Prerequisite: Blood 3, Defence 3
Benefit: Wild animals don't like to be caged, they do what they must to escape. You gain a bonus equal to your Blood ranks to checks to escape a grapple.
Prerequisite: Composure 7, Harmony 7
Benefit: You have learnt to dampen the Anima you burn when in your war form. When you spend anima to extend your time in War Form, you gain 2 rounds instead of one.
Prerequisite: Shadow 5, Stealth 5
Benefit: You have a kinship with shadows, and if you are undetected, the spirits of shadow ensure you remain that way. Every time you succeed at a Stealth check against a target's Awareness defence, that target gains a -1 to their Awareness defence against you for the rest of the Scene.
Benefit: Your are a reincarnation of one of the Ancient Spirits, the primordial ancestors of the Shifter. Choose an Ability Modifier that reflects your relationship with that Ancient. You can spend 1 Anima to increase your Modifier in that Ability by 1.
However, you character also draws unwanted attention. Wrathful spirits and immortals will recognize you from your previous incarnations and will attempt to settle old grudges.
Prerequsitie: Harmony 3
Benefit: Pick one form other than your Homonid form. When you take that form, you are much larger, stronger, and spiritually powerful than other Shifters of your tribe.
The effect is dependent on the form you choose:
Wild: When you shift into Wild form, you immediately gain 1 temporary point of Anima. This anima can only be spent to activate a Facet. If this point is not used by the end of your turn, it fades away.
War: You gain an additional +1 bonus to an Ability Modifier when in war form, depending on your tribe:
Werewolves and Nagual gain a +1 to Strength
Kitsune and Nezumi gain a +1 to Dexterity
Bersarkir gain a +1 Constiution
Dire: You gain a +2 bonus to the following skills: Acrobatics, Athletics, Movement
Prerequisites: Defense 3, Bone 3
Benefit: Your hide is enhanced with supernatural magics. You gain a +3 bonus to your armor when in Wild, War and Dire form.
Prerequisite: Blood 3, Unarmed Attacks 3
Benefit: Pick one of your natural weapons, such as a bite or a claw. The damage dice of that natural weapon increases by one step.