Enough Gifts For Christmas

How many Gifts are in Werewolf 20? A lot. Not all of them — that’s crazy — but a lot. We wanted a lot of choice to differentiate starting characters, so we went up to five initial selections for Level One Gifts. And there’s more than two per level thereafter. Duplication does occur, mind, but people shouldn’t be too disappointed at the lack of choice. At least I hope so.

But why not judge for yourself? Here’s the list of homid Gifts as will be printed in yon book, no more, no less.

Homid

Homid Gifts involve humanity’s skills and abilities not only as toolmakers and cultural beings, but also as conquerors of nature. Mankind’s struggle to dominate the natural world has given humans great control over their environment, but also alienated them from the world they live in, producing a disquiet of the soul. Because humans have become strangers to the world of spirit, many homid breed Gifts are taught by ancestors rather than by nature spirits.

Apecraft’s Blessings (Level One) — 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: 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.

City Running (Level One) — Humans are creatures of the city, raising their steel and glass nests high into the sky. This Gift 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 side of buildings, leaping from rooftop to rooftop) is reduced by two.

Master of Fire (Level One) — Fire-spirits were among the very first to make pacts with humanity, allowing men to warm themselves, drive off wild beasts, and clear the land. The cornerstones of civilization were laid in these simple acts, granting the spirits of flame much prestige. Homid Garou remember and continue to call upon these ancients pacts to protect themselves as the final fires of the Apocalypse loom. An ancestor-spirit or fire elemental teaches this Gift.

System: The player spends one Gnosis point. For the rest of the scene, fire inflicts bashing rather than aggravated damage to the Garou.

Persuasion (Level One) — This Gift imbues a homid’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.

System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).

Smell of Man (Level One) — To creatures of the wild, man’s scent is death. To creatures of the city, it is authority, comfort, easy meals. This Gift enhances a werewolf’s human scent, infusing it with spiritual power. An ancestor-spirit teaches it.

System: Non-supernatural wild animals lose two dice from their dice pools when interacting with the Garou, save when defending themselves or running away, and will be inclined to flee rather than attack if possible. Domesticated animals recognize the werewolf as a friend, and even trained attack dogs will do no more than wag their tails at the character unless attacked first. This Gift’s effects are permanently active.

Jam Technology (Level Two) — 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: 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 cease functioning 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:

[BEGIN CHART]

Device Difficulty

Computer        4

Phone  5

Automobile     7

Gun     8

Knife   9

[END CHART]

Mark of the Wolf (Level Two) — 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: 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. XX) as though she had a Rage rating equal to that of the Garou for one day per success.

Speech of the World (Level Two) — 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: The player rolls Intelligence + Academics (difficulty 7). The effect lasts for one scene.

Staredown (Level Two) — Rage burns in a werewolf’s eyes, striking fear into the hearts of mortals and animals, causing them to flee for their lives. Used against another werewolf, the target will freeze in place rather than run. A ram- or snake-spirit teaches this Gift.

System: This Gift affects only one target at a time. The player rolls Charisma + Intimidation (difficulty 5 + the target’s Rank, if applicable). The victim flees for one turn per success, though he may spend a point of Willpower to resist the effects of the Gift for one turn. Should the player roll five or more successes, the victim flees for the rest of the scene. Garou and other shapeshifters with Rage do not flee, but may not attack while the Gift is in use.

Calm the Savage Beast (Level Three) — 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: 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, canceling 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.

Cowing the Bullet (Level Three) — 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.

Disquiet (Level Three) — Pulling the mercurial tide of the target’s emotions to their lowest ebb, this Gift makes its target feel inexplicably depressed and withdrawn. The subject finds his emotions muted, and concentration difficult. An ancestor-spirit teaches this Gift.

System: The player rolls Manipulation + Empathy against a difficulty equal to the target’s Willpower. If successful, that opponent will be unable to recover Rage for the duration of the scene, and all difficulties for extended actions increase by one. Moreover, the target becomes listless and generally less inclined to stir himself to pursue any action of dubious necessity, such as investigating strange noises.

Reshape Object (Level Three) — The Garou can shape once-living (though not undead) material into something else instantly. Trees may become shelter, buck antlers spears, animal hides armor, and flowers sweet perfumes. The item will resemble the object from which it was created (eg., the aforementioned spear will be made of antler, not wood). A Pattern Spider teaches this Gift.

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. Expanding an additional Gnosis point allows a created weapon to inflict aggravated damage for the remainder of the scene in which it is created.

Body Shift (Level Four) — 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.

System: The Garou can use her shapeshifting to alter her physical Attributes: a dot of Dexterity can be shifted to Strength or Stamina, and so forth. The player rolls Stamina + Primal-Urge (difficulty 9). For each two successes, one physical Attribute dot can be shifted for the rest of the scene.

Bury the Wolf (Level Four) — 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.

[BEGIN CHART]

Successes        Duration

One     One scene

Two     12 hours

Three   One day

Four     One week

Five     One lunar cycle

[END CHART]

Cocoon (Level Four) — The werewolf wraps himself in a thick, opaque, chitinous sarcophagus, immobilizing himself but also becoming nearly impervious to harm. The cocoon provides immunity to fire, starvation, gas, high pressure, cold and similar environmental hazards. An insect- or Weaver-spirit teaches this Gift.

System: The Garou spends one Gnosis point. While in the cocoon, the werewolf ignores any attacks which fail to do damage at least equal to her Stamina + Rituals, but any attack that pierces the cocoon destroys it. The cocoon lasts for one day, but its duration may be extended by spending more Gnosis to renew it. The Garou may emerge from it at any time he chooses.

Spirit Ward (Level Four) — This Gift allows a werewolf to protect herself from spirits by performing a quick warding rite. The werewolf traces an invisible pictogram in the air that frightens and unnerves any nearby spirits, and which travels with the Garou for as long as it persists. An ancestor-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7). Spirits within 100 feet of the character must subtract one from their dice pools for each success. Any spirit that comes within 50 feet of the character (except caern spirits or the character’s pack totem) loses one point from its Essence per turn for each success the player rolled. This Gift lasts for one scene.

Assimilation (Level Five) — 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 doesn’t belong. The Gift doesn’t hide racial differences, but it does allow the werewolf 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. It is taught by Ancestor-spirits.

System: The player rolls Manipulation + Empathy. If successful, the character interacts with members of another culture as if he were one of them. The difficulty depends on how alien the culture is. Another Garou sept would be 5, while a Black Spiral hive or foreign country could be as high as 9. The character suffers no Social penalties when interacting with members of the culture, although he will enjoy no special benefits either. The Gift lasts for one scene, plus one day per Willpower point spent when activating it.

Beyond Human (Level Five) — 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. Human plus righteous fury with which to meet the Apocalypse. He is as man, but greater. Every Garou radiates this to some extent; this Gift warps that perception, changing the Garou from a figure to be avoided to one to be admired or adored. An ancestor-spirit teaches this Gift.

System: Once learned, this Gift’s effects are permanent. Humans dealing with the werewolf instinctively pick her out as more desirable, important and interesting than those around her — regardless of the character’s capacity in such matters. The Curse still applies, but rather than being instinctively feared as a predator the werewolf becomes an intimidating figure of great presence. Finally, the character may boost her Social Attributes by spending Rage or Gnosis. Each dot of either spent raises one Social Attribute by one point for the rest of the scene. Social Attributes may be raised above 5 in this fashion.

Part the Veil (Level Five) — This potent Gift immunizes a human from the Delirium for a scene. However, the human will forget much of what he knows if exposed to the Delirium at a later date. An ancestor-spirit teaches this Gift.

System: The player spends a Gnosis point and rolls Charisma + Empathy. Only one success is needed.

54 thoughts on “Enough Gifts For Christmas”

  1. Not sure if the lists were meant to allow us to pick apart Gifts already, but I’m seeing some room for questions in the rank 1 Apecraft’s Blessings text. 1) The script states using guns as well, so even though the firearm or wrench is more than likely stamped out by a machine it still counts, probably because the machine was made by man as well? 2) What about something made by Homid Garou? Those items do not receive the bonus, correct? So a bow or makeshift lever will not receive the bonus if the Garou created it?

    Reply
    • well it’s not technically made by ‘man’ when a werewolf makes it.
      Though I’d probably let it affect on Garou made normal tools and weapons as well.

      Reply
    • I think it means a less literal crafted by Men’s hands sense. If a Garou is making a bow, it’s going to be difficult to hue and shape the wood into a proper bow and string it while completely in Crinos form. If a Garou is in Homid form, the weapon is still being shaped by Human hands regardless of the fact those hands turn into paws also.

      Reply
  2. If you’ve got the Gnosis, and are in a tight spot, making a weapon with Reshape Object, making it Agg and then Blessing it with a good roll would definitely surprise your enemy.

    Reply
  3. I really like this list and improvements on some of the gifts that were previously under- or overpowered.

    Good job Ethan & co.

    Reply
  4. I like some of the gifts that previously weren’t there, or I didn’t know.

    There are some thoughts:
    Apecraft’s Blessings
    The reduction in difficulty should be limited to -3. If not, one round to use the gift would make up for small melee or firearms skills and turn a crafts man into a way to decent fighter. Since usage with weapons is explicitly allowed the effect probably shouldn’t stack with other gifts that reduce the difficulty for using certain types of weapons.

    This is pretty much a basic rules thing. If I remember correctly Mage revised had a general rule, that difficulty reductions (and possibly increases) due to circumstances or related powers should be caped by -3 or +3, respectively. Looking at http://wiki.white-wolf.com/worldofdarkness/index.php?title=Probability_Math I can clearly see why.

    I’d like to see entries like:
    “City runner” was previously named “Trailblazer” (in Werewolf Wild West).
    Not necessarily stating the source book, but keeping previous gift names around.

    Jam Technology should after choosing a level of complexity work on all “machines” of this complexity level AND all machines more complex, shouldn’t it?
    At least that’s what I think the gift was like before.

    “Bury the Wolf” is a nice gift, but it’s effect had previously been the domain of the Children of Gaia. I’d like to see them get access to that gift, or a similar effect, earlier than other homids.

    Also, I’m missing “Tongues”. The introduction of Dark Ages “Speech of the World” takes away some of it’s awesomeness but, gaining literacy in a given language for a while still is cool. I’d really which that gift to be included.

    Hope to see Ragabash and Philodox soon. Like to see what you made of the in my opinion most impractical gifts in the game.

    Besides that, I like the gifts written here.

    Reply
    • Mage Revised +/- 3 rule only applied to magic, though it applied both to the roll to cast and to what magic was capable of.

      I’m not sure that rule is entirely appropriate here. The Mage cap is mostly because any spell that can lower the difficulty of an Ability roll can both effect far more broadly than using a man-made tool, and can get a lot more out of it (infinite uses during a duration over an extended period).

      With a ritual and enough Arete/magical skill a mage could (if that cap wasn’t there) give her whole cabal -9 diff to all Firearms rolls for a month.

      This Gift, to me, doesn’t need that sort of counter in the system.

      Reply
      • I’m personally of the opinion that a werewolf who can fire a gun really well every other turn (so long as she doesn’t dodge or take other actions on her off-turn) is not going to be a game-breaking problem. The action economy of Rage is part of what makes werewolves so dang powerful in the first place: giving up actions for lower difficulty is more a situational advantage than a no-brainer must.

        As always, though, I’m open to being convinced otherwise.

        Reply
        • I missed the “on the next roll” part. Maybe it would be nice to clarify that with something like:
          “If used on a weapon, the effect is limited to the next shot/attack/block. If used on a (for example) wood-craft tool, the effect lasts for either one crafting roll or one roll within an extended action.”

          But you are right the gift is more balanced than I thought.
          It still has the potential to end a combat before it begins if one scores enough successes to even out difficulty increases and opens with a sniper shot.

          Reply
      • This Gift helps the Garou in just one roll, the next one. I think balanced.

        Or, this gift would be limited to “one use per scene”. Or, yet, raising 1 on the difficulty.

        Reply
    • Previous editions of Werewolf had a bunch of “speak foreign languages” Gifts that roughly did the same thing and were largely redundant with one another, at various power levels. I collapsed them all into Speech of the World for neatness’s sake.

      City Runner is an amalgamation of two or so Gifts from… I think Book of the City, that I merged into one stronger Gift and tossed a new name on. Separately they were kind of “ehn,” but together I think they make a pretty good Gift.

      Reply
  5. Finally, Persuasion Gift became a good one, excellent update! But, “lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact” deserves a spend of a Willpower point, isnt? So, will be balanced.

    Beyond Human Gift is the Übermensch printed on the Players Guide to the Garou? Just a mere opinion, but the previous name is so more cool.

    Great work and thanks all!!

    Reply
    • I think the ‘ Cow The Bullet’ Gift is underpowered a bit. A Gnosis point (in battle, at level 3, can mean the difference between being hacked apart and fight effectivelly using rage), is quite hefty for only a two dice soak bonus, when Luna’s Armor can easy do the same (with two sucesses at diff. 6) AND those two dice protect against silver weaponry as well. Will there be some sort of ‘layering’ cap on soak dice? Because on early editions, there was nothing preventing a character to use Steel Fur and Luna’s armor at the same time to send it’s soak pool into the heavens. I see the detail of ‘additional soak dice’ on the system of the gift. If there is such a limitation, and Cow the Bullet would be an exception on that limit, i can see why it’s level 3. Otherwise, it’s just too underpowered for it’s level. Maybe it should be passive, like Ragabash’s Odor of Running Water? You learn the gift, and stuff does not like to hit you at all, forever?

      Reply
      • I agree.
        A cost free permanent gift would be an interesting choice for homids, especially those who normally do not get soak enhancing gifts.

        If it is to activate, it would make more sense, if it was automatic successes on soak.

        Actually, if it was both, the gift would really be cool. Meaning:

        “Once learned, the garou gets a bonus of two dice against all damage from crafted weapons. If the garou spends an action and a point of Gnosis these dice are replaced by two automatic successes for all soak rolls against crafted weapons. In both cases the bonuses do not apply if the weapon is crafted from silver.”

        With the limitation to crafted weapons, the gift wouldn’t be that overpowered, but it would be a quite powerful Adren gift, I think.

        Reply
        • Obviously, some info was missing:
          “Once learned, the garou gets a bonus of two dice against all damage from crafted weapons, even if surprised or unconscious.
          If the garou spends an action and a point of Gnosis these dice are replaced by two automatic successes for the rest of that scene. These automatic successes still only apply for soak rolls against damage from crafted weapons.
          In both cases the bonuses do not apply if the weapon is crafted from silver.”

          Reply
  6. Yes. Yeeeesssss. You had me at City Running.
    (This has nothing to do with me doing two hours of gardening while listening to the Assassins’ Creed 2 soundtrack, nope nope nope)

    Reply
    • (Replying to own comment, hurr durr, but there’s no ability to edit posts)

      Also, really liking how the less useful gifts like Persuasion (cool on paper, clunky in actuality) have been rejigged to be just as cool as the rest. Really looking forward to the new Galliard gifts.

      Reply
      • I generally have always skipped Master of Fire for Persuasion on my homids– the utility just makes it so cool for a player who likes the problem-solving approach as an alternative to Crinos-smashing all problems.

        Reply
  7. I’m seeing some omissions. The list is huge but I’m just curious where you draw the line for gift inclusion.

    Just as a “forinstance” I see that some of the gifts from book of the city didn’t make the cut like Stench and the city, or Gaia’s toolbox.

    Also this is looking very “garou” centric as i’m not seeing some of the homid gifts from other changers.

    Reply
    • Omissions are inevitable. Werewolf’s number of Gifts is flatly much huger than the lists of Disciplines or comparable powers, save maybe rotes. We capped it at a flat number per list, and then prioritized from there: five at Level One, and so on.

      And yes, this is going to be a very Garou-centric list. To include the other Changing Breeds in a comprehensive fashion we would have to omit, say, the Umbra chapter, the Storytelling chapter and possible half of some other chapter to boot.

      Reply
      • Yeah I can see that. I did an index of all the character creation stuff from all the apoc books and it runs into just over 8500 entries across all versions. A lot of that is duplication when you get right down to it. Every changer has persuasion as a homid gift and they all seem to have heightened senses as a animal breed gift.

        I’m betting you could easily do a 200 page book of just gifts with no other input at all.

        Reply
        • Wow, I’d never seen the numbers run like that. Thanks! That’s… really daunting. Even if there’s duplication, each one of those 8500+ options represents a choice you can make, based on another choice you made.

          Reply
          • Btw let me know if you want a copy of the index, it’s not uber complete but it makes for a handy reference when you’re hunting down something you vaguely remember.

        • Wow… I almost wish there was a 200 page gift supplement alone. 20th anniversary compendium of sorts. But then I bet Ethan would have a heartattack, so maybe not. Thanks for checking though. You rock Roland.

          Reply
    • When selecting Gifts, I kept in mind that this was the big 20th anniversary book (and that if it does well, it might end up as the de facto ‘corebook’ anchoring a line of W20 supplements, as V20 has). As such, I tried to stick to Gifts that were either very iconic for the tribe/group/etc, and Gifts that were broadly applicable for a wide variety of players and situations. As a result, most of the Gifts aimed at really specific situations didn’t make the cut.

      Reply
  8. First off, I’d like to say that this list of gift simply flabbergasts me. It’s got flavor and it fixes several old issues. For once, I’m actually interested in Homid gifts. I especially love the fact that some, like Master of Fire, offer background information on their origin. Which is an endless source of inspiration for storytellers.

    That said, I’d like to offer some constructive comments.

    Apeman’s Craft: I’m having difficulty visualising “concentrating and rolling Wits+Craft”. What am I doing, concretely? What does the roll represent? I’m not actively doing any crafting and if it’s some sort of trance/meditation it wouldn’t be craft. I totally understand why “craft” has to enter into the mix, to represent the master over man-made object. I’m just having a hard time understanding what my character’s “doing” for the sake of desciptions and feel. Other than that, good gift.

    City Running: What’s the limit? From the description, I almost get the feeling I could literally run up a building. I don’t think it’s meant to allow this, but if one of my player read it like that, I wouldn’t have any argument against. May be clarifying the intend and scope would be a good idea. Again, otherwise a very good gift which I find focuses on the “Parkour” trend of the last few years and clearly fits in the arsenal of the modern Garou.

    Smell of Man: Just wanted to say how brilliant this new desciption is. It clearly states what was a bit fuzzy in the past. I know this gift caused confusion amongst some of my players before. Thank you for this upgrade.

    Body Shift: Good gift, however, if I may dare say so it feels a little under-described. I get what it does, but less what it is, where it comes from. Compared to the other amazing descriptions, it feel like this one is shorter and simpler.

    That’s about it. Thanks for your time.

    Reply
    • @Apeman’s Craft
      Craft might not only be used for actual Crafting, but also to recognise a good work or such. So maybe the description could include something like:
      “….concentrating, visualising the process of crafting the tool, and rolling Wits+Craft”

      Reply
    • Hello,
      Climb like an Ape, a homid gift in Book of the City says “…garou with this gift find that moving vertically is just east as moving horizontally; whether they are walking along a sidewalk, climbing stairs, or scaling the side of a building…” but the speed is limited to DEX+5 meters per turn. I thinks that the new gift is just the fusion of Climb like an Ape and Rooftop Sprint level two Book of the City. In my opinion your player was right!

      Reply
  9. I like the collection. Good Gift. Some clearly updated and really better.

    Here my comments on some gifts:

    Cowing the Bullet (3)
    – too weak for this Level and Cost. Make ist cost one Rage and give 3 soak and it would be better

    Body Shift (4)
    – STA + Primal Urge (9) x 2 for one dot to shift? Ists unlikely to ever shift more than one or two dots, if ever. Reduce the difficulty and make a maximum of 3 dots shifted.

    I am looking forward to the other gifts.

    Reply
  10. Curious about Bury the Wolf.

    It says they can’t spend rage but they can obviously spend gnosis. Can they still perform rites? Would they be subject to the delerium?

    Or do they simply “Appear to be human” when checked with senses/powers.

    Reply
    • I’d assume that they can do all of the rest of the things one could do if they’d “lost the wolf”, so even crossing into the Gauntlet and using other Gifts and Rites would be fine–so long as they don’t require Rage.

      HOWEVER it seems odd to me that the more willful the person, the harder it is to hide one’s Rage. It would seem that perhaps it should be the difficulty of one’s Rage instead? That would make more sense to me, as having more would mean having to fight harder to suppress it.

      Reply
  11. I’ll probably be sounding like the last man to the party, but I keep expecting some sort of annoucement and I don’t find any. So, I’m going to go out and ask:

    When/where will the book be sold? Last year, I got V20 easy, but this year… is it tied to a major event like last year? Is it already too late to order? I really really don’t want to miss out on the book and the event if there’s one. Thanks for any information.

    Reply
    • The Deluxe version will be sold via KickStarter, which should be announced soon. If you’re watching the Blog here, the Facebook, the Forums, or Twitter, you’ll know when the KickStarter has been announced. 🙂
      It was/is planned to be released at The Grand Masquerade 2012, but the date and location of TGM 2012 has not been announced yet.
      The PDF and PoD versions will be available to the public to purchase shortly (days? weeks?) after it has been delivered to those who purchased it.

      Reply
  12. The fact that Jam Technology can “jam” a knife has always been seen as extremely silly by my group, and I can’t help laughing that it’s still there. Personally, I think simple solid objects with no moving parts shouldn’t be effected by Jam Technology, or the name and of the gift should be changed to something like “break device.” I realize none of the above is going to happen, so my group will keep on enjoying the humor value of that gift. 😉

    Reply
    • I love jamming a knife. It’s one of the most incredibly animistic things in all of Werewolf: “no, fuck physics, the spirit of the knife Does Not Want To Cut, so it’s not happening.” I agree that it’s not technically a “jam,” but it’s not really a “break,” either, and “Convince Device-Spirit To Be Unproductive” is not nearly as snappy.

      Reply
        • I can’t say how much I agree with Ethan here. I totally understand the original point, but I honestly think it’s the best illustration of “Spirit Logic” in any gift/rite anywhere. Spirits are supposed to have a certain degree of influence on the material world and things related to them don’t have to obey logic in any way, shape or form. This gift is awesome.

          Reply
  13. So 20 total homid gifts gives us a speculative baseline. Assuming a similar spread for each section you have 3 breeds, 5 auspices, 13 base tribes with the options for skindancers, white howlers, bsds, croatan, and bunyip.

    Not counting camp gifts which tend to vary by tribe that’s at least 26 categories or around 520 gifts.

    Camp gifts are the real stickler because the silverfangs have house gifts, and lodge gifts. The children of gaia don’t have camps, the bone gnawers camp gifts aren’t camp only and some like the Get only get 1 gift per camp and it’s not even unique if I recall.

    So assume an average of 5 camp gifts per tribe and you can round the total off near 585 without breaking a sweat.

    Any chance you could satisfy my curiousity with a rough count?

    Reply
  14. Well, there are also over-laps (i.e., a gift being both a Breed Gift, and also a gift for a Tribe. While not a HUGE number), so we’ll probably see some “Name of Gift: See same gift under Breed.” It might be ten or 20 gift-slots though?

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  15. I see that some Gifts have gotten more powerful, and I think some of these are new. I like that there’s a larger selection.

    One typo I saw in Reshape Object:

    “Expanding an additional Gnosis point” should be “expEnding an additional gnosis point.”

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  16. Now I’m the late one to the party, but there’s not much I can add here that hasn’t been said.

    Except for one. Beyond Human.

    Like I mentioned on the Glasswalker gift list, something just seems wrong about a gift permanently in effect. It might as well be a purchased background Merit or a trait at that point. From an ST’s point of view I can just see the player bringing up the fact this gift is still in effect from several sessions back and bringing it up again and again to cover his/her butt in every situation where something doesn’t go in their character’s favor. If the merit was purchased at the beginning of the game and played to effect, then it could be developed as part of natural play. The effect of the gift seems more appropriate as an award to someone attaining Sept Leader or some other legendary status of their rank rather than an award they can pin on themselves with enough experience points. This is one of those gifts I would insist the be played out as an ST having the character entreat the spirit to teach it, but even then, unless I’m supremely impressed by the player’s performance, I’d ignore any dice rolls saying they suceeded in convincing the spirit. But maybe that’s just me. It seems about as Übertwink cream filled as having a Sidhe with Soverign on all the time or a Vampire with permanent Presence and/or Dominate. (please don’t tell me in V:tM 20 there’s permanent Presence and/or Dominate…. :/ ) I think this is the kind of gift that is best Vetoed.

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  17. So, with a single successful roll and the basic Persuasion Gift, we can now make a Gaian Garou reconsider his life path and fall to the Wyrm? Seems powerful, especially with no expenditure.

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