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Version vom 6. Februar 2024, 05:33 Uhr von Belladonna (Diskussion | Beiträge) (Die Seite wurde neu angelegt: „= Homid = == Apecraft's Blessings == (Homid Rank 1) Though many of Gaia's children use tools, none have mastered them so thoroughly as humanity. The homid focuses this mastery into the tools she uses, causing their spirits to stir and lend her aid. An ancestor-spirit or spirit of a man-made object teaches this Gift. System: The werewolf spends a turn concentrating, and then the player rolls Wits + Crafts (difficulty 7). Each success reduces the…“)
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Homid

Apecraft's Blessings

(Homid Rank 1)
   Though many of Gaia's children use tools, none have mastered them so thoroughly as humanity. The homid focuses this mastery into the tools she uses, causing their spirits to stir and lend her aid. An ancestor-spirit or spirit of a man-made object teaches this Gift.
   System: The werewolf spends a turn concentrating, and then the player rolls Wits + Crafts (difficulty 7). Each success reduces the difficulty by one on the next roll she makes for her character to employ a tool made by human hands. The purpose is irrelevant - this Gift is equally efficacious for attempts to repair an engine, drive a car, or fire a gun 
   Taught by: Ancestor or tool spirits 
   Book: WW20

City Running

(Homid Rank 1)
   Humans are creatures of the city, raising their steel and glass nests high into the sky. This Git allows a homid to easily scale the concrete canyons and navigate the tangled back alleys and rooftops of the urban landscape. Some lupus derisively refer to this Gift as "Climb Like an Ape". It is taught by an ancestor spirit or an urban city-spirit.
   System: The player spends a point of Rage. For the rest of the scene, the character may climb urban features at her full movement speed, and the difficulty of all Athletics rolls to navigate through cities (running down cluttered alleys, climbing the sides of buildings, leaping from rooftop to rooftop) is reduced by two. 
   Taught by: Ancestor or urban city spirits 
   Book: WW20

Dead-Eye

(Homid Rank 1)
   Survival in the Savage West may depend on a single lucky bullet. With this Gift, a Garou makes her own luck. Even the most difficult shots can be accomplished with the assistance of this power. A Raven-spirit teaches this Gift.
   System: By spending one Willpower, the player can reroll any one Firearms, Archery or other missile weapon roll. 
   Taught by: Raven-spirit 
   Book: Wild West Companion

Master of Fire (Homid Rank 1)

   Once humans tamed fire to keep them warm and to drive off the wild beasts, they were on their way to civilisation. 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. An ancestor spirit or 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 a scene 
   Taught by: fire spirit, ancestor spirit 
   Book: WW3e

Persuasion (Homid Rank 1)

   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 (Homid Rank 1)

   Creatures of the wild have learned well that man if 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.

Divide

(Homid Rank 2)
   Perhaps more than any other species, humans are excellent at making tiny differences into massive gulfs. This can be seen in racism, sexism, homophobia and even in the quickly distancing term used to describe some criminals: monsters. Garou, who are part human, have pickedup neatly on these sorts of activities and even perhaps exceed huamnity's capacity for them. This Gift, which raises up hatred and suspicion, is an example of that. 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 sucess on the initial roll adds one success on all Rage rolls the targets make through out the scene. With such manipulation, it is doubtful that any peace can be made, and highly probable new troubles will emerge. 
   Taught by: Dog spirits 
   Book: PG3e

Jam Technology (Homid Rank 2)

   The Garou can cause technological devices to cease functioning, albeit 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
   Alternative Versions
       From: WW20 (Homid Rank 2)
       With a slight gesture, the werewolf unbalances the Wyld and Weaver energies within technological devices, either suffusing them with destructive chaos or amplifying their inherent stasis until they refuse to do anything at all. Computers crash, guns jam, cars stall, and even the simplest of shaped objects refuse to function. A gremlin -- a type of Wyld-spirit that enjoys breaking things -- teaches this Gift.
       System: System: The player spends one Gnosis point, rolls (Manipulation + Crafts) and chooses 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 (15 m) cease to function for two turns 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
       Knife	10
       Taught by: gremlin, wyld spirits 

Mark of the Wolf (Homid Rank 2)

   The werewolf marks those she comes in contact with, leaving them to carry the same aura of the predator the Garou does. This subtle curse can wreak havoc in a target's private or professional life, and is a favourite of many homids looking to provoke discord in the ranks of the enemy. A Lune teaches this Gift
   System: The player selects a target that has had some interaction with the Garou during the scene (even something as simple as light conversation in an elevator counts), then rolls Manipulation + Primal-Urge (difficulty 7). The target inherits the Curse (see p.262) as though she had a Rage rating equal to that of the Garou for one day per success. 
   Taught by: Lune 
   Book: WW20

Speech of the World (Homid Rank 2)

   Those who wander can encounter a new human dialect in every valley. This Gift allows the Garou to speak any human language he encounters, although his speech is slightly accented in any 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.
   System: The plaer rolls Intelligence + Linguistics, difficulty 7; the effects last for the entire scene. 
   Taught by: Owl-spirit 
   Book: WWtDA 
   Alternative Versions
       From: WW20 (Homid Rank 2)
       This Gift allows Gaias warriors to read and wield the spirit of speech, bypassing the need to learn different languages and dialects. The Garou may speak and understand any human language she encounters, though she speaks with an obvious accent, marking her as an outsider. Speech of the World does not convey literacy, nor is it an encyclopedia of cultural information. An ancestor-spirit teaches this Gift
       System: The player rolls Intelligence + Academics, difficulty 7; the effects last for the entire scene. 
       Taught by: Ancestor spirit 

Staredown (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 Gift is taught by a Ram-spirit 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. 
   Alternative Versions
       From: WW20 (Homid Rank 2)
       System: The Garou rolls Charisma + Intimidation (difficulty 5 + Rank) 
       Taught by: ram, snake 

Calm the Savage Beast (Homid Rank 3)

   Even the most callous of homids can sympathise with the Rage that moves their fellow Garou in the final days. This Gift allows the werewolf to lend a frenzying Garou the will to escape her Rage's hold over her. It is taught by an ancestor-spirit.
   System: The player spends a Willpower point and rolls Manipulation + Primal-Urge (difficulty 8). If successful, the Willpower point soothes a frenzying Garou within 30 feet (9m), cancelling the frenzy. By spending an extra point of Willpower, this Gift may affect non-Garou in a state of frenzy, such as other shapeshifters or vampires 
   Taught by: Ancestor spirit 
   Book: WW20

Cowing the Bullet (Homid Rank 3)

   The spirits of tools recognize man as their master; as a result, they become reluctant to harm the homid. A Weaver-spirit teaches this Gift.
   System: The player spends a Gnosis point. For the rest of the scene, the Garou gains two additional soak dice against all crafted weapons not made of silver.
   Taught by: weaver spirit 
   Book: WW20

Disquiet (Homid Rank 3)

   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 a 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 (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, and flowers become perfumes. The item will in some way resemble the object from which it was created (the spear is made of antler, not 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 to turn a plank into a floatable raft, etc). The created object is not necessarily permanent; it will last a length of time according to the chart below. Expending a Gnosis point allows a created weapon to inflict aggravated damage (this effect is not permanent unless a permanent Gnosis point is spent).
   Successes	Duration
   One	5 minutes
   Two	10 minutes
   Three	One Scene
   Four	One Story
   Five	Permanent
   Alternative Versions
       From: WW20 (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, and flowers become perfumes. The item will in some way resemble the object from which it was created (the spear is made of antler, not wood). This Gift is taught by a Weaver-spirit.
       System: The player rolls Manipulation + Crafts against a difficulty defined by the scope and complexity of the transformation (a broken tree limb into a spear would be difficulty 5, while a fallen tree into a canoe would be 8) and spends a Gnosis point. The transformation persists for one scene per success, or permanently with five or more successes. Expending an additional Gnosis point allows a created weapon to inflict aggravated damage for the remainder of the scene in which it is created. 
       Taught by: weaver spirit, pattern spider 

Tongues (Homid Rank 3)

   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.

Body Shift (Homid Rank 4)

   This Gift allows the Garou who possesses it to extended their shapeshifting abilities to a new plane. They can alter their physical form to improve their strength, or to gain increased speed above and beyond the ability to change to Crinos by borrowing from one aspect of themselves to temporarily give to another.
   System: The player who wishes to use this Gift must spend a point of Rage and roll Stamina + Primal Urge (difficulty 7). Each success allows them to move a point from one physical attribute to another - from Stamina to Strength, or from Dexterity to Stamina.

Bury the Wolf (Homid Rank 4)

   The war against the Wyrm isn't always a matter of slashing claws and righteous fury - sometimes duplicity is required. A werewolf can temporarily "restrain" her inner wolf and appear to be a
   normal human. An ancestor-spirit teaches this Gift.
   System: The player spends one Gnosis point and rolls Gnosis (difficulty of her own Willpower). Success causes the character to appear human to all supernatural scrutiny. The Gift also nullifies the Curse and makes spending Rage impossible, and locks her in homid form so long as its effects persist. The number of successes determines the Gift's duration; to "free the wolf" before that time elapses requires a full turn of concentration and another point of Gnosis.
   Successes	Duration
   One 	One scene
   Two 	12 hours
   Three 	One day
   Four 	One week
   Five 	One lunar cycle
   Taught by: Ancestor spirits 
   Book: WW20

Cocoon (Homid Rank 4)

   The Garou causes a thick, opaque epidermis to surround him. The Garou is immune to fire, starvation, gas, high pressure, cold, and similar environmental hazards. 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, allowing Garou to stay protected for days. How long a Garou can ultimately spend in the cocoon is up to the Storyteller. 
   Alternative Versions
       From: WW20 (Homid Rank 4)
       System: As per the other details, but the base duration is a day. 

Gaia's Embrace (Homid Rank 4 - Pure Ones)

   Known only to the Pure Ones, this Gift allows the Garou to become one with the land. If seriously wonded, the Garou may "crawl into" the earth to seek Gaia's aid. Once protected within Her womb, the wounded child is mended by the power of the Goddess. An Earth-spirit teaches this Gift.
   System: After suffering aggravated wounds, the Garou must be buried alive or dig his own way under the soil. This Gift sustains an interred Garou and heals his aggravated wounds at a rate of one per hour, instead of one per day. 
   Taught by: Earth-spirit 
   Book: Wild West Companion

Spirit Ward (Homid Rank 4)

   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 for the pack totem) must subtract one from their Dice Pools for each success. This Gift lasts for one scene. 
   Alternative Versions
       From: WW20 (Homid Rank 4)
       Syste