| HomidYou 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withdrawn.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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