I'll just drop three of them here, since two are Bale Hound gifts, and I wouldn't want Tessie to learn too much.

EDIT: These are all Shadow Gifts
Gifts of the Alpha
Taste of Flaws (Cunning)
The character looks at a target to learn their weaknesses. Unlike the Insight facet Prey on Weakness, this facet gives generalities rather than specifics.
Cost: 1 Essence
Dice Pool: Wits + Empathy + Cunning vs. Composure + Primal Urge
Action: Instant
Duration: 1 Scene
Roll Results
Dramatic Failure: Misinterpret info, -3 on all rolls against target.
Failure: Unsure of flaws. No effect.
Success: Character learns target's flaws, and adds +[Cunning] on all rolls directly against the target
Exceptional Success: Target gets Guilty Condition, resolves automatically after one month.
The character looks at a target to learn their weaknesses. Unlike the Insight facet Prey on Weakness, this facet gives generalities rather than specifics.
Cost: 1 Essence
Dice Pool: Wits + Empathy + Cunning vs. Composure + Primal Urge
Action: Instant
Duration: 1 Scene
Roll Results
Dramatic Failure: Misinterpret info, -3 on all rolls against target.
Failure: Unsure of flaws. No effect.
Success: Character learns target's flaws, and adds +[Cunning] on all rolls directly against the target
Exceptional Success: Target gets Guilty Condition, resolves automatically after one month.
Alpha's Aura (Glory)
Project a terrifying aura of confidence, and danger, making your foes hesitate in their strikes.
Cost: 1 Essence
Dice Pool: -
Action: Reflexive
Duration: 1 Scene
Add [Glory] to Defense
Project a terrifying aura of confidence, and danger, making your foes hesitate in their strikes.
Cost: 1 Essence
Dice Pool: -
Action: Reflexive
Duration: 1 Scene
Add [Glory] to Defense
Voice of Mastery (Honor)
You wordlessly send orders to your packmates, empowering their actions.
Cost: 2 Essence per pack mate targeted.
Dice Pool: Presence + Expression + Honor
Action: Instant
Duration: One action
Roll Results
Dramatic Failure: The character garbles the communication, and any attempts to get information across to her pack for the rest of the scene suffer a -3 penalty.
Failure: The character fails to reach her pack mates.
Success: The chosen packmates get a +[Honor] bonus to follow the given directive.
Exceptional Success: The packmates also receive the Inspired Condition.
You wordlessly send orders to your packmates, empowering their actions.
Cost: 2 Essence per pack mate targeted.
Dice Pool: Presence + Expression + Honor
Action: Instant
Duration: One action
Roll Results
Dramatic Failure: The character garbles the communication, and any attempts to get information across to her pack for the rest of the scene suffer a -3 penalty.
Failure: The character fails to reach her pack mates.
Success: The chosen packmates get a +[Honor] bonus to follow the given directive.
Exceptional Success: The packmates also receive the Inspired Condition.
Lordly Will (Purity)
The character tries to shrug off all supernatural influences on their mind.
Cost: 1 Essence
Dice Pool: -
Action: Reflexive
Clash of Wills against all mind affecting powers influencing the character, if successful, the effects end immediately.
The character tries to shrug off all supernatural influences on their mind.
Cost: 1 Essence
Dice Pool: -
Action: Reflexive
Clash of Wills against all mind affecting powers influencing the character, if successful, the effects end immediately.
Pack Leader's Knowledge (Wisdom)
With a glance the Alpha can read his peak. Their strengths, weaknesses, and emotions.
Cost: 1 Essence
Dice Pool: -
Action: Reflexive
Duration: 1 Scene
Gain knowledge of state of pack members; mental, physical, and spiritual. This gives knowledge of injuries, relevant tilts and conditions, as well as willpower and essence levels.
Only works on pack mates you can in any way perceive.
With a glance the Alpha can read his peak. Their strengths, weaknesses, and emotions.
Cost: 1 Essence
Dice Pool: -
Action: Reflexive
Duration: 1 Scene
Gain knowledge of state of pack members; mental, physical, and spiritual. This gives knowledge of injuries, relevant tilts and conditions, as well as willpower and essence levels.
Only works on pack mates you can in any way perceive.
A variation of the Sense Guilt gift (gods it is strange not to write Facet nowadays...), but transformed into a leadership thing.
Overall, I tried to keep to the old Gift, but explicitly without Alpha's Howl.
Gift of Opening
Lurker's Key (Cunning)
Open any locked or password protected lock.
This gift works on any object the Werewolf can see.
Cost: -
Dice Pool: Manipulation + Larceny + Cunning
Action: Instant
Duration: - or 1 Scene
Roll Results
Dramatic Failure: The lock seizes up and can now only be opened by force. Computer data must be restored.
Failure: The lock remains shut.
Success: The lock opens, giving the Werewolf access to what's behind it. If used on an electrical lock, or a password protected computer, the Facet may even power the device for the duration of the Scene, if necessary.
Exceptional Success: As a regular success, except that the fact that the lock has been opened is kept hidden from any sources surveying it.
Open any locked or password protected lock.
This gift works on any object the Werewolf can see.
Cost: -
Dice Pool: Manipulation + Larceny + Cunning
Action: Instant
Duration: - or 1 Scene
Roll Results
Dramatic Failure: The lock seizes up and can now only be opened by force. Computer data must be restored.
Failure: The lock remains shut.
Success: The lock opens, giving the Werewolf access to what's behind it. If used on an electrical lock, or a password protected computer, the Facet may even power the device for the duration of the Scene, if necessary.
Exceptional Success: As a regular success, except that the fact that the lock has been opened is kept hidden from any sources surveying it.
I'm balancing the fact that it is free with that it takes an instant action.
Also, this is a merge of two of the facets.
Gauntlet Key (Glory)
The character tears a small hole in the Gauntlet for the pack to pass through.
Cost: 5 Essence
Dice Pool: Presence + Occult + Glory - Gauntlet Modifier
Action: Instant
Duration: [Glory] Minutes
Roll Results
Dramatic Failure: Gauntlet backlash. The character suffers a -3 Penalty to all rolls to cross the Gauntlet until sunrise.
Failure: No effect.
Success: A tear opens, and pack members may attempt to Reach across the Gauntlet as if they were in a Locus.
Exceptional Success: The tear is smooth, and pack members need not roll to enter the Gauntlet.
The character tears a small hole in the Gauntlet for the pack to pass through.
Cost: 5 Essence
Dice Pool: Presence + Occult + Glory - Gauntlet Modifier
Action: Instant
Duration: [Glory] Minutes
Roll Results
Dramatic Failure: Gauntlet backlash. The character suffers a -3 Penalty to all rolls to cross the Gauntlet until sunrise.
Failure: No effect.
Success: A tear opens, and pack members may attempt to Reach across the Gauntlet as if they were in a Locus.
Exceptional Success: The tear is smooth, and pack members need not roll to enter the Gauntlet.
Opening Minds (Honor)
This gift helps the character open the minds of others.
Cost: 1 Essence
Dice Pool: -
Action: Instant
Duration: 1 Scene
Add [Honor] to Persuasion rolls.
This gift helps the character open the minds of others.
Cost: 1 Essence
Dice Pool: -
Action: Instant
Duration: 1 Scene
Add [Honor] to Persuasion rolls.
And yes, this one is a complete change from the 1e one, since a "flood someone's mind with info" didn't really fit the theme of opening.
Create Opening (Purity)
The character creates an opening in an object, or tears open a victim.
This Facet may be done at a distance of up to [Purity]*3 Feet, but it is then done at a -3 penalty.
Cost: 1 Essence
Dice Pool: Presence + Intimidation + Purity - Stamina or Durability
Action: Instant
Roll Results
Dramatic Failure: The facet reverses itself and the Werewolf takes [Purity] lethal damage.
Failure: The target remains intact.
Success: In an object, an opening as small as the Werewolf wants, and up to size [Purity] is created. An object with an opening larger than itself in it, is generally destroyed. A living victim takes [successes] Lethal damage.
Exceptional: An object may be closed again at the Werewolf's wishes, within a Scene. This, alas, does not work on living victims, where the only bonus is the terrible damage inflicted.
The character creates an opening in an object, or tears open a victim.
This Facet may be done at a distance of up to [Purity]*3 Feet, but it is then done at a -3 penalty.
Cost: 1 Essence
Dice Pool: Presence + Intimidation + Purity - Stamina or Durability
Action: Instant
Roll Results
Dramatic Failure: The facet reverses itself and the Werewolf takes [Purity] lethal damage.
Failure: The target remains intact.
Success: In an object, an opening as small as the Werewolf wants, and up to size [Purity] is created. An object with an opening larger than itself in it, is generally destroyed. A living victim takes [successes] Lethal damage.
Exceptional: An object may be closed again at the Werewolf's wishes, within a Scene. This, alas, does not work on living victims, where the only bonus is the terrible damage inflicted.
Also, it twists objects, rather than actually damage them. I think that's weirder in a fun way.
Hunting Memories (Wisdom)
By touching the target, or making eye contact with, the Werewolf may dig out their deepest memories.
Cost: 1 Essence
Dice Pool: Wits + Investigation + Honor vs. Resolve + Primal Urge
Action: Instant
Roll Results
Dramatic Failure: The backlash confuses the Werewolf, who loses a point of Willpower. If she has no Willpower, she instead takes two points of Lethal damage, as the backlash tears into her mind.
Failure: Nothing happens. Perhaps the target doesn't think?
Success: The Werewolf reaches into the mind of the target, and she gains access to [Wisdom] memories.
Exceptional Success: The Werewolf draws strength from the connection and regains a point of Willpower.
By touching the target, or making eye contact with, the Werewolf may dig out their deepest memories.
Cost: 1 Essence
Dice Pool: Wits + Investigation + Honor vs. Resolve + Primal Urge
Action: Instant
Roll Results
Dramatic Failure: The backlash confuses the Werewolf, who loses a point of Willpower. If she has no Willpower, she instead takes two points of Lethal damage, as the backlash tears into her mind.
Failure: Nothing happens. Perhaps the target doesn't think?
Success: The Werewolf reaches into the mind of the target, and she gains access to [Wisdom] memories.
Exceptional Success: The Werewolf draws strength from the connection and regains a point of Willpower.
A simple memory-read.
Hunting Memories is the only new one, since all the existing fit. Just that two of them had to be merged.
Gifts of Battle
Worry the Prey's Heels (Cunning)
With a glare, hobble those who try to run from, or chase, you.
Cost: 1 Essence
Dice Pool: Presence + Intimidation + Cunning
Action: Instant; Resistance is Reflexive
Duration: 1 Scene
Roll Results
Dramatic Failure: Can't use again on same target until moon phase has shifted
Failure: Target is not hindered at all
Success: Target suffers Leg Wrack tilt on one leg. (Healing attempts cause Clash of Wills)
Exceptional Success: Both legs get wracked.
With a glare, hobble those who try to run from, or chase, you.
Cost: 1 Essence
Dice Pool: Presence + Intimidation + Cunning
Action: Instant; Resistance is Reflexive
Duration: 1 Scene
Roll Results
Dramatic Failure: Can't use again on same target until moon phase has shifted
Failure: Target is not hindered at all
Success: Target suffers Leg Wrack tilt on one leg. (Healing attempts cause Clash of Wills)
Exceptional Success: Both legs get wracked.
Heart-Stopping Howl (Glory)
Howl and scare all enemies within hearing distance.
Cost: 2 Essence
Dice Pool: Presence + Intimidation + Glory vs. Resolve + Primal Urge, each opponent rolls separately.
Action: Instant; Resistance is Reflexive
Duration: 1 Scene
Roll Results
Dramatic Failure: The character fails to be scary. Can't use Facet on the enemies present for the remainder of the moon phase.
Failure: No Effect.
Success: Reduce the Defense and Speed of all who failed by character's [Glory].
Exceptional Success: As a success, but the penalty also applies to attack rolls against the character
Howl and scare all enemies within hearing distance.
Cost: 2 Essence
Dice Pool: Presence + Intimidation + Glory vs. Resolve + Primal Urge, each opponent rolls separately.
Action: Instant; Resistance is Reflexive
Duration: 1 Scene
Roll Results
Dramatic Failure: The character fails to be scary. Can't use Facet on the enemies present for the remainder of the moon phase.
Failure: No Effect.
Success: Reduce the Defense and Speed of all who failed by character's [Glory].
Exceptional Success: As a success, but the penalty also applies to attack rolls against the character
Primal Anger (Purity)
Channel the primal power of a werewolf's anger, and through it strike harder.
Cost: 1 Essence
Dice Pool: -
Action: Reflexive
Duration: 1 Scene.
Add [Purity] to all attack rolls.
Channel the primal power of a werewolf's anger, and through it strike harder.
Cost: 1 Essence
Dice Pool: -
Action: Reflexive
Duration: 1 Scene.
Add [Purity] to all attack rolls.
It is a pure update from a 1e gift (but scales on renown rather than PU)... but it steps on the toes of Strength (Purity).
Warrior's Lore (Wisdom)
With a glance the Uratha can judge the combat capabilities of a possible opponent.
Cost: 1 Essence
Roll: Wits + Empathy + Wisdom
Action: Instant
Roll Results
Dramatic Failure: The character projects her own strengths and weaknesses, allowing the target to ignore 3 of the werewolf's defense.
Failure: No knowledge gained.
Success: The character learns the following: The target's preferred way to fight, her prowess in that method, her physical attributes, if she has any magic that can reinforce her capabilities, and what fighting styles they know, if any. All results are in relation to the werewolf's own current capabilities.
Exceptional Success: The werewolf will also learn of immediate external facts that relate to the target's danger as a foe, such as for instance reinforcements or prepared traps.
With a glance the Uratha can judge the combat capabilities of a possible opponent.
Cost: 1 Essence
Roll: Wits + Empathy + Wisdom
Action: Instant
Roll Results
Dramatic Failure: The character projects her own strengths and weaknesses, allowing the target to ignore 3 of the werewolf's defense.
Failure: No knowledge gained.
Success: The character learns the following: The target's preferred way to fight, her prowess in that method, her physical attributes, if she has any magic that can reinforce her capabilities, and what fighting styles they know, if any. All results are in relation to the werewolf's own current capabilities.
Exceptional Success: The werewolf will also learn of immediate external facts that relate to the target's danger as a foe, such as for instance reinforcements or prepared traps.
The two I removed were Visage of Fenris and Savaging, because basically they do a lot of the same things that Heart-Stopping Howl do.
I'm not done with the Honor Facet yet, but I'm thinking about having Honor as Armor during "unfair" fights. (Such as when outnumbered by equal or superior foes, ambushed, the enemy uses poison, or the like). I'm just not sure how to formulate this.
So, what do you think of my efforts thus far?
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