• Pocket
With this gift the shifter is able to take an item and place it in the gauntlet near him. He can then later reclaim this item by another successful use of this gift, however Coyote does have a sense of humor… and sometimes the item might just be gone.
Cost: One essence point is spent to imbue the item so that it can exist in the spirit world. No essence need be spent to retrieve the item.
Dice Pool: Essence versus the local gauntlet.
Action: Immediate.
Roll Results
Botch: The shifter successfully places the item, but it disappears moments later and he loses the item. All essence spent is lost.
Failure: The item fails to be placed away. All essence spent is lost.
Success: The item is successfully placed.
•• Disappearing Act
The shifter using this gift seemingly disappears from sight by pulling the edge of the gauntlet around him. Enemies looking for the shifter can touch or even run into him, and never notice that he is there. All senses are affected, and even other gifts or supernatural powers used for detection cannot locate the shifter as long as he remembers not to move.
Cost: One essence point is spent to activate this gift, and one per hour thereafter to maintain it.
Dice Pool: No roll required.
Action: Immediate.
System
The gift lasts for as long as the character does not willingly move and has essence to spend. The gift stays in effect even if the shifter is knocked over, but he cannot get back up without dispelling the gift's effects.
••• Push
The shifter can force another being into or out of the Umbra with this gift, provided they are in range of a caern.
Cost: None.
Dice Pool: Essence versus the local gauntlet. If the target of this gift is unwilling a standard grab roll must first be made.
Action: Immediate.
Roll Results
Botch: The shifter becomes stuck in his current location for one turn per botch level. Ie. -1 botch, 1 turn, -2 botch, 2 turns, etc.
Failure: The target is not forced into or out of the Umbra.
Success: The target is successfully forced into or out of the Umbra.
•••• Hidey Hole
This gift allows the shifter to make a perfectly concealed and very useful Umbral safe haven no larger than 2 cubic meters. These small forts can be placed anywhere — in the sides of buildings, even in a busy intersection — though, as the average shifter isn't overly fond of cities, they're normally placed in the wilderness. These havens are often used as a shelter or to hide prized items. Some shifters use them as a hiding place from particularly persistent enemies.
Cost: Once the character has decided where the Hidey Hole's going to be, he must spend one permanent essence point to create the spot.
Dice Pool: Wits + Subterfuge, to properly camouflage the fort.
Action: Immediate.
Roll Results
Botch: The shifter fails to create the Hidey Hole. All essence spent is lost.
Failure: The shifter fails to create the Hidey Hole. All essence spent is regained.
Success: The shifter succeeds in creating his Hidey Hole.
••••• Umbral Gateway
The shifter can open a portal into the Umbra with this gift. The umbral gateway is a direct opening in the gauntlet between worlds, and is open to anyone or anything the shifter chooses to take with him. This portal is controlled the shifter, and no other creatures may use the opening without the shifter's permission.
Cost: Three essence points.
Dice Pool: Essence.
Action: Immediate.
Roll Results
Botch: The shifter fails to create the gateway. All essence spent is lost. A further three essence points are lost per turn, for a number of turns equal to the botch level. Ie. -1 botch, 1 turn and three essence points lost, -2 botch, two turns and six essence points lost. If the character runs out of essence, he takes one point of aggravated damage for each following turn.
Example - The character begins with six essence points. He attempts the gift and gets a -3 botch. He loses three essence points automatically for attempting the gift. Another three essence points are lost for the first botch turn, and he's run out. The second botch turn gives 1 aggravated damage. The third botch turn gives another aggravated damage. At the end, the character has 0 essence points and 2 aggravated damage.
Failure: The shifter fails to create the gateway. All essence spent is lost.
Success: The gateway is created and remains open for as long as the shifter desires, but no longer than one scene. This gift need not be used in a caern.