Homid Gifts

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Homid Gifts

Level 1

  • Climb Like an Ape
  • Master of Fire
  • Persuasion (gift)
  • Smell of Man
  • Stench and the City

Level 2

  • Divide
  • Jam Technology
  • Rooftop Sprint
  • Staredown

Level 3

  • Disquiet
  • Gaia’s Toolbox
  • Reshape Object
  • Tongues

Level 4

  • Cocoon
  • Spirit Ward

Level 5

  • Assimilation
  • Part the Veil
  • Übermensch


Level One

Climb Like an Ape

Source: WW3811 - Book of the City p. 112

Description: Garou with this Gift find that moving vertically is just as easy as moving horizontally; whether they are walking along a sidewalk, climbing stairs, or scaling the side of a building, their pace doesn’t change in the slightest, nor do they tire out more rapidly. This Gift doesn’t make it any easier or less dangerous to climb in precarious circumstance — a ten-story fall is still a ten-story fall, and a sheer surface remains sheer — but the Gift does make sure that the character can climb as quickly as he walks.

System: The player spends a point of Rage. For the next scene the Garou’s movement rate is unchanged whether he is climbing or walking; he moves at Dexterity +5 meters per turn, period. This Gift does not decrease the difficulty for Athletics rolls used to climb, but it does allow the Garou to run, or make an Athletics roll to improve his speed, just as he could while moving across an empty plain. This Gift is taught by a monkey-spirit.




Master of Fire

Source: WW3801 - Werewolf: the Apocalypse Revised p. 137

Description: Once humans tamed fire to keep them warm and to drive off the wild beasts, they were humanity’s ancient pact with the spirits of fire. The spirits of flame agree to hold back their hunger when the werewolf touches them. An ancestor spirit or a fire-spirit grants this Gift.

System: This Gift allows a werewolf to heal fire damage as if it were bashing. This requires the expenditure of a Gnosis point; the effects last for a scene.




Persuasion (gift)
This gift must be requested with the '(gift)' as part of it because there is a separate stat in the database for the name. Please be sure to include it or it will take longer or you may get the wrong thing.
Also a Level 1 Fianna Gift

Source: WW3801 - Werewolf: the Apocalypse Revised p. 133 & 147

Description: This Gift allows a homid to become more persuasive when dealing with others, in such a way that his statements and arguments are imbued with added meaning or credibility. An ancestor-spirit teaches this Gift.

System: The player rolls Charisma + Subterfuge. If successful, the Storyteller reduces the difficulties of all Social rolls by one for the remainder of the scene. In addition, any successful Social rolls may have significantly more impact than they would without the Gift. A werewolf could win arguments with hard line opponents, or cause a cold-hearted psychopath to relent (at least for a little while).




Smell of Man

Source: WW3801 - Werewolf: the Apocalypse Revised p. 133

Description: Creatures of the wild have leanred well that where man goes, death follows. With this Gift the werewolf enhances the human scent around him greatly, causing wild animals to feel uneasy and nervous. However, the scent also causes domestic animals to recognize the werewolf as their master. An ancestor-spirit teaches this Gift.

System: All wild animals (not including supernatural creatures in animal form) lose one die from their dice pools when within 20 feet of the Garou (save when defending themselves or running away), and they are likely to flee. All domesticated animals recognize the werewolf as a friend and refuse to harm him. For example, an attack-trained dog ordered to take down the werewolf would run up to the character and wag its tail. If the domesticated animal is harmed, then it will revert to acting naturally. The Garou may use this GIft at will. She wimply states when she is activating it or turning it off.




Stench and the City
Also a Level 1 Bone Gnawer Gift

Source: WW3811 - Book of the City p. 112 & 113

Description: Many city Garou use this Gift when facing off against just about anything with a particularly sensitive nose: this can include other Garou, Black Spiral Dancers, and a host of normal animals or Wyrm-creatures. The Gift incapacitates its target by overwhelming its sense of smell with the stink of the city: sweat, blood, human waste, rot, smoke and car exhaust.

Garou have been known to use this Gift to pull one of their own out of the thrall of frenzy, or to incapacitate a crazed wolf without permanent injury. The Black Spiral Dancers are said to be quite familiar with Stench and the City as well, and are perfectly willing to use it on Gaian Garou.

System: The Garou should select a target with a sense of smell better than a human, spend a point of Rage, and roll Stamina + Primal-Urge (difficulty of the target’s Stamina + 5, maximum of 9). For every success rolled, the target loses one die from all actions for the next turn; if five successes are rolled, the target is incapacitated for the scene. The target may resist by holding its breath, if he is aware; if he does so he must follow the rules for suffocation on p.189 of Werewolf. This Gift is taught by a skunk-spirit.




Level Two

Divide

Source: WW3806 - Players’ Guide to Garou p. 184

Description: Humanity excels at making tiny differences into massive gulfs. This can be seen in racism, sexism, and homophobia. This Gift rises up such hatred and suspicion. It is taught by a dog-spirit.

System: By spending one Gnosis point, and rolling Manipulation + Brawl, difficulty 7, the Garou can exacerbate divisions between individuals or groups. Note that the Gift cannot actually create anger and divisions; they must already exist to be exploited. If used on the theoretical “perfect family”, the Gift would fail. Among humans, the Gift simply prevents any resolution of issues and difficulties, possibly breaking into violence. One success might cause targets to raise voices at one another, three would spell lawsuits, and five might bring them to blows.

Amongst Garou and other shapeshifters with Rage, however, the Gift is even more powerful. Every success on the initial roll adds one success on all Rage rolls the targets make throughout the scene. With such manipulation, it is doubtful that any peace can be made, and highly probable new troubles will emerge.




Jam Technology
Also a Level 2 Glass Walker Gift

Source: WW3801 - Werewolf The Apocalypse (Revised Edition) p. 133 / WW3856 - Glass Walkers Revised p. 75

Description: The werewolf can cause technological devices to cease functioning, albeit temporarily. Even the simplest of shaped objects will refuse to perform its function. A Gremlin — a type of Wyld spirit that enjoys breaking things — teaches this Gift.

System: The player spends one Gnosis point and rolls Manipulation + Crafts. The werewolf may choose the level of complexity she intends to "jam." All technological devices (i.e., any devices shaped from fabricated materials like metal or plastic) of that complexity within 50 feet cease functioning for one turn per success. The devices remain unchanged but inert. Knives won’t cut, gunpowder won’t ignite, gears won’t turn and so on. The difficulty of the roll is based on the following chart:


Difficulty Complexity
4
Computer
6
Phone
8
Automobile
9
Gun
10
Knife




Rooftop Sprint

Source: WW3811 - Book of the City p. 112

Description: On occasion, a city Garou may find himself in a chase across the rooftops of his town. He may be pursuing a fleeing Wyrm-spirit or Black Spiral Dancer, or he might be running for his life from similar foes. Rooftop Sprint makes such a chase much more survivable — and even winnable — for the Garou who uses it. He becomes able to leap up and down several stories, and easily spring across open alleyways. The primary restriction on the character’s movement is that he cannot touch the ground, or the Gift’s effect ends at once.

System: The player must spend a point of Rage and roll Dexterity + Athletics (difficulty 6). For every success achieved, the character can jump up or down one story (3 meters) or 3 meters horizontally, without danger or difficulty. Athletics rolls can improve jumping distances, just as always; the effects of those Athletics rolls just add to the result given by this Gift. The Gift’s effects last for one scene, or until the character touches the ground at street level — if the Garou touches pavement, grass, or anything else commonly considered “ground” he is considered to have touched ground, but if he leaps from car roof to car roof he should be okay. Rooftop Sprint is taught by an alleycat-spirit.




Staredown

Source: WW3801 - Werewolf: the Apocalypse Revised p. 134

Description: By staring into the eyes of a human or animal, a werewolf can cause the target to flee in terror. This Gift can be used against other werewolves, but the target will freeze in place rather than flee. A ram or snake-spirit teaches this gift.

System: The Garous using this Gift may focus on only one target per turn; the player rolls Charisma + Intimidation (difficulty 5 + the victim’s Rank). The victim flees for one turn per success, although he may expend a Willpower point to resist the Gift’s effects for a turn. Should the character score five or more successes, the victim flees for the duration of the scene. Werewolves (and most powerful Wyrm-monsters) will not flee, but they cannot attack while the Gift’s user continues to stare them down. However, if they are attacked themselves, all bets are off.




Level Three

Disquiet

Source: WW3801 - Werewolf: the Apocalypse Revised p. 134

Description: This Gift makes its target feel inexplicably depressed and withdrawn. The subject finds it difficult to draw on his full emotion or to maintain any type of concentration. An ancestor-spirit teaches this Gift.

System: The player rolls Manipulation + Empathy against a difficulty equal to the target’s Willpower. If successful, that opponent will not be able to recover Rage for the duration of the scene. Furthermore, all difficulties for extended actions increase by one.




Gaia’s Toolbox

Source: WW3811 - Book of the City p. 113

Description: Garou are half wolf, and so runners after prey. But they are also half human, and thus toolmakers and tool users whose brains and hands enable them to control far more of the cosmos. This Gift allows the Garou to see how any tool fits into the greater “toolmaker puzzle”: the question of how humans can survive their own cleverness. A monkey-spirit teaches this Gift.

System: The Garou holds a tool or thinks of a task. She need not be in Homid form, but must be able to do what the Gift requires. She breathes carefully, asking Gaia’s will for the place of the tool or deed; the player rolls Intelligence + Primal-Urge. The Storyteller, based on the number of successes, will allow the Garou some insight into how the tool can be used to affect the web of life. Often in ways that are not obvious. As the Garou doesn’t receive the answer to any one particular question (other than “What can this object/deed accomplish in the greater scheme of things?”), this Gift is mainly useful for gaining “hints” from the Storyteller as needed.




Reshape Object
Also a Level 3 Bone Gnawers Gift / Level 3 Fianna Gift

Note: This is not a Level 3 Glass Walker Gift, as we do not use Werewolf: The Wild West, where it is available for the Iron Riders, those being the predecessors to the Glass Walkers.

Source: WW3801 - Werewolf: the Apocalypse Revised p. 134, 144, 147

Description: The werewolf can shape once-living material (but not undead!) into a variety of objects instantly. Trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will resemble the object from which it was shaped (e.g., the aforementioned spear is made of antler, not wood). A Pattern Spider — one of the Weaver’s spirits — teaches this Gift.

System: The player rolls Manipulation + Crafts against a variable difficulty (5 to turn a broken tree limb into a spear, 8 to turn a plant into a floatable raft) and spends a Gnosis point. The created object is not necessarily permanent; it will last a length of time according to the following chart. Expending an additional Gnosis point allows a created weapon to inflect aggravated damage for the scene’s duration or until the object returns to its original form. This effect can be made permanent with the sacrifice of a permanent point of Gnosis if the object itself if changed permanently.

Successes Duration
1
5 minutes
2
10 minutes
3
One scene
4
One story
5
Permanent




Tongues

Source: WW3806 - Players Guide to Garou p. 185

Description: This Gift allows the user to read or write any human language encountered, no matter how ancient or obscure. Galliards often use this Gift when translating ancient texts to revive old legends or compose new songs for moots. This Gift is taught by a Raven-spirit.

System: After spending one Willpower point, the player rolls her Intelligence + Linguistics. The obscurity and relative age of the language determines the difficulty. A common modern language such as Spanish is difficulty 4. An ancient and obscure tongue, such as Etruscan, would be difficulty 10. The number of successes determines the character’s fluency with the language.




Level Four

Cocoon

Source: WW3801 - Werewolf: the Apocalypse Revised p. 134

Description: The werewolf can wrap himself in a thick, opaque sarcophagus-like epidermis, making him immobile but near-impervious to harm. This cocoon grants him immunity to fire, starvation, gas, high pressure, cold and similar environmental hazards. An insect or Weaver-spirit teaches this Gift.

System: The Garou spends on Gnosis point. While in the cocoon, the werewolf ignores any attacks which fail to do damage at least equal to her Stamina + Rituals, but attacks that pierce the cocoon destroy it. The cocoon lasts for one scene, after which it dissolves rapidly and evaporates. The player may extend the duration of the Gift spending more Gnosis points. Spending days in the cocoon is entirely possible, but the maximum duration is up to the Storyteller.




Spirit Ward

Source: WW3801 - Werewolf: the Apocalypse Revised p. 134

Description: A werewolf with this Gift may protect himself from spirits by performing a quick warding rite. To use this Gift, the werewolf draws an invisible pictogram in the air that scares and unnerves any nearby spirits (except pack totems or caern spirits). The symbol travels with the werewolf as long as it lasts. An ancestor-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7). Spirits within 100 feet of the character (again, except the pack totem or local caern spirits) must subtract one from their dice pools for each success. This Gift lasts for one scene.




Level Five

Assimilation

Source: WW3801 - Werewolf: the Apocalypse Revised p. 134

Description: A werewolf with this Gift blends smoothly into any culture, no matter how strange or unfamiliar he might normally find it. He could slip among Bedouin nomads as if he were one of them, or he could shop in a Chinese market without anyone noticing that he does not belong. The Gift doesn’t hide racial differences, but it does allow the user to mimic the behaviors and mannerisms of a native. It also grants the ability to speak and understand the culture’s language, although this knowledge vanishes as the Gift ends. Ancestor-spirits teach this gift.

System: The player rolls Manipulation + Empathy. If successful, the character interacts with members of another culture as if he were one of them. This difficulty depends on how alien the culture is. The difficulty would be 5 for another Garou sept, but it could be as high as 9 when trying to assimilate into a Black Spiral Hive in a foreign country. The character will not suffer Social-roll penalties when interacting with members of the culture, although he will not receive any special benefits. The Gift lasts for one scene plus one day per Willpower point spent when activating it.




Part the Veil

Source: WW3801 - Werewolf: the Apocalypse Revised p. 134

Description: With this Gift, a werewolf may immunize any human from the Delirium for a scene. In this way, the human can interact with Garou without deleterious effects. However, the human will forget much of what he knows if the Delirium is induced in him at a later date. An ancestor-spirit teaches this Gift.

System: The player spends a Gnosis point and rolls Charisma + Empathy. One success is all that’s required.




Übermensch

Source: WW3806 - Players Guide to Garou p. 185

Description: The Garou is human plus. Human plus strength, agility and health. Human plus devoted, assured spirituality and meaning. Human plus animal instinct and lightning reflexes. He is as man, but greater and more whole. Every Garou radiates this to some extent, causing humans to fear and avoid them instinctively. This Gift warps this perception, turning the Garou from a figure to be avoided into a figure to be admired or adored. An ancestor-spirit teaches this Gift.

System: Once learned, this Gift is always active. Humans dealing with the character will immediately pick her out as more desirable, attractive, smarter or more charismatic compared to throw around them, regardless of their actual capacity in such matters. The Curse still applies, but rather than being instinctively feared as a predator, the werewolf is dreaded as an intimidating figure of great presence. Also, the character may boost his Social Attributes by spending Rage or Gnosis, each dot of either spent raises one Social Attribute by one point for a single scene.