, it is as though it never happened. This can be used to heal any form of damage, ie. bashing, lethal, aggravated.
Cost: One essence point per point of damage done by the attack.
Dice Pool: None.
Action: Reflexive.
System
This must be used immediately following the attack to be ignored, and the character must have enough essence to cover the full cost of the damage inflicted. This gift may be used only once per scene, and cannot be used to ignore a wound that would kill the character.
••••• Resist Death
At this point the shifter has learned to stave off death itself.
Cost: One permanent essence point is spent to ensure activation of this gift. Any extra permanent essence may then also be spent.
Dice Pool: Primal Urge + any extra permanent essence the character is willing to spend.
Action: Immediate.
Roll Results
Botch: The shifter dies instantly.
Failure: The shifter… still dies instantly. You're really wanting a successful roll, here.
Success: One health level is healed per success.
System
When the shifter is dropped below incapacitated by an injury that would otherwise kill her, she may spent one permanent essence to attempt this gift. She then rolls primal urge. Extra dice may be added to her dice pool at the cost of one die per permanent essence point spent. This may only be done once per scene and only if the character possesses enough essence to do so.