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Homid

You were born and raised as a human, by human parents.  You did not know you were a werewolf until you were nearly an adult and underwent your First Change. (Nickname: ape)

Initial Gnosis: 1
Beginning Gifts: Persuasion, Smell of Man


Homid

Rank One

Persuasion - This Gift allows a homid to become more persuasive when dealing with others; his statements and arguments are imbued with meaning or credibility. This Gift is taught by an Ancestor-spirit.
System: The Garou rolls Charisma + Subterfuge (difficulty 6). If successful, the difficulties of all Social rolls are reduced by one for the remainder of the scene.

Smell of Man - Creatures of the wild have learned well that man is often a bringer of death. With this Gift, the Garou greatly enhances the human scent around him, causing animals to feel uneasy and nervous. This Gift is taught by an Ancestor-spirit.
System: All normal animals (not including supernatural creatures in animal form) lose one die from their Dice Pools when within 20 feet of the Garou, and are likely to flee. The Garou may use this Gift at will; she simply states when she is activating it or turning it off.


Rank
Two

Jam Technology - The Garou can cause technological devices to cease functioning, although temporarily. This gift is taught by a Gremlin, a type of Wyld spirit that enjoys breaking things.
System: The Garou spends one Gnosis point and rolls Manipulation + Repair. Technological devices within 50 feet cease functioning for one turn per success, though the devices are unharmed. The difficulty of the roll is based on the following chart:

Device Difficulty
Computer 4
Phone 6
Automobile 8
Knife 10

Staredown - By staring into the eyes of a human or animal, the Garou can cause the target to flee in error. This Gift can be used against Garou, but the Garou will freeze in place rather than flee. This Gift is taught by a Ramspirit or a Snake-spirit.
System: The Garou rolls Charisma + Intimidation (difficulty 6). The victim flees for one turn per success. Should the Garou score five or more successes, the victim flees for the duration of the scene. Garou targets will not flee, but they cannot attack while this Gift is in effect, although they can defend themselves.


Rank Three

Disquiet - The Garou causes the subject of this Gift to feel inexplicably depressed and withdrawn. The subject will find it hard to use his anger (Rage) or concentrate effectively on tasks. This Gift is taught by an Ancestor-spirit.
System: The Garou rolls Manipulation + Empathy against difficulty equal to the Willpower of the opponent. If successful that opponent will not be able to recover Rage for the duration of the scene; furthermore, all difficulties for extended actions (not combat) are increased by one.

Reshape Object - The Garou can instantly shape once-living material (but not undead!) into a variety of objects -- thus trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will in some way resemble the object from which it was created (the spear is made of antler, ot wood). This Gift is taught by a Weaver-spirit.
System: The Garou rolls Manipulation + Repair against a variable difficulty (5 to turn a broken tree limb into a spear, 8 ,turn a plank into a float able raft, etc.). The created object not necessarily permanent; it will last a length of time, according to the chart below. Expending a Gnosis point allows created weapon to inflict aggravated damage (this effect is ot permanent unless a permanent Gnosis point is spent).

Successes Duration
One 5 minutes
Two 10 minutes
Three One Scene
Four One Story
Five Permanent

Rank Four

Cocoon - The Garou causes a thick, opaque epidermis to surround him. The Garou is immune to fire, starvation, gas, et al. This Gift is taught by an Insect- or Weaver-spirit.
System: The Garou spends one Gnosis point. While in the cocoon, attacks must do an amount of damage equal to the Garou's Stamina + Rituals to affect him at all. The cocoon lasts ,for one scene. Extra time may be gained by spending more Gnosis points, sometimes allowing Garou to stay protected for days. How long a Garou can ultimately spend in the cocoon is up to the Storyteller.

Spirit Ward - This Gift allows a Garou to protect himself from spirits by performing a quick warding rite. The Garou, by drawing an invisible pictogram into the air, scares and unnerves any nearby spirits (except the pack totem). This sign travels with the Garou wherever he goes for the duration of the gift. This Gift is taught by an Ancestor-spirit.
System: The Garou spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7); spirits within 100 feet of the Garou (again, except the pack totem) must subtract one from their Dice Pools for each success. This Gift lasts for one scene.


Rank Five

Assimilation - The Garou is able to blend smoothly into any culture, no matter how strange or alien the culture is. The Garou can slip in among Bedouin nomads as if he were one of them, or shop in a Chinese market without anyone noticing he does not belong. This Gift will not hide racial differences, but the behaviors and mannerisms of a native can be mimicked. This also allows the Garou to speak and understand the culture's language, although it will be forgotten when the gift wears off. This Gift is taught by an Ancestor-spirit.
System: The Garou rolls Manipulation + Empathy. If successful, he is able to interact with members of another culture as if he were from that culture. The 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. The Garou will not suffer Social roll penalties when interacting with members of the culture, although she 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 - The Garou 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 (he sees a Crinos, etc.). This Gift is taught by an Ancestor-spirit.
System: The Garou spends a Gnosis point and rolls Charisma + Empathy (difficulty 6).


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