EDIT: The Rage is now being errata'd hereThis list covers every Gift from the W:tF Core book, focusing primarily on those that are considered under powered. I am balancing with an eye for making the effects enjoyable, and roughly along the power lines of Changeling and Vampire. The changes to Gifts vary from tiny tweaks for clarity to completely rewrites and restructuring of whole Gift progressions. I have done my best to maintain the theme and flavor of each Gift and stick to the original effect where possible.
My goal was twofold. First, to balance Gifts amongst themselves and improve those that had extremely limiting drawbacks or needless weaknesses that made them undesirable. Much of these changes were alterations to duration of the effect, or removal of the chronic "fails vs supernatural" flaw that plagues the system.
The second objective was to balance the gifts in a crossover setting. This isn't to say that I am trying to turn Werewolves into Mage 2.0, but merely to make certain that the general power of their gifts stayed in line with that of other splats. This often meant increasing bonuses or reorganizing Gift's placement within their respective tree.
I will do my best to assess and balance those Gifts with feedback from the discussion. But I will say this now: there is no way this revision will please everyone. Cherry picking is encouraged, for those Gifts that you find to be appropriate revision. As is civilized and constructive feedback on ways to better balance effects (inflammatory or unconstructive commentary will be ignored...sorry)
This remains a work in progress. Constructive commentary, input, and testing are greatly desired.
Every Gift list that follows specifies a "signature Renown". All Gifts of that tree use the Signature Renown instead of the renown listed in their description when determining bonus dice added to the roll.
See below for more details on Signature Renown.
Crescent Moon GiftsSignature Renown: Wisdom
Overview: Crescent Moon provides some pretty powerful effects. Notably the first two gifts Two World Eyes and Read Spirit are of enormous utility to almost all Werewolves. However, from there the tree starts to falter. The three dot Gauntlet Cloak actually runs counter to the Shadow Jumping nature of the tree (turning off when the Gauntlet is crossed) and Between the Weave and Crash the Gates, both powerful effects, are totally dependent on Locus access.
The changes I made are intended to improve tree synergy. Each power has its function and works well on its own, however when combined they allow an impressive level of control and awareness of the surrounding Gauntlet. A Ithaeur with the whole tree could sneak up on a group of spirits from the fallen realm, study them across the world, then make a small breach and either slip through unnoticed or bring his entire pack crashing down. Works in reverse too.
NOTE: There is no increased cost for buying Between the Weave without Crash the Gates, or vice versa.
Gauntlet Cloak (ooo)
Success: The Ithaeur becomes shrouded in a cloak Gauntlet membrane, attempts to spot him or recognize him take a penalty equal to the number of successes on the activation roll, though the penalty can be no more than his highest Renown. The Werewolf is also treated as having a -2 concealment modifier vs ranged attacks, that stacks with natural concealment. This effect lasts the entire scene, may be activated reflexively at no cost whenever the Werewolf willingly crosses the Gauntlet.
The original provided a measly -2 for a couple of actions, hardly worth the experience and much, much worse than comparable three dot effects.
Crash the Gates (oooo)
Cost: 1 Essence (+1 per Packmate)
Action: Reflexive
Change: Same effects, but the placement is swapped with Between the Weave.
The new Between the Weave is much stronger than its previous iteration, and of notably greater utility. Crash the Gates offered essentially identical effects with a more appropriate name. Hence the swap.
Between the Weave (ooooo)
Cost: 1 Willpower
Dice Pool: Manipulation + Occult + Wisdom
Action: Extended (One Minute per Roll)
Focusing on the small flaws inherent in the space between worlds the Werewolf selects one particular crack and briefly splits it open. This allows the Ithaeur to, very briefly, create a passable hole in the Shadow through which he and others can pass. This requires the Werewolf to sit and focus on spreading the gap, rolling in one minute intervals until he accrues enough successes (between 5 and 25, depending on Gauntlet density, at the Story Teller's discretion). Once open the portal functions exactly like a locus, save that it provides no essence and remains open for only a single scene.
Canny spirits and other beings with proper perception might notice the hole being formed, but to do so requires a Wits + Composure roll at a -3 penalty.
Between the Weave was an okay Gift, but made completely obsolete by Crash the Gates. Plus it's application was greatly limited by locus access and can only move the user (not good for that whole pack fighting thing they supposedly have going). This version is intended to synergize with Crash the Gates and Two World Eyes, plus it remains useful and pack-centric on its own.
Death GiftsSignature Renown: Wisdom
Overview: Death is a solid tree. Specialized, but solid. Each gift has a clear function and performs its function well. The first two gifts Death Sight and Ghost Knife provide reliable means to find and deal with ghosts. Corpse Witness and Word of Quiet take the tree into broader applications while maintaining the original theme. Finally, Vengeance of the Slain provides a power that no other splat (save Archmages) can access, and at a very low cost.
Ghost Knife (oo)
As written, but the duration is one day per dot of Wisdom the user possesses, minimum 1 day.
With only a scene long duration it was pretty much impossible (or quite difficult) to apply Ghost Knife pre-emptively, or as a precaution. With at least 24 hours to prepare the Uratha can reliably use this to buff of himself and his friends and still have time to recover essence before they have to tackle their ghastly challenge.
Corpse Witness (ooo)
Change: The corpse can report on events that transpired beyond the physical. It can gift summaries of conversations, descriptions of smells or explain that it had "a bumpy ride". When invoked the Werewolf can ask the corpse a number of questions equal to the rolled successes on the Gift activation, though without an exceptional success the corpse's intelligence is piddling. This recall is not limited to one day and night, but gets worse the further back the corpse must "remember".
Original was kind of weird. It basically lets you put heads on spikes and they play lookout for you...poorly. This revision makes it both significantly more likely that the Werewolves will get SOME meaningful information from the corpse, but also adds the chance of missing out on important details.
Vengeance of the Slain (ooooo)
Same, but add: By spending an additional point of willpower each success instead returns the body to subject to life for one day per success.
Vengeance for the Slain essentially has three applications. First, the Pushing Daisies approach, which is to briefly revive people to gain help or information. Second, the combat buff, where the Werewolf "revives" a fallen ally to continue in combat. Third, the plot device, where Vengeance for the Slain is used to allow the subject a final chance to get their things in order or seek revenge.
For the first two effects, basically any duration works fine. However, the limit of mere hours greatly hampers the story applications of the Gift. Given how circumstantial this power is, I see no issue with allowing it to revive subjects for a slightly greater duration. It grants more utility (which 5 dot powers deserve) and opens up some wonderful story avenues.
Dominance GiftsSignature Renown: Purity
Overview: "Oh hey look! Targeted non-pack based social effects, I'm sure these won't suck."
This one is a baddie, probably the worst complete tree in the whole book. Warning Growl provides a minor bonus to defense, assuming it succeeds, against one target and at a steep cost (1 Willpower, seriously?). Luna's Dictum, Voice of Command, and Tug the Soul's Strings are all very minor variations on the same effect, each clearly better than the one before it, and all vastly inferior to Vampire's two-dot Mesmerism. Only Break the Defiant is appropriately powered for its cost. Oh, and they auto fail against most supernaturals.
Major changes were the only option. The Three dot power is very different, the five dotter now can accomplish wide scale, meaningful effects and is not totally overshadowed by a two-dot discipline (both now have very different applications, I am not trying to compete with Domination). The end result is a Gift Tree that actually looks attractive and useful, while still maintaining most of the flavor and limitations of the original powers.
NOTE: Dominance Gifts work against all supernatural entities, Werewolves and Spirits included. Spirit Rank does not prevent the Gifts effects, but can add to or penalize the roll. Subtract the difference in spirit rank between the Werewolf and his target from the Gift's dice pool (Or add it, if the Werewolf is higher rank). This bonus does not apply vs targets that have no spirit rank.
Warning Growl (o)
Cost: None
Action: Instant
Success: Warning Growl inflicts the target with a preternatural weariness where the Werewolf is concerned. He takes a -2 penalty to all rolls made to knowingly oppose or harm the Uratha for the remainder of the scene.
Dramatic Success: The penalty increases to -3
1 Willpower for a potential +2 defense against close combat effects from one target was NOT a good value. I removed the cost, changed the bonus to a penalty (so all out attacking didn't magically invalidate the targets hesitance) and applied it to general opposed actions.
Luna's Dictum (oo)
Cost: 1 Essence
Change: Make the duration 30 minutes per success. Additionally the subject only refuses an order if it is obviously dangerous or against their moral code.
One minute is a pretty shitty duration, especially when compared to Vampire's Mesmerism. A longer duration vastly improves the utility of the effect, and removing the word "conceivably" broadens it greatly.
Voice of Command (ooo) [Rewrite]
The Werewolf learns to carry themself with an air of utmost authority. This Gift activates automatically but is contested individually by those with whom the Werewolf interacts.
Cost: 1 Essence
Dice Pool: Presence + Intimidation + Purity vs Resolve + Power Stat
Action: Instant, then Contested (resistance is reflexive)
Dramatic Failure: The Gift inverts itself, all present see the Uratha as utterly below them. Attempts to exert any kind of authority (including through Dominance Gifts) are at a -3 for the rest of the scene.
Failure: Nothing happens
Success: The subject(s) with which the Uratha interacts see him or her as their direct superior. This isn't a literal illusion, the Werewolf does not appear to be a different person, but something about his presence indicates to the subject that he has authority over them. If they are a member of some group or organization they mistake the Uratha for a superior within that hierarchy (if they are a member of several organization they will apply the most sensible one), otherwise they view the Werewolf as a sort of big brother, authority figure. Subjects take -2 to any action intended to oppose the Werewolf's authority and, more importantly, will generally follow his orders and grant him access into relevant locations and information pertinent to the organization. Though, the Storyteller may require an the Werewolf to make a Manipulation+Subturfuge roll to justify why he'd need access, if the information is sensitive enough.
Dramatic Success: The Werewolf never needs to roll to justify their need, the victim simply assumes they MUST have a reason.
I could see no option here but to rewrite the whole Gift. The original was Luna's Dictum with a slightly longer duration and three targets (woo hoo...). This is more an major upgrade of Warning Growl which plays on the Alpha presence aspect of the Uratha.
Tug the Soul's Strings (ooooo)
The Werewolf learns to apply the principles of dominance to groups and congregations, acting with authority over many as opposed to over one. This functions much like Luna's Dictum, but on a much larger scale. The Werewolf applies the command not to a single individual, but to everyone within earshot (up to [(Purity or Primal Urge)+Successes+Extra Essence]*10 individuals) for one hour per success. Supernatural entities and meaningful NPCs resist individually, but it is advised that background characters be lumped together when rolling.
Like Luna's Dictum this Gift cannot cause people to perform actions that are deeply against their moral code, or clearly harmful to their wellbeing, but otherwise any order is fair game. Unlike Luna's Dictum, the sheer magnitude of people obeying quells rebellion. Subjects cannot twist the meaning of the command unless they spend a point of willpower, and will actively attempt to stop those who are trying to sabotage the order. Minor harm is not enough to break the hypnosis, only major trauma (enough to knock them unconscious) or supernatural intervention can shake them of it.
Cost: 1 Willpower + 1 Essence for every 10 targets
Dice Pool: Manipulation + Intimidation + Purity vs Resolve + Power Stat
Action: Contested; resistance is reflexive
Dramatic Failure: The Gift fails completely, the Werewolf cannot use any Dominance Gifts for the rest of the scene.
Failure: Subjects do not obey, but remain unaware of the supernatural nature of the order.
Success: The subject follows the command as loyally as possible. They cannot attempt to twist the orders meaning or intent unless they pay a point of willpower (though those too dense or unskilled may still get it wrong), even then others will likely try to stop them. If faced with mortal danger, however, the subject may opt to delay their duties until safe.
Dramatic Success: For a week after the Gift ends the subject remains more pliable towards Dominance, they suffer a -1 penalty on all rolls to resist Dominance effects for the duration.
Not quite as much of a rewrite as Voice of Command, but still pretty big. A five dot power so completely overshadowed by a two dot disciple cannot stand. This version can accomplish vast tasks in a way that is thematic to the Uratha and not accessible to any other splat.
Elemental GiftsSignature Renown: Purity
Overview:Here is an interesting tree. It opens with what is easily the most useless Gift in the book, and ends with a power so extreme that it requires Archmastery to replicate.
Call Water is crap, no better way to put it. Thankfully
Manipulate Earth and
Control Fire are much more flexible (though both have minor issues).
Invoke the Wind's Wrath is awesome, providing big damage, big penalties and a massive distraction that endures for more than one action. It is probably one of the Uratha's most useful attacks, either dealing damage to several targets, or stripping them of their next action. Then there is
Lament of the River, a power so potent that no other splat really has an equal to it, at least in terms of MASSIVE destruction. However, at the same time it is time consuming and difficult to aim, making it a touch questionable as a five-dot effect.
As much as I want to break these into four elemental trees, that isn't really the purpose of rebalancing. The main change here was obvious, make Call Water not suck. There I believe I succeeded. Manipulate Earth and Control Fire were clarified and improved just slightly. Lament of the River was made slightly more amiable, without detracting from its "indiscriminate devastation" image.
Call/Alter Water (o)Cost: None
Dice Pool: Wits + Survival + Purity
Action: Instant
Cupping his hands the Uratha conjures water from thin air. The "water" arrives in whatever molecular state the Werewolf chooses (Solid, Liquid, Gas), though it is then subject to the natural effects of the outside temperature. Steam is never hot enough to cause injury, and ice never cold enough to harm someone without prolonged exposure. Each roll creates one cup of water, that pours/drops/spreads outward from his palms. The water is not pressurized and cannot be directed.
Alternatively, the Uratha may instead use this Gift to alter the chemical state of water in his surroundings. He can freeze, melt, and vaporize up to one cubic yard of water per success with a single touch. Once again, this doesn't allow him to make steam scolding hot, or ice improbably cold, nor can he shape the water in any special way outside of the ability to choose which sections change. Water that is inside a living creature is not a viable target for this effect, however the Uratha could easily freeze all the water on a wet man's skin, or melt a person sized hole in an ice cap.
I don't even get the original purpose of this gift. Drinking water? Short Electronics? Either way it was incredibly weak. This version has vastly more flexibility.If Call/Alter Water is still not to your liking, consider this replacement:
Quote:
Water Walking (o)
Cost: None
Dice Pool: None
Action: Reflexive
The Uratha issues a command to the spirits of the seas, that they shall bear him in purpose wherever he needs. They answer, and hence forth the Werewolf may tread on water (or other liquids) as though it was solid ground. They needn't risk sinking or roll to keep their balance, save in truly volatile waters (such as rapids or stormy seas). This effect only applies to walking, running, or otherwise traveling. If the Uratha falls while striding the sea he is enveloped by water the same as any other man.
Manipulate Earth (oo)Same, but he can sculpt 100 square feet (or 40 cubic) of earth per success. The user may also sculpt man made stone, like pavement and asphalt, but the amount each success can alter is halved (about 20 cubic feet of earth). The roll may also be penalized based on the pliability of the surface.
Originally there was no difference between rolling 1 success and rolling 4, only Exceptional Success mattered. This way at least it scales with successes rolled. The "natural earth only" limitation further rendered it pointless in urban areas.Command Fire (ooo)No change, but a clarification: This gift lasts [Success] actions, and generates roughly a large bonfire's worth of flame upon activation. The user may control and direct that flame and surrounding fires for the remainder of the duration.
A fine gift, but a touch vague on duration and application.Lament of the River (ooooo)The caster may select an epicenter up to 10 miles away from his location to be the nexus of the disaster. In the absence of natural water, manmade water sources will bulge instead. Pipes burst, sewers overflow, water towers explode. All water will pool violently into the selected area and continue to ravage it for the remainder of the scene. Areas with no water at all will still moisten visibly, though it is unlikely to do much damage.
Lament of the River is bonkers destructive, but the original entry was a tad vague on the control and aiming of the effect.
Evasion GiftsSignature Renown: Cunning
Overview:Evasion is...a little odd. It opens with a social aid, then two rather odd stealth effects, then back to investigation. Then it ends with a mass debuff. Scrutiny might have been a better name, given the effects, though even then there is little connection. Loose Tongue is really good for its rating, but Playing Possum is not. Though that is easily fixed by swapping its position with Sand in the Eyes, though that has issues with being a targeted effect against targets which often go unnoticed. Double Back is a good power, though its name makes no sense and it suffers the "All Magic Turns this to Shit" weakness that Plagues so many Gifts (seriously, it's like Uratha magic is assumed to be weaker than all other supernatural effects). Fog of War is awesome! But completely out of theme. Still, at least it is effective.
Changes here are pretty significant, including a major rewrites of the three and five dot effects. I made an effort to push it a bit further towards the "Evasion" theme, but it remains pretty disjointed.
Note: Swap Sand in the Eyes and Playing Possum's dot rating.
Sand in the Eyes (ooo)
The Uratha blurs his presence in the world, taking on a spirit like aspect, though one that is next to impossible to notice. It allows him to tread unremembered and unrecorded, leaving little evidence of his passing in the minds of others. Even those with whom he interacts. This effect endures for the entire scene and effects only attempt to remember the Werewolf's actions and presence within that scene.
Cost: 1 Essence
Dice Pool: Same
Action: Instant, then Contested
Dramatic Failure: The effect backfires, everyone gains +5 to remember the Werewolf and details about him.
Failure: Memory is not clouded
Success: Everyone who sees the Werewolf while he is under the effects of the Gift take a -5 penalty to remember any details about him from the scene. Even technology seems to suffer, camera footage comes out blurred and security records seem to have gaping holes for the time during which he was present. The user may elect to exempt up to [Cunning] allies from the effects of Sand in the Eyes, by default all packmates are also exempted (doesn't count towards the total).
Dramatic Success: The affected must make an Intelligence + Composure roll at -5 to remember he was there at all, all electronic records are erased completely.
In the age of electronics and bystanders a targeted -5 to describe a Werewolf is not going to go very far. I added an essence cost and made it wider reaching, then swapped with Playing Possum (which is in no way three dot material).
Double Back (oooo)
Same effect but the Gift compares its successes against those of mystical effects, if the Werewolf rolls better those effects are trumped.
The inability to penetrate magical deception made this pretty damn ineffective against even middling foes. At least this way there is a good chance that the werewolf will sniff out parlor tricks.
Fog of War (ooooo)
Cost: 1 Essence
Dice Pool: Presence + Expression + Cunning
Action: Instant
The werewolf releases a piercing howl, which echoes infinitely about the battlefield. With it he summons, chaos, discord and contempt. Communication and coordination collapse and chaos reigns within the field. For the remainder of the scene all attempts at communication more sophisticated than simple gestures and face-to-face discussion are automatically reduced to a chance die. Radio broadcasts come in garbled, phones lose all signal, computers fuzz up and misdisplay information, distant signs seem blurry, shouted orders fail to carry, even smoke signals are likely to be met with an unexpected wind. Communication bolstered by supernatural effects (such as an enchanted walkie-talkie, or telepathic communion) contest this effect normally, and regardless of result, the botch from the chance die cannot cause their effects to be dispelled (merely impeded for the time).
The caster may choose to select individuals to be exempt from the effects of the Gift, though they must be present at the moment of invocation to do so.
Having to stand and sing loudly put a severe hamper on the Gifts effects, but a scene long -3 to all actions for all foes is inordinately powerful (and has nothing to do with evasion). I propose this version with the kicker that the original is by no means terrible, just a touch out of theme and potentially goofy strong (loudspeakers could bump the range to miles)
Father Wolf GiftsSignature Renown: None, Use Primal Urge for All Relevant Rolls
Overview: Father Wolf, is some quality Gifts. Honestly this might be the best Gift tree in the entire game. Every effect is good and highly desirable for combat characters. Wolf-Blood's Lure is a little out of the combat theme, but retains the Lupine focus and provides an excellent power at no cost. Father Wolf's Speed, Primal Howl, and Savage Rending are all superb granting speed, clearing foes, and dealing damage with exceptional efficiency. Spirit Pack deserves special mention for being probably the strongest combat Gift in the game. Seriously, I cannot understate the incredible advantage provided by the ability to summon (and indeed STACK SUMMON) a pack of fast, strong, spirit wolves. They come complete with Essence and Numen and don't go away until their enemies are gone, so they could potentially stick around for several scenes worth of hunting.
Wolf-Blood's Lure (o)
In addition to all other effects, the Uratha adds +3 to all rolls to tame, train, and command wolves, dogs, and their relative species.
It's already a good gift, but kind of overshadowed by Nature's first dot. This little buff solves that issue.
Father Wolf's Speed (oo)
Change: Father Wolf's Speed adds +5 to the character's speed in Hishu and Dalu form.
"Doesn't Work in Dalu or Hishu", why? Thanks to Rahuman for spotting this silly weakness. To maintain the core theme I didn't apply doubling to all forms. Instead Dalu and Hishu can now run as fast as a wolf, and Gauru, Urshul, and Urhan can run a whole lot faster.
Primal Howl (ooo)
Primal Howl may only effect a target once per scene. Regardless of success or failure subsequent invocations will have no effect. Allies who hear the howl are unaffected, assuming they know for certain that the mighty Werebeast is on their side.
Dice Pool: Presence + Expression + Primal Urge vs Composure + Power Stat
Dramatic Failure: The Howl is so weak that it grants the Uratha's foes confidence. They gain +1 vs Lunacy and all rolls to resist being frightened or intimidated by the user.
Failure: Nothing Happens.
Success: The Howl terrifies listeners to the bones. All foes who hear it are immediately subject to the full effects of Lunacy. Including supernatural creatures, such as spirits and Uratha who are not normally subject to this effect. High ranking spirits possess additional resistance to this effect, add the difference between the Spirit and the Uratha's effective Rank in successes to the Spirit's resistance roll (assuming the Spirit's Rank is higher).
Exceptional Success: The fear sticks with them, add +1 to all attempts by the user to intimidate or frighten those effected by Primal Howl. This lasts for one week after the gifts activation.
Primal Howl operated under some weird rules that didn't really mesh with how the rest of the system functioned. This make success significantly more likely, and no longer rules out Werewolves primary antagonists from the list of acceptable targets.
Savage Rending (oooo)
Change: Functions only in Gauru form.
Scene length Aggravated Damage, accessible at in auspice cost to any wolf...kinda makes silver a little less relevant. This isn't broken per say, but especially combined with enhanced Gauru rules or older wolves, Savage Rending becomes a bit of a power house.
Spirit Pack (ooooo)
Cost: 1 Essence and 1 Willpower
Clarification: The Werewolf can never have more than [Primal Urge+2] Wolf-Brothers summoned at one time. The spirits return to the shadow once their hunt has ended. This can cause them to endure for several scenes of hunt and pursuit. The Storyteller is the final arbiter of when enemies have been sufficiently dispatched to satisfy the pack, but they certainly don't vanish while adversaries remain in sight.
Spirit Pack is awesome, but spam summoning Wolf-Brothers to flood adversaries was very likely not the original intent (We're talking 7+ wolves per turn in some builds). This way the wolf count is capped at a reasonable, yet meaningful amount.
Full Moon GiftsSignature Renown: Purity
Overview: Full Moon, oh Full Moon, you start so strong...why must you end so shitty. Seriously, Clarity, Attunement, and Death Grip? All Great. Really great! Almost too great, were it not for the close combat requirements. What follows? Rage Armor and Luna's Fury. The first has a terrible duration, and requires a roll, and consumes precious combat time. The second is only good if heavily optimized around (in which case it is pretty good).
Changes here were easy. Even out Rage Armor's benefits and duration, speed up Luna's Fury. Done and done. The flavor and function remain the same...save that the last two gifts now function for those who haven't heavily optimized for them.
NOTE: Death Grip has official Errata independent of this list.
Clarity (o)
When a Rahu activates this Gift he may also reflexively shift into Gauru form at no extra cost. He must, however, succeed a shapeshifting roll to do so. This bonus lasts the entire scene.
Choosing between going first and going Gauru isn't really the Rahu way, the roll is there to prevent Essence Shifting obsoletion.
Rage Armor (oooo)
Cost: 1 Essence
Dice Pool: Not rolled
Action: Instant
The werewolf gains points of armor equal to the higher of their Purity or Primal Urge (Max 5). This armor applies equally vs standard weapons and firearms, and stacks with worn armor and armor gained from assumed forms, but not armor provided by supernatural means. Rage Armor is not bulletproof, but is unaffected by armor piercing. When the Werewolf Shifts into Gauru form he may substitute 1 willpower for the essence cost of Rage Armor and activate the power reflexively. Rage Armor is scene long.
Better duration and more reliable armor numbers, plus it can be activated while flying into Gauru without wasting turns. Oh, and it doesn't crumble to a silver letter opener.
Luna's Fury (ooooo)
Cost: 1 Essence (+1 Essence every turn)
Dice Pool: Dexterity + Brawl + Purity
Action: Reflexive
Success: For a number of turns per successes rolled; the werewolf must spend one essence per turn (this is not an option, they have to spend it) in exchange the Werewolf may make all-out-attacks without losing his defense, applies his defense vs Firearms, doubles it against all other incoming attacks, and is not penalized by the number of opponents. This defense bonus even applies in Gauru Death Rage, allowing the Werewolf to continue to dodge while in the throes of pure fury. The werewolf may not opt to prematurely and the gift unless they've run completely out of Essence.
Exceptional Success: The werewolf may end the effects of the gift any time he wants. Doing so causes the Essence loss to cease.
All credit to Furry on this one. The original was unreliable in activation and had to be heavily optimized for to make use of. This version is more accessible and trades sanity for enormous attack and defense potential.
Continued in Post #3.