Nocturne V.2
A World of Darkness Sim
WEREWOLVES
The Warriors Of Gaia
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HOMID GIFTS
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Color Key:
RAGE GIFTS (Glory)
NON POWERED GIFTS (Honor)
GNOSIS GIFTS (Wisdom)​
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RANK 1
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City Running
Rank 1 Homid Gift
Garou with this Gift find that moving vertically is just as easy as moving horizontally; whether they are walking along a sidewalk, climbing stairs, or scaling the side of a building, their pace doesn’t change in the slightest, nor do they tire out more rapidly. This Gift doesn’t make it any easier or less dangerous to climb in precarious circumstance — a ten-story fall is still a ten-story fall, and a sheer surface remains sheer — but the Gift does make sure that the character can climb as quickly as he walks.
System:
FREE ACTION
Gain 1 RAGE
DURATION: A SCENE
Garou may move 15 meters per turn instead of the usual 10 within a city. This also applies when climbing, allowing to get to roofs of 2 story buildings with Dexterity + Athletics, Difficulty 14 roll.
Sense Trinity
Rank 1 Lupus / Metis / Homid Gift
The Garou may sensewhat is the dominant spirit influence in the person, animal, spirit, and ther sentient beings alike. Any Gaian spirit can teach this Gift.
System:
Normal Action
Roll Perception + Intelligence, Difficulty 14
Allows to see if someone Wyld, Weaver, or Wyrm aligned or most heavily influenced at the time.
Stench and the City
Rank 1 Homid / Bone Gnawer Gift
Many city Garou use this Gift when facing off against just about anything with a particularly sensitive nose: this can include other Garou, Black Spiral Dancers, and a host of normal animals or Wyrm-creatures. The Gift incapacitates its target by overwhelming its sense of smell with the stink of the city: sweat, blood, human waste, rot, smoke and car exhaust.
Garou have been known to use this Gift to pull one of their own out of the thrall of frenzy, or to incapacitate a crazed wolf without permanent injury. The Black Spiral Dancers are said to be quite familiar with Stench and the City as well, and are perfectly willing to use it on Gaian Garou.
System:
Resisted Action
select a target with a sense of smell better than a human
Gain 1 RAGE
Roll Stamina + Primal-Urge vs Stamina + Athletics
For every success rolled, the target gets a penalty of -1 to all physical rolls for the next turn
if five successes are rolled, the target is incapacitated for the scene.
The target may resist by holding its breath (1 turn per Athletics rating), if he does so he must follow the rules for suffocation
This Gift is taught by a skunk-spirit. Does not work on none breathing targets.
Note: Vampires don't actually need to breathe so this gift does not work on them unless they have Blush of Life Activated. However regardless of it, it's impossible to make them incapacitated.
Master of Fire
Rank 1 Homid / Get of Fenris Gift
Once humans tamed fire to keep them warm and to drive off the wild beasts, they were 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.
System:
Free Action
Costs 1 Gnosis
Duration: A Scene
This Gift allows a werewolf to heal fire damage as if it were bashing damage.
Persuasion
Rank 1 Homid / Fianna / Children of Gaia / Glass Walkers Gift
This Gift allows a 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:
Resisted Action
Roll Manipulation + Persuasion vs Wits + Empathy
Targets that failed must see garou's point, although this affect will only last for one scene. The target can't be persuaded to do something that is dangerous, too out of character, or would break their code morale o belief. Can't be used in combat.
A werewolf could win arguments with hard line opponents, or cause a cold-hearted psychopath to relent (at least for a little while).
((more useful against NPC characters than player characters)
Smell of Man
Rank 1 Homid Gift
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:
Free Action
Duration till turned off.
All wild animals (not including supernatural creatures in animal form) lose 1 from all rolls when within 10 meters 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, however this effect breaks if animal is harmed by the werewolf. Also this does not work on ghouled animals.
Apecraft’s Blessings
Rank 1 Homid Gift
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 awaken and lend her aid. An ancestor-spirit or spirit of a man-made object teaches this Gift.
System:
Normal ACTION
ROLL: Wits + Craft ((Difficulty 10))
Duration: 1 turn
Each success gives +1 bonus (max +5) 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.
Leap of the Kangaroo
Rank 1 Homid / Fianna / Lupus Gift
The old legends relate of Fianna warriors leaping over enemies and crossing rivers without getting their feet wet; this Gift is one way they did it. Taught by a salmon-spirit or ancestor-spirit, this Gift is functionally identical to the Lupus Gift: Hare’s Leap.
Hare’s Leap: By invoking this Gift, the werewolf may leap incredible distances. Hare-, frog- and cat-spirits usually teach this Gift. The lost Bunyip knew this Gift as Leap of the Kangaroo, however marsupial-spirits seem loath to aid werewolves these days. Today, many werewolves call this Gift “Leap of the Kangaroo” in their fallen cousins’ honor.
System:
Normal ACTION
Rolls Strength + Athletics, may be used as an attack.
If successful, move up to 20 meters and perform an action.
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RANK 2
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Jam Technology
Rank 2 Homid / Glass Walker / Children of Gaia / Ragabash Gift
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:
Normal Action
Costs 1 Gnosis point
Roll Manipulation + Crafts.
The difficulty of the roll is based on the following chart:
Device Difficulty
Computer 10
Phone 14
Automobile 16
Gun 18
Blade 20
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DURATION: 1 turn per success
Range: 20 meters.
The werewolf may choose the level of complexity she inteds to “jam.” All technological devices (i.e., any devices shaped from fabricated materials like metal or plastic). The devices remain unchanged but inert. Knives won’t cut, gunpowder won’t ignite, gears won’t turn and so on. Magically enhanced weapons have some degree of immunity to this gift.
Speech of the World
Rank 2 Homid / Silent Strider Gift
This Gift allows Gaia’s 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 doesn’t convey literacy, nor is it an encyclopedia of cultural information. An ancestor-spirit teaches this Gift.
System:
Normal Action
Roll Intelligence + Linguistics (difficulty 16).
Duration: A Scene
The language must be active and encountered by actually speaking to someone. This means that by speaking to someone in Chinese Garou does not automatically learn Chinese. Only that they may speak it at that moment.
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Staredown
Rank 2 Homid Gift
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:
Resisted Action
Single Target
ROLL: Charisma + Persuasion vs Resolve + Composure
The victim flees if loses a contest. 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.
Divide
Rank 2 Homid Gift
Humanity excels at making tiny differences into massive gulfs. This can be seen in racism, sexism, and homophobia. This Gift rises up such hatred and suspicion. It is taught by a dog-spirit.
System:
Resisted Action
Costs 1 Gnosis
ROLL Resolve + Composure vs Resolve + Composure
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 big argument
five might bring them to blows.
Amongst Garou and other shapeshifters with Rage, however, the Gift is even more powerful. Every success adds +1 Rage to the target. With such manipulation, it is doubtful that any peace can be made, and highly probable new troubles will emerge.
Mark of the Wolf
Rank 2 Homid Gift
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 favorite of many homids looking to provoke discord in the ranks of the enemy. A Lune teaches this Gift.
System:
Resisted Action.
Gain 1 Rage
Roll Resolve + Composure vs Resolve + Composure
Duration: 1 day per success
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) The target inherits the Curse as though she had a Rage rating equal to that of the Garou. This makes target fume aura of danger, reducing their Charisma by 1 for every point of rage that garou had at the moment of casting it.
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RANK 3
Reshape Object
Rank 3 Homid / Bone Gnawers / Fianna / Glass Walker Gift
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:
Normal Action
Costs 1 Gnosis
Roll Manipulation + Craft ((Difficulty variable))
Example Difficulties
6+ to turn a broken tree limb into a spear,
12+ to turn a plant into a floatable raft
Duration: A Scene
The created object will break after the scene ends. Expending an additional Gnosis point allows a created weapon to inflect aggravated damage
Weapons created with this Gift have +3 attack modifier. Armor Created with this Gift have +2 defense modifier.
Calm the Savage Beast
Rank 3 Homid
Even the most callous of homids can sympathize 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:
Resisted Action
ROLL Resolve + Composure vs Resolve + Composure
If successful, the power soothes a single frenzying Garou, vampire, or anyone else's rage, even humans, ending the frenzy.
Tongues
Rank 3 Homid / Silent Strider / Glass Walker Gift
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:
Normal Action
Roll Intelligence + Linguistic
The obscurity and relative age of the language determines the difficulty. A common modern language such as Spanish is difficulty 8. An ancient and obscure tongue, such as Etruscan, would be difficulty 20. The number of successes determines the character’s fluency with the language.
Cowing the Bullet
Rank 3 Homid Gift
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:
Free Action
Costs 1 Gnosis
Duration: A Scene
Garou gains +2 to defense rolls against all weapons not made of silver.
Disquiet
Rank 3 Homid Gift
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:
Resisted Action
Gain 1 Rage
Roll Resolve + Composure vs Resolve + Composure
Duration: 1 turn per success
May not gain Rage for duration of the power.
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RANK 4
Body Shift
Rank 4 Homid / Ahroun / Get of Fenris Gift
Garou raised in the shifting maze of human society are well-prepared for the endless adaptations Gaia demands of her protectors. An ancestor-spirit teaches this Gift.The Garou can use her shapeshifting to alter her physical Attributes
System:
Normal Action
Roll Stamina + Primal Urge. Difficulty 14
Duration: A Scene
For each success, one physical Attribute dot can be shifted. Example a dot of Dexterity can be shifted to Strength or Stamina, and so forth.
Cocoon
Rank 4 Homid
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:
Normal Action
Costs 1 Gnosis.
Duration: A Scene
Cocoon has HP of Garou's Stamina + Occult rating.
Spirit Ward
Rank 4 Homid Gift
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:
Normal Action.
Costs 1 Gnosis.
Roll Manipulation + Occult, Difficulty 14
Spirits within 30 meters of the character (again, except the pack totem or local caern spirits) must subtract 1 from their rolls for each success (Max -5). This Gift lasts for one scene.
Bury the Wolf
Rank 4 Homid Gift
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:
Normal Action.
Costs 1 Gnosis.
ROLL Gnosis, Difficulty 14
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.
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RANK 5
Assimilation
Rank 5 Homid Gift
A werewolf with this Gift blends smoothly into 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:
Normal Action
ROLL Manipulation + Empathy, Difficulty ((see below))
DURATION One Day Per Point Of Composure.
If successful, the character interacts with members of another culture as if he were one of them. This difficulty depends on how alien the culture is. The difficulty would be 6 for another Garou sept, but it could be as high as 18 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.
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Beyond Human
Rank 5 Homid Gift
The Garou is human plus. Human plus strength, agility and health. Human plus devoted, assured spirituality and meaning. Human plus animal instinct and lightning reflexes. He is as man, but greater and more whole. Every Garou radiates this to some extent, causing humans to fear and avoid them instinctively. This Gift warps this perception, turning the Garou from a figure to be avoided into a figure to be admired or adored. An ancestor-spirit teaches this Gift.
System:
Free Action
DURATION: A Scene
+1 to Charisma rolls per Rage that you currently hold.
Part the Veil
Rank 5 Homid Gift
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:
Normal Action
Costs 1 Gnosis.
Roll Charisma + Empathy, Difficulty 12
One success is all that’s required.
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