[lvl 1] Strength of the Shire- Draft horses have long been hailed for their impressive strength, and the Charger's use of this gift supports this concept very well. [Simply roll strength + willpower. If sucessful, the Equi increases her Strength rating by three.]
[lvl 1] Mountain's Peace- While other horses may run in terror, the Charger can stand his ground against any being imaginable. Through the use of this gift, the Equi becomes immune to other supernatural powers such as Dominate or Prescence. The Equi is immune to the effects of any gift that would incite a Fox frenzy. [Roll willpower + intelligence and spend a gnosis point to use this gift.]
[lvl 2] Calm of the Northwinds- This gift is useful when the Equi faces predatory creatures such as Garou. It is said that a slavering pack of Crinos Get of Fenris can be reduced to passive people who rival the Children of Gaia for sheer calm when this gift is used. [By spending a point of willpower and rolling willpower + manipulation, the Equi can reduce the Rage of another creature by 1 point per turn until there is no rage left. Needless to say, this gift doesn't work on anything without Rage, like the Nuwisha.]
[lvl 3] Charge of the Righteous- By calling upon her totem spirit, the Charger may knock an opponent over, no matter what powers they use to remain on their feet. Once the Charge is initiated, it cannot be dodged and any dammage suffered is aggravated. [The Equi must chant an inspirational poem to her totem and spend a point of permanent willpower. Once the Charge begins, the Equi cannot stop, and the chosen target cannot dodge or remain standing. No other power can be used to counter the effects of this gift.]
[lvl 3] Song of Sorrow- Once warlike and brutal, the Chargers sometimes mourn their loss of bloodlust. These former warhorses have learned to channel their self pity and "give" it to another. Any who hear the wailing cry of an Equi who uses this gift is struck with a sense of loss and sadness bordering on harano. [Not really good in combat, this gift is still useful when trying to get others to see things from the Equi's point of view. The Equi rolls her manipulation + performance against a difficulty set by the number of targets it hits. For each success, the more depressed the audience feels. The effects of this gift last for one scene.
1-2 targets- diff 3
2-4 targets- diff 4
4-8 targets- diff 5
8-10 targets- diff 6
10-15 targets- diff 7
15+ targets- diff 8
[lvl 4] Into the Abyss- The Equi are mostly unable to acess the Umbra. Throught the use of this gift, the Chargers can slip sideways like the Garou. [Once this gift is learned, the Equi is assumed to be like the Garou when it comes to slipping sideways.]
[lvl 5] Farrier's Rasp- By speaking a sharp word, the Equi can effectively dull the teeth and claws of any predator in the immediate area. The fangs and talons the other bete are so proud of become flat and blunt. [The Equi spends a gnosis point for each creature affected. The teeth and claws of all predators or animal form shifters are dulled and the dammage they cause is halved. Also, the teeth and claws of the bete no longer cause aggravated dammage. This gift lasts for a number of scenes equal to the Equi's gnosis rating.]
[lvl 1] Eyes of Oberon- It is rumored that the Fallaera Oberona tribe is related to the Fae. If this is true, they certainly are good at recognising their own kin. Using this gift, the Fallaera can tell who is and is not Fae or of Fae stock. [By spending a willpower point, the Equi can decipher any Faerie in the are, and can detect a Fianna werewolf or Celican werecat.]
[lvl 2] Kick of Iron- They say cold iron burn the Fae like a brand. By kicking the air, the Fallaera can transform her little hooves into blocks of iron. [The Equi must kick the air twice and spend a point of gnosis to invoke this gift. The Fallaera takes no dammage from the iron, but her speed is reduced by half. The hooves do aggravated dammage to any who fear iron more than any other metal. This gift lasts for an entire scene]
[lvl 2] Iron Stomach- Horses have notoriously weak stomachs, but the Fallaera have found a way to ignore the danger of colic. When this gift is in use, none may poison the Fallaera, and alcohol can't make her drunk. [The Equi rolls intelligence + stamina and spends a willpower point. For the remainder of the night no toxins, poisons, alcohol, nothing can harm the Equi's digestive system.]
[lvl 3] Unicorn's Blessing- When this gift is used, a five to seven inch silver and gold horn grows between the Equi's eyes in the center of her forehead. It causes delirium just as if she were Garou, and the horn, being silver and gold, hurts most predatory shifters. [The Equi rolls her stamina + melee to grow the horn. The number of successes is the number of scenes the horn remains]
[lvl 4] Pride of the Monarch- By calling upon the totem spirit of the Fallaera, the Equi can grow a set of satin-like butterfly wings. They enable her to fly for a short period of time. [The Equi simply spends a point of willpower to grow the wings. She can fly at 20 miles per hour for one scene, after which the wings are reabsorbed into her body.]
[lvl 5] Coat of the Fae-Wolf- How is it that some Equi can walk among the werewolves and not be detected? The Fallaera use of this gift is one of the reasons. When this gift is used, the Equi can escape detection. If another creature uses a power to tell what she is, they see her as a werewolf, specifically, a Fianna. [This gift lasts for the remainder of the night. The Equi rolls her performance + subterfuge. Naturally, if the Equi shifts to a horse-like form, the gift is automatically canceled.]