Source Material: Werewolf: The Apocalypse 20th Anniversary Edition
Your mother was human, Kin or not, or a homid Garou. You grew up among humans and learned how to live in their society. Yet something always set you apart. Other kids reacted unconsciously to the predator within you, and to the vicious temper that you couldn’t always keep under control.
Strange dreams marked your childhood, and as you grew you remembered more and more of them — dreams of the moon, of the taste of blood, of the smell of war. Maybe they found you before your Change, maybe after, but now there’s no going back. You are what you are — you’re as much wolf as human now.
Human characters have no limits on what Abilities they may purchase during character creation. They have plenty of experience with the abstract thought that’s newer to their lupus cousins, and they usually grow up surrounded by human technology. No werewolf is better able to deal with the many peculiarities of human society.
In their breed form, homids can also handle silver with no adverse effects. The human-born advantages at navigating human society are balanced against weaker connections with the wolf and spirit portions of their nature. Homids are generally less intuitive and perceptive than Lupus or Metis. They’re likely to rely on what they see and hear, rather than what they feel. Moreover, their innate spiritual connections are weaker, as represented by their low starting Gnosis. Humanity has simply grown apart from the spirit world.
NOTES:
Nicknames: Apes, Two-Legs, Monkeys
These are the "free gifts" that all characters born of humans and who began life in human form automatically receive at startup at no additional XP cost.
Description:
Though many of Gaia’s children use tools, none have mastered them so thoroughly as humanity. The Garou focuses this mastery into the tools she uses, causing their spirits to awaken and lend her aid. Whether or not the Garou has ever used the tool before or has any previous skill does not matter. An ancestor-spirit or spirit of a man-made object teaches this Gift. This Gift is free for all Human Breed Garou.
System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. The werewolf can use whatever tool he/she/they is attempting without previous training or advanced knowledge. The purpose of the tool is irrelevant—this Gift is equally effective for attempts to repair an engine, drive a car or fire a gun.
Description:
Humans are the creators of cities, and as such the Homid Garou can easily scale buildings and navigate the tangled roads and alleys. Also disparagingly called Climb Like An Ape by non human Garou, this skill comes naturally to the Human-born werewolf.
Using this Gift allows the Player's Character to climb buildings and find his/her/their way through streets, alleys and rooftops while in Homid form for the duration of the scene. This skill is taught by an ancestor spirt or an urban city spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the rest of the scene, the character may climb urban features at her full movement speed, and the Modifier for all Athletics/Reflexes rolls to navigate through cities (running down cluttered alleys, climbing the side of buildings, leaping from rooftop to rooftop) is temporarily increased by +10.
Description:
Once humans tamed fire to keep them warm and to drive off the wild beasts, the Homid Garou entered into a pact with the spirits of fire. The spirits of flame agree to withdraw their bite when the werewolf touches wounds made by them. While in their human breed form, the Garou can use his/her/their Gnosis to physically heal themselves or any other living being suffering from wounds caused by fire. An ancestor spirit or a fire-spirit grants this Gift.
System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. Targeting themselves or another Player, the Garou can heal 5 HP of damage caused by fire. This can include smoke inhalation or burns.
Description:
While in their homid form, the Garou can focus their human presence and hide their Garou scent so that only their human form is sensed. This will cause domesticated animals to feel more at ease with the Garou and not view them as a predator. It will also cause wild animals to flee their presence. This gives the Garou the advantage, with a +5 Defense/Attack when dealing with a both wild or domesticated animals. Lasts one scene before the Garou reverts to his natural scent.
System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. The Character now smells like any other human. Any rolls related to dealing with any type of natural animal receives the above listed temporary bonuses. This does not include spirit animals or supernatural animals. This lasts for the duration of the scene.
Description:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. This Gift allows a Garou in Homid form to become more positively 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 spends 2 points of Energy/Gnosis and makes a successful roll. For the duration of the scene, the Character receives a Temp bonus of +10 Persuasion. If successful, the Storyteller may also reduce the difficulties of all Social rolls as well. With this Gift activated, a werewolf could win arguments with hard line opponents, intimidate a bully, or cause a cold-hearted psychopath to relent (at least for a little while).
Description:
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.
This Gift incapacitates its target by overwhelming its sense of smell with the stink of the city: sweat, blood, human waste, rot, smoke, car exhaust, and industrial fumes. 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:
The Player identifies the Target of this Gift, spends 2 points of Energy/Gnosis and makes a successful roll. The Target suffers the following penalties for the duration of the scene due to the offensive odors overwhelming their olfactory senses:
NOTE: Using this Gift and rolling a natural 80+ will break a Target's Frenzy if they are currently experiencing one.
Description:
Of all creatures, Mankind has perfected the art of crafting and using the tools of war. It would seem their dexterous hands and intellect have predisposed them for it. This skill is further enhanced by the Garou's wolf nature as spirits associated with the Garou focus this talent. An Ape Spirit teaches this gift.
System:
The Player spends 1 point of Energy/Gnosis and makes a successful roll. The Garou Character then gains a +5 Mod on all attacks that use either a ranged or melee weapon. This lasts for a full scene.
Description:
Raising hatred and suspicion, Homid Garou can use their knowledge of human emotions and language to make small differences in a group of two or more people and "nudge" them into massive divides. This can be based on racism, sexism, homophobia, elitism, etc. This gift cannot create anger, it can only make it bigger — much like throwing gas on a flame. The flame must first be there for it to be fueled by the Garou Homid. This Gift is taught by a Dog Spirit.
System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. Depending on how high the Player rolls will determine how strongly this ability effects the targeted group
For Example: Using this Gift on a group of "theoretically" perfect people would fail. This skill is more likely to have an effect on a group of people who have already expressed differences of opinions. This skill cannot be used in combat, but can be used to fuel a potential fight before combat happens.
Roll Chart:
1-10: Botch! The Target group calms down considerably. If this is a group verging on rioting or coming to blows, then the group will start to disperse and participants begin to leave.
11-59: No effect
60-79: The group cannot seem to resolve their issues or see eye to eye. There are definitely hard feelings on both sides.
80-85: The group begins to break into name calling and verbal assaults.
86+: The group breaks into a violent fight. If there are Garou in the group, each Garou will add +2 to their Rage Meter.
Description:
Though humans have used the warmth and power of fire for millennia, they have never truly mastered the spirits that dance within the glowing flames. A Homid Garou can tap into the spirit world and call upon the fire spirits in a way a normal human cannot. This Gift has both Active and Passive capabilities. A Fire Spirit teaches this gift.
System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. The Character can now tame the fire spirits, igniting fires spontaneously, or quenching them with a single touch. How big of a fire depends on the Garou's roll. Higher rolls allow you to select any level beneath that roll.
For Example: If you roll a 97, you can select to light or extinguish an entire building, or simply light your cigarette with a touch of your finger. Or extinguish a candle or cigarette with a touch.
Roll Chart:
1-10: BOTCH!: (rolling a natural 1-10) The fire you are trying to extinguish doubles in size.
11-49: No effect.
50-60: You can extinguish or light a fire the size of a candle or match.
61-70: You can extinguish or light a fire the size of a campfire.
71-80: You can light or extinguish a fire the size of a 10x10 room.
81-90: You can light or extinguish a fire the size of a 1200 sq. ft home.
91-95: You can light or extinguish an entire building on fire.
96-100: You can light or extinguish an entire building, plus any buildings or structures that are directly next to the building
Description:
The Homid Garou taps into their Garou nature, allowing them to channel that strength and agility while still in Homid form. This gifts is taught by an Ape Spirit.
System:
This is a Passive Gift that grants a permanent +2 Bonus to Athletics/Reflexes once purchased. No roll or Energy/Gnosis required.
Description:
This Gift allows a human Garou to become more physically intimidating when dealing with others in such a way that his statements and arguments instill an unexplainable element of intimidation and fear in the Targets. While the Garou's words, actions and demeanor may not necessarily contain any indication of aggression, this Gift adds a very intimidating and underlying message that the Target(s) should comply with any requests or suffer the consequences. An ancestor-spirit teaches this Gift.
System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. All those within a 10 meter radius of the Garou in Human form who fail their roll to resist will suffer -5 Willpower Rolls for the duration of the scene. They will also feel an intense sense of intimidation and underlying threat for as long as they are within the specified 10 meter range of the Garou.
Description:
By being the catalyst for any sort of soothing music (singing, playing an instrument, turning on a radio, playing a CD, etc.) the Garou makes it more difficult to Rage. When Garou must fight one another, the Children of Gaia sometimes use this to their advantage, as many are more experienced at holding back their Rage. A nightingale-spirit teaches this Gift.
System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. The effect depends on the number (plus mods) that was rolled. The effect applies to all those within earshot (Chat range).
Roll Chart:
Description:
This Gift permits the Garou to gain some of the benefits of their Hispo form while remaining in Homid form. This Gift is taught by an Ancestor Spirit.
System:
This Passive Gift bestows the above permanent bonuses, which will be populated into your Character Sheet upon purchase with Experience Points (XP). No roll or Energy/Gnosis required.
Description:
The old legends tell of Garou warriors leaping over enemies and crossing rivers without getting their feet wet; this Gift is one way they did it. By invoking this Gift, the werewolf may leap incredible distances. Hare-, salmon-, frog- and cat-spirits usually teach this Gift.
System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. The Character may now leap in any direction up to 20 meters in a single bound. This Gift is identical to the Level 1 Fianna Gift: Salmon Leap.
Description:
The Homid Garou is able to maintain their calm even in dire situations. A Fox Spirit teaches this gift.
System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. The Player's Character gains a +10 Mod Bonus to all Willpower rolls for the duration of the scene.
NOTE: BOTCH! (Rolling a natural 1-10) The Character suffers a -10 on all Willpower rolls for the duration of the scene.
Description:
This allows the Homid Garou to temporarily speak, read and understand any language. This is a very basic language skill. The Garou's pronunciation may have an odd accent or they may not use exactly the right word (or understand a word completely), such as calling a bracelet a ring, or a necklace a collar. This skill lasts for a single scene.
System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. For the duration of the scene, the Player's Character can speak, read and comprehend any language.
BOTCH!: (Rolling a natural 1-10) Botching this roll means the language becomes jumbled and sounds/reads like a poorly translated Chinese instruction manual.
For example, "First, put Tab A into Slot B using a Philips head screwdriver," turns into "Using Philip's head, take A Tab can and put it into Bee's slot first." HUH?
Description:
Garou in their human form naturally emit an aura of unease in other humans, making them someone to be feared and avoided. Acquiring this passive skill warps the external impression of a human Garou from a supernatural creature that exudes a natural fear and unease, to one that radiates an aura of admiration, beauty, strength and intelligence in the Garou. Even if they don't actually have all these qualities.
Using this Gift, humans will no longer feel any natural fear or try to avoid the Garou. Instead, they look to them as someone they admire, like and perhaps even gravitate toward. "There's just something about you, I can't really put my finger on it, but you're so cool!" Once learned, this skill is always active when in human form. A Peacock Spirit teaches this gift.
System:
This is a Passive Gift that is always active once purchased with XP. In addition to making others at ease in your presence, you also receive a permanent +2 to Persuasion rolls.
Description:
At this level, the Garou can take full control of fire, bending it to his will. Fire can can take whatever form the Garou desires, from a Fianna illustrating a story around a campfire as the flames turn into running wolves or a famous Garou battle. Flames will follow whatever direction the Garou desires, including surrounding the Garou in a circle of fire or taking any other form he desires, as long as there is a fire already lit for him to command.
System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. If there is any type of fire burning, the Garou Character can now command it. The flame can diminish/extinguish or grow, rise in the air or crawl across a surface, or take any form the Garou desires. While it cannot be used to attack an opponent as a weapon, it will catch anything flammable it touches on fire if the Character wishes it to catch fire. This lasts for the duration of the scene.