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Complete Gift List

Complete Gift List

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Published by AndrewBowman

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Published by: AndrewBowman on Mar 11, 2010
Copyright:Attribution Non-commercial


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Breed - Homid
(Homid Rank 1)Survival in the Savage West may depend on a single lucky bullet. With this Gift, a Garou makesher own luck. Even the most difficult shots can be accomplished with the assistance of this power. A Raven-spirit teaches this Gift.
: By spending one Willpower, the player can reroll any one Firearms, Archery or other missile weapon roll.
Taught by
: Raven-spirit
: Wild West Companion
 (Homid Rank 1)Once humans tamed fire to keep them warm and to drive off the wild beasts, they were on their way to civilization Werewolves with this Gift invoke humanity's ancient pact with the spirits of fire. The spirits of flame agree to hold back their hunger when the werewolf touches them. Anancestor spirit or fire spirit grants this Gift.
: This Gift allows a werewolf to heal fire damage as if it were bashing. This requires theexpenditure of a Gnosis point; the effects last a scene
Taught by
: fire spirit, ancestor spirit
: WW3e
Alternative Versions
 From: Damien
(Homid Rank 2)
: This Gift allows a werewolf to heal fire damage as if it were non-aggravated. Thisrequires the expenditure of a Gnosis point; the effects last a scene.
(Homid Rank 1)This Gift allows a homid to become more persuasive when dealing with others; his statementsand arguments are imbued with meaning or credibility. This Gift is taught by an Ancestor-spirit.
: The Garou rolls Charisma + Subterfuge (difficulty 6). If successful, the difficulties of allSocial rolls are reduced by one for the remainder of the scene.
Alternative Versions
 From: Damien
(Homid Rank 1)
: The Garou rolls Charisma + Subterfuge (difficulty 8). If successful, the difficultiesof all Social rolls are reduced by one for each success for the remainder of the scene.
(Homid Rank 1)Creatures of the wild have learned well that man if often a bringer of death. With this Gift, theGarou greatly enhances the human scent around him, causing animals to feel uneasy and nervous.This Gift is taught by an Ancestor-spirit.
: All normal animals (not including supernatural creatures in animal form) lose one diefrom their Dice Pools when within 20 feet of the Garou, and are likely to flee. The Garou mayuse this Gift at will; she simply states when she is activating it or turning it off.
(Homid Rank 2)Perhaps more than any other species, humans are excellent at making tiny differences intomassive gulfs. This can be seen in racism, sexism, homophobia and even in the quicklydistancing term used to describe some criminals: monsters. Garou, who are part human, have picked up neatly on these sorts of activities and even perhaps exceed humanity's capacity for 
them. This Gift, which raises up hatred and suspicion, is an example of that. It is taught by a dogspirit.
: By spending one Gnosis point, and rolling Manipulation + Brawl, difficulty 7, the Garoucan exacerbate divisions between individuals or groups. Note that the Gift cannot actually createanger and divisions; they must already exist to be exploited. If used on the theoretical "perfectfamily", the Gift would fail. Among humans, the Gift simply prevents any resolution of issuesand difficulties, possibly breaking into violence. One success might cause targets to raise voicesat 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 through outthe scene. With such manipulation, it is doubtful that any peace can be made, and highly probablenew troubles will emerge.
Taught by
: Dog spirits
: PG3e
(Homid Rank 2)The Garou can cause technological devices to cease functioning, albeit temporarily. This Gift istaught by a Gremlin, a type of Wyld spirit that enjoys breaking things.
: The Garou spends one Gnosis point and rolls Manipulation + Repair. Technologicaldevices within 50 feet cease functioning for one turn per success, though the devices areunharmed. The difficulty of the roll is based on the following chart:DeviceDifficultyComputer4Phone6Automobile8Knife10
(Homid Rank 2)Those who wander can encounter a new human dialect in every valley. This Gift allows theGarou to speak any human language he encounters, although his speech is slightly accented inany tongue but his own. Unlike the Rank Three Gift: Tongues (a Warder Gift; also Werewolf Players Guide, pg. 35), this Gift does not convey literacy. The Gift is taught by an Owl-spirit.
: The player rolls Intelligence + Linguistics, difficulty 7; the effects last for the entirescene.
Taught by
: Owl-spirit
: Werewolf: The Dark Ages
(Homid Rank 2)By staring into the eyes of a human or animal, the Garou can cause the target to flee in terror.This Gift can be used against Garou, but the Garou will freeze in place rather than flee. This Giftis taught by a Ram-spirit or a Snake-spirit.
: 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 thescene. Garou targets will not flee, but they cannot attack while this Gift is in effect, although theycan defend themselves.
(Homid Rank 2)This odd Gift allows the Garou who employs it to merge in with the homids around him, notappearing out of place or unusual in the circumstances in which they find themselves. However,
the Garou is not able to interact with any of the people around them without the illusiondropping.The Gift will even seem to clothe the Garou appropriately for the current environment, and subtlychange that appearance if the Garou moves. So a Garou who was in a lift with a number of corporate drones would appear to be wearing a similar sort of suit to their companions, but if theythen joined a group of skaters, their apparently clothing would change to jeans and baggy tops.This Gift has been of great use in the past to Garou who find themselves with insufficientamounts of dedicated clothing when forced to change form, or step sideways.
: The player spends a Gnosis point to activate the Gift. For the rest of the scene, thecharacter is shrouded in an illusion of the appropriate appearance, even as far as hiding tattoos or scars. If the ST feels that they are in a situation where a surrounding homid might interact withthem, the player can roll Wits + Subterfuge (difficulty as appropriate) to avoid the contact - elsethe Gift drops immediately, revealing the Garou for what they are. This Gift only works oncharacters in Homid form.
Taught by
: Spirits of illusion or trickster spirits
: Damien
(Homid Rank 3)The Garou causes the subject of this Gift to feel inexplicably depressed and withdrawn. Thesubject will find it hard to use his anger (Rage) or concentrate effectively on tasks. This Gift istaught by an Ancestor-spirit.
: The Garou rolls Manipulation + Empathy against a difficulty equal to the Willpower of the opponent. If successful, that opponent will not be able to recover Rage for the duration of thescene; furthermore, all difficulties for extended actions (not combat) are increased by one.
(Homid Rank 3)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, andflowers become perfumes. The item will in some way resemble the object from which it wascreated (the spear is made of antler, not wood). This Gift is taught by a Weaver-spirit.
: The Garou rolls Manipulation + Repair against a variable difficulty (5 to turn a brokentree limb into a spear, 8 to turn a plank into a floatable raft, etc). The created object is notnecessarily permanent; it will last a length of time according to the chart below. Expending aGnosis point allows a created weapon to inflict aggravated damage (this effect is not permanentunless a permanent Gnosis point is spent).SuccessesDurationOne5 minutesTwo10 minutesThreeOne SceneFourOne StoryFivePermanent
(Homid Rank 3)This Gift allows the user to read or write any human language encountered, no matter howancient or obscure. Galliards often use this Gift when translating ancient texts to revive oldlegends or compose new songs for Moots. This Gift is taught by a Raven-spirit.
: After spending one Willpower point, the player rolls her Intelligence+Linguistics. Theobscurity and relative age of the language determines the difficulty. A common modern language

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