Post by Admin on Jul 8, 2015 20:37:36 GMT
Master of Fire:
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. An ancestor-spirit or a fire-spirit grants this Gift.
(No changes, important clarifications) Spend one gnosis, lasts for one scene. This gift allows the character to HEAL fire as though it were bashing, not soak it. In other words, a homid in breed form still gets no test to resist the damage in the first place, though he would then heal as though it was bashing damage. This also means that, as the damage is taken as aggravated in the first place, a sufficiently powerful fireball could in fact kill a Garou without the incapacitation stop gap.
Persuasion:
This Gift allows 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
(No changes) Spend a gnosis, make a difficulty 6 static challenge, retesting with Subterfuge. Gain a social trait, and you can spend gnosis to gain more social traits on a one for one basis. This gift also gives your arguments much more weight.
Smell of Man:
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.
(No changes, quick clarification) No cost, fire at will. All NATURAL animals suffer a one trait penalty to everything while in your presence. On top of this, domestic animals will NEVER attack you unless you attack them, even if commanded. Surprisingly, this gift does not trick sensory based gifts (i.e Scent of the True Form). This is because Shifters are not natural animals, and the supernatural are not so easily tricked as common animals.
Jam Technology:
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.
(Changes) By expending a gnosis and making a social challenge (difficulties below) retesting with crafts. The Garou can force any ‘tool’ within 50 feet of themselves to simply stop functioning. Keep in mind that there is no cherry-picking: If you choose to jam knives+, EVERYTHING is jammed. Technology with spirits or other magical aid (fetishes, devices, etc.) are immune to this gift. This gift lasts for your crafts ability in rounds, at which point everything returns to the state it was in when the gift was activated.
Device/Difficulty
Computer / 3
Phone / 6
Automobile / 12
Gun / 13
Knife / 15
Staredown:
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 fera, but the target will freeze in place rather than flee. A ram- or snake-spirit teaches this Gift.
(Changes and clarifications) Normal social challenge. Normal humans flee, Supernatural (fully awakened such as Fera, not partially such as kin) creatures freeze in place. If the user or victim of this gift is attacked, the gift is broken. If the target is supernatural, the user of this gift must continue (throw the social challenge every round, though this is done at the top of the round) the staredown as long as they wishes the gift to last. Targets can spend a willpower to not flee / freeze for a round, but under no circumstances are they going to go on the offensive during this time. Effectively, we assume maximum successes against mortals, but only one against other supernatural creatures.
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. An ancestor-spirit or a fire-spirit grants this Gift.
(No changes, important clarifications) Spend one gnosis, lasts for one scene. This gift allows the character to HEAL fire as though it were bashing, not soak it. In other words, a homid in breed form still gets no test to resist the damage in the first place, though he would then heal as though it was bashing damage. This also means that, as the damage is taken as aggravated in the first place, a sufficiently powerful fireball could in fact kill a Garou without the incapacitation stop gap.
Persuasion:
This Gift allows 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
(No changes) Spend a gnosis, make a difficulty 6 static challenge, retesting with Subterfuge. Gain a social trait, and you can spend gnosis to gain more social traits on a one for one basis. This gift also gives your arguments much more weight.
Smell of Man:
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.
(No changes, quick clarification) No cost, fire at will. All NATURAL animals suffer a one trait penalty to everything while in your presence. On top of this, domestic animals will NEVER attack you unless you attack them, even if commanded. Surprisingly, this gift does not trick sensory based gifts (i.e Scent of the True Form). This is because Shifters are not natural animals, and the supernatural are not so easily tricked as common animals.
Jam Technology:
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.
(Changes) By expending a gnosis and making a social challenge (difficulties below) retesting with crafts. The Garou can force any ‘tool’ within 50 feet of themselves to simply stop functioning. Keep in mind that there is no cherry-picking: If you choose to jam knives+, EVERYTHING is jammed. Technology with spirits or other magical aid (fetishes, devices, etc.) are immune to this gift. This gift lasts for your crafts ability in rounds, at which point everything returns to the state it was in when the gift was activated.
Device/Difficulty
Computer / 3
Phone / 6
Automobile / 12
Gun / 13
Knife / 15
Staredown:
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 fera, but the target will freeze in place rather than flee. A ram- or snake-spirit teaches this Gift.
(Changes and clarifications) Normal social challenge. Normal humans flee, Supernatural (fully awakened such as Fera, not partially such as kin) creatures freeze in place. If the user or victim of this gift is attacked, the gift is broken. If the target is supernatural, the user of this gift must continue (throw the social challenge every round, though this is done at the top of the round) the staredown as long as they wishes the gift to last. Targets can spend a willpower to not flee / freeze for a round, but under no circumstances are they going to go on the offensive during this time. Effectively, we assume maximum successes against mortals, but only one against other supernatural creatures.