Rage Across New York

World of Darkness RP based on Werewolf the Apocalypse
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Posts : 162
Join date : 2010-07-04

Character sheet
Appearance: 5: Outstanding
Rank: 5: Elder

Homid Gifts Empty
PostSubject: Homid Gifts   Homid Gifts Icon_minitimeSun Jul 04, 2010 9:29 pm

Homid Gifts involve humankind's skills and abilities not only as toolmakers and cultural beings, but also as conquerors of
nature. Humanity's adversarial stand against nature has given them great control over their environment, but also a vague
disquiet within their souls. Such are the repercussions of severing their primordial relationship with nature. Humans have become
strangers to the world of spirit. Thus, many of the homid breed's Gifts are taught by their ancestors rather than by nature spirits.

• Persuasion (Level One) — This Gift allows the 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 (Level One) — Creatures of the wild have learned 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 simply states
when she is activating it or turning it off.

• Jam Technology (Level Two) — 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:

Device Difficulty

Computer 4
Phone 6
Automobile 8
Gun 9
Knife 10

• Staredown (Level Two) — 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 Garou 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.
• Disquiet (Level Three) — 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.

• Reshape Object (Level Three) —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 plank 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 inflict aggravated damage for die
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 is changed permanently.

Successes Duration
One 5 minutes
Two 10 minutes
Three One scene
Four One Story
Five Permenant

• Cocoon (Level Four) — 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 one 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 (Level Four) — 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.

• Assimilation (Level Five) — A werewolf with this Gift blends smooth!^ :imto 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. The difficulty depends on how
alien the cul|ure is. The difficulty would be 5 for another Garou
sept, but it ciuld 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 (Level Five) — 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.
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