Gifts: The Breath of Coyote
Nuwisha do not have Auspices. Instead, they follow various Totems -- all different incarnations of Coyote. They learn new Gifts based on those Totems, but also have access to certain schemes of standardized tricks, too. The Gift selection for Nuwisha is rather confangled, however. This method offers a better selection overall, as well as better organization without betraying the singular nature of this Changing Breed.
Nuwisha can learn General or Breed Gifts from one another or from the sort of spirit listed. However, only spirits aligned with particular Totems will teach Totem Gifts. When a Nuwisha changes Totems, he must change his Gifts, too. Even if the werecoyote continues to follow the other Totem's Ban, he can only have access to one set of Totem Gifts at a time. When he accepts a new Totem, he must trade in his current Totem Gifts for an equal number of Gifts at equal Ranks. There is no experience point cost involved here.
General Gifts
- Blur of the Milky Eye (Level One) -- As the Ragabash Gift.
- Open Seal (Level One) -- As the Ragabash Gift.
- Rabbit Run (Level One) -- As the Silent Strider Gift, Speed of Thought.
- Scent of Running Water (Level One) -- As the Ragabash Gift.
- Sense Wyrm (Level One) -- As the Metis Gift.
- Snake's Skin (Level One) -- With this Gift, a Nuwisha can shed a layer of skin, instantly regenerating the lost flesh, in order to slip free of extremely tight bonds and even handcuffs. This Gift may help a werecoyote avoid being thrown by an opponent. This Gift is taught by a Snake-spirit. The player spends one Gnosis point and rolls Dexterity+Athletics (difficulty 6) in order for the character to remove the outer layer of flesh and allow her to slip free from any bonds. An additional Dexterity+Athletics roll is required to slip free of extremely complicated traps.
- Spirit Speech (Level One) -- As the Theurge Gift.
- Unfettered Vision (Level One) -- Mundane coyotes have a notorious weakness when they flee predators and hunters: they look back. Smart prey runs and doesn't look back. Coyotes do. And Nuwisha have this problem sometimes, too: it's called too curious for their own damn good. But there's nothing that wrong with being curious. So this Gift was developed to circumvent the problem by essentially giving the werecoyote eyes in the back of his head. When this Gift is employed, the Nuwisha can see everything in a 360 degree angle, the environment visualized coherently and intuitively in the werecoyote's brain. Not only does this give the Nuwisha an excellent view of the world, but this makes it incredibly hard to sneak up on and ambush her. The Gift is taught by a Gaffling of Coyote. The Nuwisha must expend 1 Gnosis to activate the Gift, which then lasts for the scene.
- Alter Scent (Level Two) -- As the Ragabash Gift.
- Blissful Ignorance (Level Two) -- As the Ragabash Gift.
- Camouflage (Level Two) -- As the Wendigo Gift.
- Feathers of the Sparrow (Level Two) -- As the Uktena Gift, Spirit of the Bird.
- Gift of the Porcupine (Level Two) -- As the Metis Gift.
- Odious Aroma (Level Two) -- As the Bone Gnawer Gift.
- Otter's Breath (Level Two) -- As the Uktena Gift, Spirit of the Fish.
- Bridge Walker (Level Three) -- As the Galliard Gift.
- Long Running (Level Three) -- As the Silent Strider Gift.
- Scent of Vengeance (Level Three) -- Nuwisha using this Gift can make another shapechanger recognize the scent of an old foe. Usually this scent emanates from somewhere in the distance, but the Nuwisha can also plant the scent on another person. This can create all sorts of havoc between innocent strangers or even close friends. When used in the latter fashion, the Gift completely masks the subject's natural odor. A Skunk-spirit teaches this Gift. The player rolls Wits+Subterfuge (difficulty 7). The Nuwisha cannot control which "old foe" the targeted shapeshifter catches a scent of, even if she might know all about her victim's past rivalries. To plant the Scent of Vengeance on another person, thereby decoying her subject into believing the person smells like her old enemy, the Nuwisha must spend a Gnosis point as well as make the roll.
- Sheep's Clothing (Level Three) -- This Gift permits a Nuwisha to hide in plain sight by taking the form of a different type of shapeshifter (Garou, Bastet, Corax, etc.). The Nuwisha can appear to a pack of Garou as if he were another Garou. In this way, the Nuwisha manage to use the caerns taken from them by the Garou and other creatures. Sheep's Clothing affects all senses, even supernatural Gifts such as Sense the Unnatural and Scent of the True Form. An Ancestor-spirit teaches this Gift. The player spends a point of Gnosis and must make a successful Wits+Primal-Urge roll to use this Gift. Successes counter out the successes other shapeshifters may get on rolls for their sensory Gifts, as mentioned above. The difficulty to shift into this faked form depends on the nature of the Fera mimicked. It is usually 8 to go through the various forms of the Garou, Bastet, Corax, Gurahl, Ratkin, or Ajaba. Nagah, Ananasi, and Rokea are harder -- difficulty 9. Mokolé are the only Changing Breed a Nuwisha cannot mimic.
Note that before a Nuwisha attempts to disguise himself as both a particular lycanthrope and a specific Tribe within, the Nuwisha must have encountered such a shapeshifter in all its forms at least once. For example, a Nuwisha must have met a Simba to appear as a werelion. If she met a Pumonca and Qualmi and Bagheera in the past, she could appear as one of those three Tribes instead. Every success the Nuwisha scores over the third counts as an illusory point of Pure Breed (if applicable; some Fera don't give a damn about Pure Breed...like the Nuwisha). This is helpful if the Nuwisha intends to infiltrate a Silver Fang Sept! The werecoyote gains none of the physical benefits of his hidden form. Thus, a Nuwisha disguised as a Corax cannot fly (at least not without a Gift), nor can a Coyote pretending to be a wereshark breathe water without appropriate apparati.
- Disappearing Act (Level Four) -- The Nuwisha with this Gift seemingly disappears from sight. Enemies looking for the werecoyote can even touch the Nuwisha or run into him and never notice she is there. All senses are fully affected. Even other Gifts or supernatural powers of detection (like vampiric Auspex) are foiled so long as the Nuwisha remembers not to move. This Gift is quite simply used to avoid large mobs of enemies who want the werecoyote dead as Dickens. A Cat-spirit teaches this Gift. The player must expend 1 Willpower and 1 Gnosis. The Gift then lasts for as long as the character is willing not to move. The Gift would stay in effect even if the character is knocked over, but the he could not stand back up without dispelling the effects.
- Heave-Ho (Level Four) -- The Nuwisha using this Gift can throw an opponent an incredible distance. The Nuwisha must still be able to lift her target, either by sheer strength or in conjunction with a combat maneuver. Some werecoyotes claim they have thrown opponents several city blocks. They were not exaggerating. This Gift is taught by an Ancestor-spirit. To activate the Gift, the player must roll Dexterity+Athletics (difficulty 6) and expend 1 Gnosis. For each success, the character triples the normal distance he is able to throw an opponent. This Gift is cumulative based on the number of successes. For example, a Nuwisha with Strength 5 could normally throw an enemy 25 feet. With but one success, the Nuwisha could throw the target 75 feet. With two successes, she could throw him 225 feet. With 3 successes, she could throw him 675 feet! And so on. This Gift does not increase the damage of a throw maneuver, though the Nuwisha might hurl her enemy into an unpleasant area she can't even see.
- The Dancing Ghost (Level Four) -- As the Fianna Gift, Phantasm.
- Trickster's Skin (Level Four) -- This nifty trick permits two simultaneous effects. First, the target affected will take on the appearance of the Nuwisha. Meanwhile, the Nuwisha assumes the visage of the target. The "old switcheroo" is a favorite trick of Coyotes currently fleeing an unpleasant mob, pack of Garou, or other enemies. A pack of outraged Shadow Lords might be pursuing the Nuwisha one moment, then suddenly be hounding their own packmate without realizing it, while their "packmate" finds an excuse to slip away and escape! This illusion is simple and masterful, and Avatars of Coyote himself take pride in teaching it to worthy Nuwisha. To use the Gift, the werecoyote must first view the subject in line of sight (the subject needn't see the Nuwisha). He spends 1 point of Gnosis and makes a Wits+Subterfuge roll (difficulty of the victim's Perception+Empathy). Resistance rolls to detect the illusion are not allowed unless the Nuwisha is less-than-crafty about the trick (e.g., switching faces with the Alpha of the Shadow Lord pack, with the whole group running behind and noticing the sudden change in appearance). If the Nuwisha is that blatant about the Gift, he probably doesn't deserve to use it. All the same, the Storyteller can allow others a Perception+Empathy roll (difficulty 6) in such circumstances.
- Noahe's Ark (Level Five) -- As the Black Furies Gift, The Thousand Forms.
- Reach the Umbra (Level Five) -- As the Silent Strider Gift.
- Totem Gift (Level Five) -- As the Metis Gift.
- Undeniable Laughter (Level Five) -- While lesser Nuwisha have to actually craft an amusing anecdote or a fresh joke, this Gift allows an elder to make anything she says funny as hell. Everyone who hears her comment can't help but stop everything they were doing and break down into fits of laughter. The waves of joy and amusement that flow from the Nuwisha are almost impossible to resist: the werecoyote can end frenzies and battles alike. This Gift is taught by Coyote. The player rolls Manipulation+Expression (difficulty equals the highest Willpower in the group to be affected) and expends 1 Willpower Point. Each success renders the affected unable to do anything but laugh for one full turn.
- Coyote's Howl (Level Six) -- Just as Coyote is the Creator, he is also the Destroyer. In time, he will erase all that exists, for that is his duty. Coyote's Howl allows the Nuwisha to summon a small portion of Coyote's destructive power and unleash that energy on a person or area. When used, Coyote's Howl shakes all of nature and bends it into an engine of annihilation. This power might come as a tornado or as a tidal wave. It might be an earthquake or lightning storm. Whatever the case, there is little that can stand against the power of Coyote's Howl. This Gift is one of the most powerful known to the Nuwisha, and is taught by Coyote only to those he finds worthy. The player rolls Intelligence+Occult (difficulty 6) and spends 5 Gnosis points. The resulting energies released will destroy anything in their path, with rare exceptions at the Storyteller's discretion. This Gift will not work if the enemy faced is not a true threat to all that the Nuwisha stand for.
Breed Gifts
Note that there are no Metis Gifts because there are no Metis Nuwisha. Nuwisha who interbreed produce no offspring whatsoever.
Homid
- Persuasion (Level One) -- As the Homid Gift.
- Smell of Man (Level One) -- As the Homid Gift.
- Jam Technology (Level Two) -- As the Homid Gift.
- Twisting Tongues (Level Two) -- The Nuwisha can understand any written or spoken language while using this Gift. Even sign language and facial expressions offer no trouble. While under the influence of this Gift, the Nuwisha can speak with spirits (even Banes), other Changing Breeds (which probably won't endear them), and even computers (which hardly makes for interesting conversation, but it can be prove worthwhile). This Gift is taught by an Ancestor-spirit. The player rolls Wits+Linguistics (difficulty 8) and spends a Willpower point. For each success, the character can fully comprehend the language, complete with slang terms, for one full day. The character must employ this Gift separately for each language she wishes to understand.
- Reshape Object (Level Three) -- As the Homid Gift.
- Wisdom of the Ancient Ways (Level Three) -- As the Philodox Gift.
- Body Shift (Level Four) -- As the Homid Gift.
- Spirit Ward (Level Four) -- As the Homid Gift.
- Assimilation (Level Five) -- As the Homid Gift.
- Tricking the Trick (Level Five) -- With this Gift, a Nuwisha is able to manipulate the intensity of the Delirium that she inspires in human onlookers (when in Manabozho). Normally, humans suffer only a weakened version of the Veil. But a werecoyote can worsen or even ease further the Delirium's effect on any humans who see her. This Gift is taught by an Ancestor-spirit. The Nuwisha spends 1 Gnosis and rolls Willpower (difficulty 7). Each success enables her to add or subtract one level of the Delirium that all non-Kinfolk suffer. So if a human with Willpower 5 saw the Nuwisha, and the character wanted to reduce the Delirium and score 5 successes on the Gift's activation, the human's Willpower would be treated as 10 in regards to that Nuwisha. Unfortunately, this does not protect a human from suffering the Delirium if he sees other shapeshifters' war-forms. And because the Gift's effects last only a scene, it does not permanently grant or weaken a human's resistance to the Delirium.
Latrani
- Heightened Senses (Level One) -- As the Lupus Gift.
- Fording the River (Level One) -- As the Lupus Gift, Leap of the Kangaroo.
- Scent of Sight (Level Two) -- As the Lupus Gift.
- Sense the Unnatural (Level Two) -- As the Lupus Gift.
- Catfeet (Level Three) -- As the Lupus Gift.
- Trackless Waste (Level Three) -- As the Red Talon Gift.
- Body Shift (Level Four) -- As the Lupus Gift.
- Quicksand (Level Four) -- As the Red Talon Gift.
- Curse of the Trickster (Level Five) -- As the Red Talon Gift, Curse of Dionysis. The victim is transformed into a coyote instead of a wolf, of course.
- Song of the Great Beast (Level Five) -- As the Lupus Gift.
Totem Gifts
Bannik
- Aura of Confidence (Level One) -- As the Shadow Lords Gift.
- Scent of Sweet Honey (Level One) -- As the Bone Gnawers Gift.
- Blisters (Level Two) -- The Nuwisha first touches the intended victim of this Gift. When the magic takes effect, the victim immediately begins to form revolting blisters all over his skin or hide. This results in the loss of hair or fur and a severe loss in Appearance. The Gift otherwise does no harm. A Fever or Disease-spirit teaches this Gift. Nuwisha in service to Bannik learn it to humiliate the vain and egotistical. Silver Fangs, Shadow Lords, and Bastet are considered prime targets! To use Blisters, the werecoyote must succeed in a touch attack on the intended victim. Then he must roll Manipulation+Medicine (difficulty equals the victim's Stamina+4 -- never higher than 10). Each success extends the duration of the Blisters another day. The victim loses 2 dice from all Social interactions and suffers a temporary penalty to Appearance. He loses an effective dot of Appearance for every 2 successes the Nuwisha scores.
- Snake Eyes (Level Three) -- As the Galliard Gift, Eye of the Cobra.
- Divine Skin (Level Four) -- There's no better way to trick people through their loins then by boasting sheer beauty. Although a sensual and charming Changing Breed, the Nuwisha aren't the prettiest folk out there. But with this Gift, the werecoyote can exceed the allure of the Bastet and grace of the Kitsune. Indeed, some Nuwisha can make world-class supermodels look like dirty skanks with this Gift! Quite simply, the power increases the Nuwisha's physical beauty. She can better impress, awe, and attract others. This Gift is taught by a Rainbow-spirit. The player rolls Appearance+Enigmas (difficulty 6). Each success permits the Nuwisha to expend one Gnosis to increase her Appearance score. She can spend as many Gnosis points as she possesses, to the limit dictated by the initial roll. The character can even raise her Appearance above 5. However, such preternatural beauty can cause social problems. The character may be so attractive that she'll draw too much attention, cause slavering horn-balls to try humping her legs (not literally…well, probably), and otherwise be hampered in any social venue. Furthermore, Appearance over 5 is technically a breach of the Veil (god-like good looks are certainly a manifestation of supernatural powers), so the character must tread carefully. This Gift only works in Homid form.
- Head Games (Level Five) -- As the Galliard Gift.
Chung Kuel
- Scales of Fortune (Level One) -- Most shapeshifters are ignorant to the intricacies and subtleties of fate and fortune. Luck, good or bad, is rarely within their claws' control. But the Nuwisha breathe it, especially agents of Chung Kuel. With this Gift, the werecoyote can discern when manifestations of luck -- good or bad -- are coincidental or the derivation of some supernatural influence. The Nuwisha can detect Gifts that bring fortune or magickal Effects of Entropy that sway Lady Luck one way or the other. The werecoyote can detect when an event is the result of chance or the exacting of mystical divination and astrology. This rare Gift is taught by an Epiphling of Luck. To use it, the player rolls Perception+Enigmas (difficulty 7). The Nuwisha can scan his immediate area; any supernatural uses of fortune (good or bad) in the past 24 hours show up as tiny sparkles of light to the Nuwisha's eyes. At the Storyteller's discretion, five or more successes can reveal older uses of such powers or even give vague glimpses and impressions of the wielders or victims.
- Breaking the Balance (Level Two) -- Chung Kuels are the movers and shakers of luck among the Nuwisha. Their subtle talents are based largely on clever if mundane manipulations. Knowing where to strike is the first step to such endeavors. But sometimes, the Nuwisha needs an extra push of luck one way or the other to get things moving. This Gift enables the werecoyote to upset the balance of any sort of gamble, whether literal, social, or physical. A prize fighter boxing match can be swayed one way to make a certain fighter come out on top. Or a stock market investment could be nudged to skyrocket…or flunk. A political election could be stacked in favor of the Nuwisha's candidate. Though powerful, this Gift's effects are subtle and minor. They only add propellant to a competitive face-off. They can't force major changes and things can still go against the werecoyote's wishes. For example, the boxer the Nuwisha wants to lose might sprain his ankle in the third round. But through the fighter's own endurance and skill, he could still win the fight by the sixth. A politician's dirty laundry might be exposed to the press, but voters could still elect him. Chung Kuel teaches this Gift to wise Nuwisha. Though this power is similar to Xochipilli's Touch in some ways. But where that Gift invokes short term fortune, Breaking the Balance always has long term effects of positive or negative effects. The Storyteller has control over how this Gift manifests. The Nuwisha must simply choose the target of this Gift, decide if she wants to inflict good or bad luck, and spend 1 Gnosis. The player rolls Intelligence+Enigmas (difficulty 6). Only one success is needed. Through careful research of her subjects, the Nuwisha can cause profound repercussions that may affect all of society. The Great Depression was, in part, due to a Chung Kuel's prank.
- Pulse of the Invisible (Level Three) -- As the Theurge Gift.
- Scent of Beyond (Level Four) -- As the Philodox Gift.
- The Malleable Spirit (Level Five) -- As the Theurge Gift.
Erditse
- Mother's Touch (Level One) -- As the Theurge Gift.
- Call to Duty (Level Two) -- As the Philodox Gift.
- Erditse's Blessing (Level Three) -- As the Bastet Gift, Freyja's Blessing.
- Underearth (Level Four) -- Along with Erditse's own venerable antiquity came Umbral secrets feared lost with the fall of the Croatan. This Gift enables the Nuwisha to navigate the Umbral tunnels in the Penumbra realm. In all respects, this hastens travel like traversing a Moon Path. However, instead of unpredictable Lunes, a Nuwisha may have to contend with Ratkin and their spirit allies who dominate Umbral tunnels in the modern era. To access the tunnel system, the Nuwisha need merely Reach the Penumbra, then spend 1 Gnosis point to intuit her way to the nearest bolthole.
- Dancing Trees (Level Five) -- As the Children of Gaia Gift, The Living Wood.
Kishijoten
- Befriend (Level One) -- As the Gurahl Gift, this power allows a Nuwisha to alter the emotions of a potentially hostile individual so that the target responds with a friendlier attitude than he originally had. A Gaffling of Bear teaches this Gift to the Gurahl's canine little brothers. The Nuwisha assumes a non-threatening physical attitude and the player rolls Charisma+Empathy (difficulty equals the subject's Willpower). One success defuses hostility by altering it to a cautious neutrality. Additional successes improve the target's disposition toward the werecoyote. A botch enrages the target.
- Coyote's Tongue (Level One) -- Although similar to Mother's Touch, this Gift actually functions like the Bastet Gift, Lick Wounds. The Nuwisha must physically lick the wounds to heal them. He can lick his own injuries or another's, mending even aggravated wounds. Any spirit of Gaia can teach this Gift. The player must roll Intelligence+Medicine (difficulty equals the subject's Rage or 6, whichever is higher). Each success heals a Health Level of damage, even aggravated. There is no limit to the number of times a werecoyote can use this Gift per scene. However, each time the Nuwisha must use this Gift, she must spend a Gnosis point. Remember also that some wounds may need some sort of physical medical attention first before the Nuwisha dares lick the injury (such as a wound caused by a silver bullet still embedded in the victim's side).
- New Face (Level Two) -- The Nuwisha can completely change her identity. She may be male or female, any race, or any breed. However, this Gift only changes the Homid and Latrani form of the character (save for cosmetic changes to the forms in between). It does not hide her true nature; she will still be recognizable as Nuwisha if she shifts forms. An avatar of Kishijoten teaches this Gift. The player rolls Manipulation+Expression (difficulty 6) and spends 1 Gnosis. The effect lasts one scene.
- Gift of Laughter (Level Three) -- The Nuwisha can end a frenzy with this Gift, or she may use it to simply lighten the mood in tense situations. This Gift can also be used to end the pain of someone who is mortally injured, allowing him to use the last few moments of life in full control of his faculties. This Gift is taught by a servant of Kishijoten. The player rolls Charisma+Expression (difficulty equals the target's Willpower). At least 3 successes are needed to end a frenzy.
- Merciful Blow (Level Three) -- As the Stargazer Gift.
- Spirit Healing (Level Four) -- The Nuwisha didn't have to steal too many Gifts from the Gurahl. This Gift was taught to followers of Kishijoten willingly by the werebears ages ago. The Nuwisha with this Gift can mend the "wounds" inflicted on spirits. The werecoyote can replenish the Power of an "injured" spirit by means of this Gift. Like Befriend, this Gift is taught by a Bear-spirit. The Nuwisha must first be in the Umbra face to face with the spirit. The player rolls Charisma+Occult (difficulty equals the spirit's Willpower). If successful, the Nuwisha can transfer one temporary point of Gnosis to the spirit, which turns into five points of Power for the spirit. The werecoyote can spend as many points of Gnosis as she wishes and can afford. This generous act usually puts the spirit in the Nuwisha's debt.
- Ballad of Reprise (Level Five) -- The healers of the Nuwisha long ago stole a flawed version of the Gurahl's resurrection magic. Through this powerful Gift, a Kishijoten can actually restore life to the deceased. Unfortunately, it has a few major limits. It only works on the unAwakened (normal humans and animals), the spirit of the deceased must be willing to return to the body, and the dead cannot have be dead for more than ten minutes. The body of the subject must also be whole (or close to it: missing a limb or two is acceptable -- the remaining pulp of a close encounter with a combine is not). Nuwisha most often learn this Gift to restore cherished Kinfolk. This amazing lore is learned (or stolen) from a Death-spirit. The Nuwisha must offer up a permanent point of Gnosis and Willpower both to enact this Gift. A single roll of Charisma+Enigmas is made (difficulty 9). Success restores life immediately to the deceased. Botching this roll incapacitates the Nuwisha in a comatose-like state, during which time she must face the Death-spirit she learned the Gift from in a dream-like realm. This conflict always takes the form of mortal combat; Death hates cheaters.
Kokopelli
- Song of Kokopelli (Level One) -- This Gift permits the Nuwisha to ensure that everyone within hearing range remains calm and sedate. This Gift can even cancel the frenzy of an opponent, but only for as long as the Nuwisha continues to sing. This Gift is taught by a Coyote-spirit. The player rolls Manipulation+Performance, with a varying difficulty depending on the situation. Each individual may attempt to resist the Song separately with a Willpower roll (difficulty 5). The difficulty for this resistance roll increases by 1 for every success the Nuwisha gains on her initial roll. The Nuwisha's singing can be vocal or it can be a musical instrument, from pipes to drums. The Gift lasts as long as the Nuwisha's song.
- Distractions (Level Two) -- As the Galliard Gift.
- Dance of Abandon (Level Three) -- The Nuwisha can compel an opponent to forget everything but the need to celebrate. Where anger and hatred dwelt a moment earlier, the suddenly the target of this power is filled with joy and a need to express that joy. This is used for defensive purposes mainly, as the Gift permits only celebration, and taking advantage of a target's newfound bliss immediately cancels out the magic (and enrages the victim even more than before!). There are some cases when this Gift has backfired, too. Certain Garou, such as the Get of Fenris, tend to celebrate rather violently. This Gift is taught by a Gaffling of Coyote. The player makes a contested Willpower roll with the intended victim (both difficulty 6). The Nuwisha must win by at least 2 successes for the Gift to work, which then lasts a scene (or until the victim is attacked). Dance of Abandon can only work on one target at a time.
- Lead the Devil (Level Three) -- As the Theurge Gift, Exorcism. Curiously, this version of the Gift calls for a Performance roll, not an Intimidation check.
- Shadows by the Firelight (Level Four) -- As the Galliard Gift.
- Teasing Mate (Level Five) -- A favorite trick of the Nuwisha, the victim of this Gift will immediately begin to release powerful pheromones in great quantities. These pheromones make creatures of the same race and one particular gender desire immediate copulation. The effects are instantaneous and cause all creatures of the same race to respond immediately. The werecoyote must choose at the infliction of the Gift whether the subject will attract members of the opposite sex...or same sex. An Epiphling of Lust teaches this Gift and the favor it often demands of the Nuwisha can be quite disturbing (even borderline Wyrm-tainted, watch out!). To affect the subject, the Nuwisha touches the target first, spends 1 Gnosis, and rolls Wits+Primal-Urge (difficulty equals the subject's Willpower roll). Those who would be affected by the pheromones can resist with a straight Willpower roll (difficulty 8). The Gift lasts for one scene.
Lakshmi
- Mindspeak (Level One) -- As the Galliard Gift.
- Scent of the True Form (Level One) -- As the Philodox Gift.
- Dreamspeak (Level Two) -- As the Galliard Gift.
- Silence (Level Three) -- As the Ragabash Gift.
- Ultimate Argument of Logic (Level Four) -- As the Theurge Gift.
- Fabric of the Mind (Level Five) -- As the Galliard Gift.
Loki
- The Falling Touch (Level One) -- As the Ahroun Gift.
- Cougar's Pounce (Level Two) -- As the Ahroun Gift, Spirit of the Fray.
- Taunt the Worm (Level Two) -- As the Galliard Gift, Call of the Wyrm.
- Gift of Rage (Level Three) -- A Nuwisha with this Gift can Rage like the Garou. While this Gift is in effect, the Coyote is as fast and furious as most other Changing Breeds. Unfortunately, the Nuwisha also gains the vulnerability to silver that other Fera suffer for the duration of the Gift. Coyote does not want his children to be comfortable with the notion of hatred. This Gift is taught by a servant of Loki. The player must make a Gnosis roll (difficulty 7) and expend 1 Willpower to summon Rage. He gains 5 points of Rage for the duration of the scene. The character cannot exceed this number, but can regain Rage in the scene the same way (Ragabash) Garou do. But so long as the Nuwisha has any Rage left, she loses Gnosis and takes unsoakable aggravated damage from silver.
- Counting Coup (Level Four) -- As the Wendigo Gift.
- Favor of the Jaguar (Level Five) -- As the Ahroun Gift, Kiss of Helios.
Loviatar
- Resist Pain (Level One) -- As the Philodox Gift.
- Beauty of Suffering (Level Two) -- Sometimes people don't pay enough attention to their bodies or the sensations they're feeling. When a Loviatar wants to nail his point home, this Gift is an excellent method. With a touch, the victim suddenly feels wracking agony that sends her whole body into shaking spasms. Most collapse and twitch until this punishment passes. Unlike most Gifts of this nature, the Beauty of Suffering can be inflicted on oneself. Many Loviatars do so, too…! This power is learned from a Pain-spirit. The Nuwisha must touch the subject and roll Manipulation+Medicine (difficulty equals the victim's Stamina+3). The victim immediately suffers wracking agony that duplicates the Wound Penalty level of Crippled (-5 to all dicepools). Resist Pain can counter this Gift; otherwise, the victim suffers for one turn per success.
- Open Wounds (Level Three) -- As the Level 4 Shadow Lord Gift.
- Whelp Body (Level Four) -- As the Ragabash Gift.
- Wither Limb (Level Four) -- As the Metis Gift.
- Vulture's Cackle (Level Five) -- This powerful Gift allows the Nuwisha to strip away a victim's constitution. This makes the person more vulnerable to disease and slows down natural healing to dangerous degrees. Even more frightening, this Gift prevents shapeshifters or other supernatural creatures from regenerating! A spirit of Disease teaches this Gift: the Nuwisha found this Gift was easier to find a spirit tutor since the 1980s and the onset of the AIDS epidemic... The Nuwisha must first touch her victim, spend 2 Gnosis points, and roll Intelligence+Medicine (difficulty equals the victim's Gnosis or Willpower, whichever is higher). Success slows the victim's healing process: the time required by the healing chart doubles. Also, the victim suffers a +3 difficulty to resist disease. Finally, shapeshifters cannot regenerate, vampires cannot heal their wounds with Blood, and mages cannot use Life magick to heal themselves. The Gift lasts for one hour per success.
Maximón
- Caper of the Hummingbird (Level One) -- As the Stargazer Gift, Paper Butterfly, save that they appear as hummingbirds and to be formed purely from lights of various hue.
- Spirit of Laughter (Level Two) -- As the Mokolé Gift, Spirits of Laughter.
- Mental Speech (Level Three) -- As the Philodox Gift.
- Backwards Thinking (Level Four) -- As the Ragabash Gift, Madness Season.
- Against the Currents (Level Five) -- A powerful trick, this lets a devotee of Maximón spin reality backwards ever so briefly. It allows the Nuwisha to undo a terrible error or stroke of awful luck. Maximón does not tolerate the abuse of this Gift (e.g., to get rich at casinos) but for when it's needed most. The Nuwisha spends 1 point of Gnosis and 1 of Willpower, then rolls Manipulation+Enigmas (difficulty 9). Each success lets the Nuwisha take a "mulligan" on one consecutive turn of any event that transpired in her exact vicinity. So, with 1 success, the Coyote can undo the events of the last turn. With 2 successes, the last turn and the turn before it, and so forth, to a maximum of 5 turns. This Gift may only be used once per scene. Botching the roll not only fails to "correct" the immediate past but inflicts a temporary curse on the Nuwisha (+2 difficulty to all rolls, even Dodge and soak rolls, for 24 hours).
This Gift must be pro-actively used by the Nuwisha, so cannot be used if the last turn's events caused her incapacitation or death.
Oghma
- Scent of the Trickster (Level One) -- Nuwisha are notoriously skilled at hiding and disguising themselves through illusions or shapeshifting. If an Oghma needs to find a fellow werecoyote, his search can be quite a hassle even if he knows Scent of the True Form or Sense the Unnatural. But this Gift acts as a trump card over all other tricks werecoyotes might know, enabling the Oghma to locate his sibling (usually for a little lesson). Even high level Gifts like Disappearing Act can be pierced through this simple perception. Only Oghma teaches this Gift and only to his loyal followers. The Gift functions similarly to Scent of the True Form, except it only works to discover a fellow Nuwisha. If the Nuwisha is actively trying to disguise herself or hide, the Oghma must make a Perception+Primal-Urge roll (difficulty equals the other werecoyote's Manipulation+Subterfuge dicepool).
- Sense of the Prey (Level Two) -- As the Ragabash Gift.
- Weak Arm (Level Three) -- As the Philodox Gift.
- Take the True Form (Level Four) -- As the Philodox Gift.
- Paws of the Newborn Cub (Level Five) -- As the Silver Fang Gift.
- Shadowplay (Level Five) -- As the Theurge Gift.
Pan
- Resist Toxin (Level One) -- As the Fianna Gift.
- Brew (Level Two) -- As the Fianna Gift.
- Dance of Dionysis (Level Two) -- The victim of this Gift becomes uncoordinated and extremely dizzy. His vision blurs, his ears ring, and bystanders will probably assume he's drunk. Speech is unaffected and reasoning is possible, but the victim can do little more than stumble and stagger. This Gift is taught by a Coyote-spirit, but some say crafty (or just very friendly) Nuwisha can learn it from the changeling family of Satyrs. The Nuwisha must first touch the victim to affect them and spend one Gnosis and one Willpower point. The player rolls Manipulation+Medicine (difficulty equals the victim's Willpower). Each success makes the Gift last one turn. While affected, the victim suffers a +3 increase to the difficulty of all physical challenges.
- The Great Leap (Level Three) -- As the Silent Strider Gift.
- Promise of the Trickster (Level Four) -- As a totem of fertility, Pan sometimes passes on his gifts to his children. Nuwisha who learn this Gift are able to ensure their offspring are born healthy. Better than that, the werecoyote can even nudge the probability of genetics just a touch, granting a better chance of conceiving a Trueborn Nuwisha. The werecoyote can use this power on herself or on a lover. Whoever is to bear the pregnancy is the recipient of the Gift. A Fertility-spirit aptly teaches this secret. The player rolls Gnosis (difficulty 7) and 3 Gnosis points are spent. The only stipulation of this Gift is that the Nuwisha must be one of the parents. One success on the Gnosis roll ensures a healthy pregnancy and birth. Two successes promises that the child will grow "tall and strong". Three successes even gives the Nuwisha control over the gender of the child. Furthermore, each success adds 1% to the chance of the child being born as Trueborn Nuwisha. Otherwise, every two successes on the roll grants the baby (who will be Nuwisha Kinfolk) with one point of Pure Breed.
- Teasing Mate (Level Five) -- As the Kokopelli Gift above.
Pombero
- Darksight (Level One) -- As the Ratkin Gift.
- Squeegee (Level Two) -- No fit is too tight for the ultimate sneaker. The Gift allows a Coyote of Pombero to seemingly turn his bones to jelly and "ooze" through, around, and under cracks and crevices. Why break down a door when one can squirm under it? The Nuwisha spends 1 Gnosis point and rolls Dexteriy+Athletics (difficulty 6). Each success allows a turn of bypassing an otherwise solid barrier through any through crack, crevice, or hole that the Nuwisha can find. One success is generally enough to get past modern doors and walls. Multiple successes may be required (and it may simply be impossible) to "ooze" through natural cave walls.
- Helpful Helper (Level Three) -- As the Homid Gift, Reshape Object, but at a -1 difficulty.
- Attunement (Level Four) -- As the Silent Strider Gift (so, wilderness environments, not urban ones like the Bone Gnawer Gift).
- Abscond (Level Five) -- The ultimate thief's Gift, this allows a Nuwisha to steal not an object but even a person. This Gift is like the Ragabash Gift, Taking the Forgotten. However, the stolen "property" can include an associate of the target, who will then forget that that person ever existed. Even a family member. It only affects the one target, however. So "stealing" a farmer's daughter may cause the patriarch of the family to ever forget he had a daughter, but the girl's mother won't forget! To kidnap a person and make another person forget about them, the Nuwisha must score 3 successes on the Wits+Stealth roll for both the victim and the target of the Gift with one roll. If successful, the victim falls into a deep, coma-like sleep for one hour, while the target of the Gift simply turns away and goes about his or her business, having forgotten their friend or loved one ever existed by this powerful trick. If the victim escapes later and returns to the target of the Gift, that person will immediately remember their associate, and likely be overcome with concern and joy at their return, acting as if he or she never forgot their friend or loved one in the first place. It's as if a mental block is lifted and a lapse in however much time has suddenly ended.
Ptah
Remember that only Umbral Dansers follow Ptah. To become an Umbral Danser, a special Totem-changing Rite specifically designed for Ptah's acceptance must be performed. Other Umbral Dansers help an initiate (who must be at least Rank 2) execute the ceremony. Until then, under no circumstances may any of these Gifts be learned.
- Umbral Shadows (Level One) -- Umbral Dansers may be the most skilled transversers of the Shadow of all the Changing Breed. But they still value caution and discretion. This trick enables a Ptah to cloak himself in the ethers of the Umbra and effectively mask himself from sight. Only spirits are blinded to the werecoyote's presence, however. The Nuwisha can move freely through the Umbra, even realm to realm, and so long as the Gift is maintained he will remain undetected by the spirit world's denizens. Umbral Shadows is taught by a spirit of Fog or Night. To activate it, the Nuwisha spends 1 Gnosis and rolls Dexterity+Rituals (difficulty 5). Each success grants one minute of invisibility to the senses of all spirits, friendly or hostile. Should the Nuwisha make any acts of aggression, even against a non-spirit, the Gift is cancelled (but at least she'll get that one surprise attack!). This Gift works only in the Umbra; Materialized spirits are not fooled.
- Umbral Howl (Level Two) -- This Gift permits an Umbral Danser to howl (or scream, curse, yell) through the Gauntlet. The Nuwisha's voice is heard only by fellow Umbral Dansers, however. This allows the werecoyote to update her fellow Nuwisha on progress in the Gaia Realm. This Gift can also be used to call for aid, though it is very rare that any Nuwisha beg for help from their brethren. Coyote prefers his children to fight their own battles...or better yet, trick other shapeshifters into doing their jobs! The Nuwisha must make a Charisma+Expression roll (difficulty equals the Gauntlet rating). Success gives the Coyote free voice across the Gauntlet for the rest of the scene. Other Umbral Dansers can answer the same way, regardless of where they are in the Umbra.
- Umbral Map (Level Two) -- The Nuwisha using this Gift can locate any part of the Umbra and in some cases even locate an individual entity in the Umbra. This Gift is taught by a Gaffling of Raven. The player makes a Gnosis roll with a varying difficulty. If the character has never before been to the targeted location of the Umbra, the difficulty is 8. If she has traveled the area before, the difficulty drops to 7; frequent flying lowers it further to 6. With 1 success, the character can pinpoint where in the Umbra he currently is. With 2, he can discern how best to approach a particular Realm in the Umbra. With 3 or 4 successes, the character can get a feel for where a target entity is within the Umbra. With 5+ successes, the Nuwisha can pinpoint a target's exact location within the Umbra. This Gift can work in the Deep Umbra, but the difficulty is increased by +2 regardless of how often the Nuwisha's delved down there.
- Push (Level Three) -- The Nuwisha can force another being into the Umbra with this Gift. It is taught by a Coyote-spirit. The player must first grab the target (and make a successful attack roll to do so). Then she must make a Gnosis roll (difficulty of the target's Willpower) and expend 1 Gnosis point. The target of this Gift appears in the Penumbra gradually (the transition takes 5 minutes, as if the Nuwisha were stepping sideways with only 1 success). A Nuwisha can also Push a target out of the Penumbra; the same system is required. This Gift does not work in any Realms or deeper areas of the Umbra.
- Shadow Walk (Level Three) -- The Nuwisha employing this Gift may visit any aspect of the Umbra, even those normally forbidden to the Changing Breeds. This includes the Dark Umbra of the dead (which most Nuwisha avoid as too depressing and dangerous) and many Horizon Realms of the magi. This Gift is taught by a Gaffling of the Trickster. The player must make a successful Gnosis roll (difficulty 7). This Gift does not automatically overcome magical wards and barriers some Umbral realms may have (especially Horizon Realms); the Nuwisha must make a contested Gnosis roll against these protections. Also, the werecoyote must know where to go in the first place.
- Umbral Sight (Level Three) -- As the Theurge Gift.
- Airt Sense (Level Four) -- As the spirit Charm as the same name and it can be learned from any spirit who possesses it. A Nuwisha must expend 1 Gnosis and roll Perception+Occult (difficulty 7). This understanding of the ways of the Umbra halves travel time through the spirit world.
- Locked Door (Level Four) -- The Nuwisha can bar others from entering the Umbra with this Gift. This powerful Gift is only used to prevent the Wyrm from escaping, or to avoid capture. On rare occasions, the Gift is employed to force Technocracy mages out of the Umbra. It is taught by any Weaver-spirit. The Nuwisha rolls Willpower (difficulty 7) and spends 3 Gnosis. The Gift lasts for one scene per success rolled. While in effect, the Gauntlet is "locked" for one target. The affected cannot enter the Umbra, or if the subject is already in the Umbra, it cannot return to the material realm. This prevents spirits from Materializing, too.
- Ghost Danse (Level Five) -- By this stage of the Umbral Danse, the Nuwisha can fight in the material world and the Umbra simultaneously. This renders the werecoyote invulnerable to attacks from both sides of the Gauntlet due to her essence's flickering between the two realms. However, the Gift is costly and few can keep up this sort of activity for long. To use the Ghost Danse, the Nuwisha need only spend a point of Gnosis. She must spend another point each turn that she continues to Ghost Danse. If at any time she allows herself to run out of Gnosis, she collapses in exhaustion (consider her Incapacitated, though she has no actual wounds) for 8 hours.
- Umbral Gateway (Level Five) -- The Nuwisha can open a portal into the Umbra. The Umbral Gateway is a direct opening through the Gauntlet between the worlds, and is open to anyone or anything the Nuwisha chooses to take with him. This Gift is connected to the Nuwisha and no other creatures may use the opening without his consent. Any entity attempting to pass through the portal must effectively have the Nuwisha's permission to do so. This Gift is taught by a spirit of the Trickster. The player rolls Wits+Occult (difficulty 8) and spends 4 Gnosis. The Umbral Gateway remains open for as long as the Nuwisha chooses, though no longer than one scene.
- Umbral Target (Level Five) -- The Nuwisha using this Gift literally throws a target into the Umbra and into any location in the Umbra that she desires. A Garou suffering from a strong Wyrm taint could hurled into the Atrocity Realm or into the silver waters of Erebus. A Technocracy mage could end up in a Wyld Realm or even tossed through the gates of Malfeas. This Gift is commonly used as a severe form of punishment, or to assist someone or something in need of special help. Several Kithain have been dropped at the Arcadia Gateway to prevent them from falling completely away from their Dreaming aspects. This Gift is taught by Coyote himself. If the target of this Gift is already in the Umbra, the player need only make a Gnosis roll (difficulty 5). If the target is in the Gaia Realm, the Nuwisha must spend 1 Gnosis to force the opponent through the Gauntlet. Either way, the werecoyote must first grab and literally throw the target. The effects of the Gift are instantaneous.
Raven
- Truth of Gaia (Level One) -- As the Philodox Gift.
- Taking the Forgotten (Level Two) -- As the Ragabash Gift.
- Secrets (Level Three) -- As the Uktena Gift.
- Sky Running (Level Three) -- As the Wendigo Gift.
- Attunement (Level Four) -- As the Silent Strider Gift.
- Spirit Shape (Level Four) -- This trick permits a Nuwisha to take his mastery of shapeshifting to the Umbra. She can now transform herself into the appearance of any kind of spirit she knows about. This enables her to play a whole new range of pranks past the Gauntlet. It also enables a curious werecoyote to enter Realms that might otherwise be inimical or hostile to her presence. Spirit Shape functions only in the Umbra. A Coyote-spirit can teach this Gift. The player spends 1 Gnosis point and rolls Appearance+Enigmas (difficulty 7). Only one success is needed, though botching causes her to take on a form that attracts hostile spirits. If successful, the Nuwisha's body takes the form of some spirit of Jaggling rank appropriate to the Umbral area she is in. For example, if she's in the Scar, she'll take on the appearance of a dreaded Foreman.
- Thieving Talons of the Magpie (Level Five) -- As the Ragabash Gift.
Ti Malice
- Swollen Tongue (Level One) -- The Nuwisha can use this Gift on a target to stop the person from speaking. As soon as the Gift is in effect, the target's tongue literally swells. This prevents any form of speech, allowing only muffled sounds at best. A Garou's howl would be as muted as a lawyer's forked tongue. A Spider-spirit teaches this Gift. The Nuwisha must first touch her victim and make a Gnosis roll (difficulty equal to the victim's Willpower). With 3 or more successes, the victim cannot even use sign language: his hands begin to shake uncontrollably, too! This Gift lasts one scene.
- Burrow (Level Two) -- As the Metis Gift.
- Glib Tongue (Level Two) -- As the Fianna Gift.
- Cynophobia (Level Three) -- Though it isn't often spoken of, cynophobia is more common than some might think. The fear of dogs or rabies certainly extends to coyotes, who are often presumed to be carriers of some disease (since they're wild animals). The Nuwisha with this Gift learns to turn the knob on that phobia up to a frightening level. Those without this phobia end up trembling in terror at the thought of being pounced or bitten. Those who already have cynophobia end up freaking out and becoming catatonic vegetables. Coyote teaches this Gift. To enact this trick, the Nuwisha must be in Manabozho, Sendeh, or Latrani form. The werecoyote rolls Manipulation+Intimidation (difficulty equals the subject's Willpower) and froths at the mouth as much as he can. Each success reduces the victim's dicepool by one for the duration of the scene and induces a strong desire to escape the Nuwisha's presence (the victim must spend 1 Willpower Point each turn he wishes to stay in the Nuwisha's area). A victim who already suffered from cynophobia ends up catatonic until treated with psychotherapy.
- Fly Feet (Level Three) -- As the Ragabash Gift.
- Hidey Hole (Level Four) -- Reputed to have been stolen from the Ananasi ages ago, this Gift allows a Nuwisha to create a small haven in the ground similar to those built by trapdoor spiders. Interestingly, that's the sort of spirit that teaches this Gift. These tiny forts are no Hilton hotels, but are cleverly concealed and can be placed almost anywhere, even in the middle of a city street. A Hidey-Hole is uncomfortable for more than two people or one person and lots of loot. Because the Hidey-Hole is actually partially in the Penumbra, it is nearly undetectable. Sewer workers certainly won't stumble across it. It also co-exists in the Penumbra, allowing a Nuwisha to hide in her Hidey Hole regardless of what side of the Gauntlet she finds herself on. To create a Hidey Hole, a Nuwisha must spend one point of permanent Gnosis. Concealing the lid of the trapdoor in the physical world requires a Wits+Survival roll (difficulty equals the local Gauntlet).
- End of the River (Level Four) -- A devotee of Ti Malice gains incredible insight into the complicated patterns of all things. With this Gift, the Nuwisha can see "where the river goes". The werecoyote can discern intricate and often hidden things about the connections between people, places, and things that may otherwise seem unrelated. Motives can be discerned and machinations untangled. For example, the Nuwisha could determine that the connection between a gun and its wielder wasn't just murder, but who the murderer was and why he did it. An avatar of Grandmother Spider teaches this Gift. The player must spend a Gnosis point and roll Wits+Enigmas (difficulty 8). Each success reveals a deeper and more obscure connection. One success might indicate that the aforementioned gun killed Bill Lestor in the fourth apartment on the third floor of 24 Elm Street. Five successes, on the other hand, would reveal that Bill was killed by a man hired by his wife's lover in a carefully laid out plan to cash in on the $1,000,000.00 life insurance policy; that the lover also has plans for getting ride of Bill's wife in the near future, and that the hired gun is considering blackmailing the lover for more money. How the Nuwisha chooses to use the information she gleans is up to her, but it certainly provides plenty of fuel for the fire!
- Summon Net-Spider (Level Five) -- As the Glass Walker Gift.
Xochipilli
- Xochipilli's Touch (Level One) -- The Nuwisha using Xochipilli's Touch brings luck to herself or to another. Usually the luck is short term, but whether that luck is good or bad is entirely in the hands of the Nuwisha. If the luck is good, a person might discover that her cancer was misdiagnosed and is actually just a thumbprint on the x-ray, or she might win the lottery. If the luck is bad, a tire might explode during a high-speed chase, or the person might get audited by the IRS. The Nuwisha has no control over how the luck will manifest, only whether the luck will be good or bad. This Gift is normally not instantaneous, and often takes several hours to manifest -- at the Storyteller's discretion. This Gift is learned from an Enigma of Luck. The player rolls Wits+Enigmas (difficulty 7) and spends a Gnosis point. The Storyteller has complete control over how Xochipilli's Luck manifests itself, but the player may increase the luck to levels that seem almost miraculous by expending an additional Gnosis point.
- Chicken Fight (Level Two) -- Xochipilli's children love a good challenge. They live for the thrill of daring adventures. Indeed, they're prey to their sense of daredevilry. They can easily be lured into a fatally dangerous stunt. However, this Gift permits the Nuwisha to turn the tables and force others to engage in such insanity! A person affected by this Gift is subjected to the Nuwisha's ultimatum. The dictum must be voiced specifically, such as "I dare you to go over this waterfall in a barrel or go home and cry like the wussie you are!" The Nuwisha must issue a daring challenge in her ultimatum statement. She can't use this Gift to force other sorts of choices. Xochipilli teaches this Gift so the Nuwisha has playmates in her Fear Factor-like stunts and abuse of the Gift will result in the totem stripping it away. The player must make a Manipulation+Intimidation roll while the target can resist with a Willpower roll (both made at difficulty 6). The Nuwisha only needs one success. If the target is affected, he is magically compelled to obey the ultimatum and make one of the choices. This is a quick way to make enemies, so werecoyotes ought to exercise caution in its use.
- Adaptation (Level Three) -- As the Silent Strider Gift.
- Tail of the Monkey (Level Three) -- As the Lupus Gift.
- Fool's Luck (Level Four) -- As the Ragabash Gift.
- Survivor (Level Five) -- As the Bone Gnawer Gift.