• Crushing Blow
Sometimes it is necessary to kill without using claws or teeth, perhaps to elude hunters or perhaps just as a gesture of scorn for prey. Crushing Blow allows a character to deliver strikes with bone-shattering force.
Cost: One essence point.
Dice Pool: None.
Action: Immediate.
System
Any brawl attack, or any attack where the character uses a blunt weapon that would normally do bashing damage will do lethal damage instead. This gift lasts for one scene.
•• Mighty Bound
This gift allows a shifter to leap across distances that would otherwise seem impossible. A character that knows this gift may spring effortlessly from rooftop to rooftop in pursuit of his prey.
Cost: As much essence as the shifter wishes to spend, within her capability.
Dice Pool: None.
Action: Immediate.
System: The shifter is able to spend a desired amount of essence, that then adds to her Dexterity rating for the purpose of jumping. This lasts for the duration of the scene.
••• Iron-Rending
Tapping into a source of strength that is older than all of the works of man, this gift infuses a character's claws or teeth with such destructive power that iron, steel, and concrete cannot withstand her might. A character with this gift can tear apart steel like cardboard and claw stone as easily as clay.
Cost: One essence point.
Dice Pool: Strength.
Action: Immediate.
Roll Results
Botch: The shifter suffers a -1 penalty to her strength rating for the remainder of the scene. She is also unable to attempt this gift again until her strength returns. All essence points spent are lost.
Failure: The shifter is unable to improve her strength and must wait until her next turn to attempt so again. All essence points spent are lost.
Success: The shifter is able to improve her strength rating.
System
In Combat
The character gains +1 to her damage dice pool, and ignores any armor defence on her foes protective gear, up to the number of successes rolled.
Out of Combat
The character can use this gift to rend near any surface with considerable ease, allowing his natural weapons (claws, teeth) to tear through almost any material. This gift lasts for one turn per success.
•••• Legendary Arm
Using this gift allows a character to hurl tremendous and unwieldy objects a great distance, whether this means throwing a boulder at enemies or tossing a pack-mate over high flames.
Cost: However many essence points the shifter is willing to spend.
Dice Pool: None.
Action: Reflexive.
System
For every essence point spent, the shifter gains a dot in her strength rating. This lasts for one turn.
If this gift is used during combat in the Umbra or by a caern, the character doesn't regain any essence spent until combat is over. In this, the character doesn't have a limitless supply of essence to increase her strength with each turn, and must decide the moment it would be most advantageous to use this.
••••• Savage Might
Already capable of performing swift acts of incredible strength, this gift allows the shifter to maintain that strength for minutes at a time.
Cost: However many essence points the shifter is willing to spend.
Dice Pool: Willpower.
Action: Reflexive.
Roll Results
Botch: The shifter suffers a -1 penalty to her strength rating for the remainder of the scene. She is also unable to attempt this gift again until her strength returns. All essence points spent are lost.
Failure: The shifter is unable to improve her strength and must wait until her next turn to attempt so again. All essence points spent are lost.
Success: The shifter is able to improve her strength rating.
System
For every point of essence spent, the shifter gains a dot in her strength rating. This lasts for one turn per success on the willpower roll.
If this gift is used during combat in the Umbra or by a caern, the character doesn't regain any essence spent until combat is over. In this, the character doesn't have a limitless supply of essence to increase her strength with each turn, and must decide the moment it would be most advantageous to use this.