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 Zhong-Lung / Were-Dragon

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Messages : 88
Date d'inscription : 07/12/2014

Zhong-Lung / Were-Dragon Empty
MessageSujet: Zhong-Lung / Were-Dragon   Zhong-Lung / Were-Dragon EmptyDim Déc 07, 2014 3:47 pm

Zhong-Lung / Were-Dragon Hengeyokaizhonglung


Histoire

The reverence for dragons present in many Asian cultures extends to the Changing Breeds, and while the Zhong- Lung are neither particularly numerous nor significantly wiser than the other streams, they are easily the most respected. Unlike other Mokolé, these ancient reptiles have archid forms that appear as the dragons of legend. Also, while some Zhong-Lung are kin to monitor lizards or freshwater crocodiles, many are related to the large ocean-going saltwater crocodiles. These beasts are found all across coastal Asia, from Myanmar to China, as well as the shores of Indonesia and Australia. The sea-going Zhong- Lung have close ties both with others of their kind who live in rivers and swamps, and with the Same-Bito with whom they share the same seas. Although they can be fierce warriors when something threatens them or their allies, when not facing and immediate threat, most Zhong-Lung remain lost in the dreams of Mnesis. Even homid Zhong-Lung take little interest in the activities of humans or in events beyond the scope of their families and local Beast Court.

Organization
The lives of male and female Zhong-Lung are very different. Male Zhong Lung (or k’iulung) usually live alone, coming together only to mate, confer, defend their homes or attend to court matters. Female Zhong Lung (or chi’lung) are far more social, living in groups of three or four called ching-tu, to protect their young and any pregnant females. A female elder known as an “aunt” (aiyi) rules each ching-tu. Male Zhong Lung typically spend several months with theirmates before resuming their solitary life. When the female gives birth, the aunt invites the father to pay respect to his mate and greet his progeny.
Unlike Mokolé, Zhong-Lung only breed with partners of their breed form. Each aiyi is in charge of approving and overseeing courtship and mating rituals for the members of her ching-tu. Homid k’iulung usually enter into storytelling or artistic competitions to impress their prospective mates; suchid k’iulung more often resort to physical combat to first blood for the same purpose. Both breeds enjoy riddle contests as a means of settling disputes. Although Zhong-Lung do not hesitate to fight the Emerald Mother's foes, they keenly understand how limited their numbers are and avoid spilling blood over mating practices.



Téléchargez la fiche ici.
*Attention, vous ne pouvez pas sauvegarder votre fiche après modification. Vous ne pouvez que l'imprimer. Vous pouvez aussi bien écrire sur la fiche avec un crayon.

Comment la remplir?

- Vous remarquerez qu'il y a plusieurs "type here". Nous procéderons par colonne verticale.
- La première colonne, celle du milieu, vous inscrivez votre race. Dans votre cas c'est "Zhong-Long".
- Ensuite, en dessous, vous inscrivez votre breed. C'est à dire la forme que vous avez à votre naîssance. Homid ou Suchid. Plus d'informations sur les breeds sont décritent plus bas.
- La derniere ligne, choisissez votre auspice. Tung Chun, Nam Hsai, Sai Chau ou Pei Tung. Plus de détails sur les aspects plus bas.

- La seconde colonne, celle de droite, est réservé à votre nature et demeanor. Mais dans la partie Hengeyokai Alma nous ne jouons pas avec ses traits. Cependant, vous utiliserez la première ligne pour indiquer votre Auspice au sein de la Beast Court. Pour infos sur ces auspices, cliquez ici.

- En bas, Renown, n'inscrivez rien pour l'instant. Les informations sont privées et seul les MJs auront accès à ces infos. Pour plus d'informations cliquez ici.
- Au milieu, juste au dessus de "Gnose", inscrivez "Rage".

- Sur la deuxième page, vous avez 5 colonnes. Chaqu'une d'elle représente une de vos formes de bête. De l'humain, proche-humain, crinos, proche-animal et animal.
- Les Zhong-Long ont 3 transformations.

Form Statistics
(Information sur les formes plus bas.)
Human
XArchidXSuchid
XStr: +4X*
XDex: -1X*
XSta: +4X*
XMan: -3X*
XApp: 0X*
XXD*
DIff: 6XDiff: 6XDiff: 6
*Les Stats de Suchid dépendent de votre race de lézard. Voir plus bas, "Suchid Traits".

Maintenant vous pouvez répartir vos points.

Attribut = 7/5/3
Abilities = 13/9/5 (Les points ne peuvent monter plus haut que 3 à cet étapes)
Backgrounds = 5
Gifts = 2 (Choisissez 1 Gifts de chaque liste plus bas: un de de Mokolé et un d’Auspice)
Rage= (Dépend de votre race de lézard. Voir plus bas)
Gnose = (Dépend de votre breed. Voir plus bas)
Willpower = 4
Renown = 3

15 freebies à placer.
Point   /   Coût en FB
Attribut / 5
Abilities / 2 (À ce niveau un 4ieme et 5ieme points peut être acheté.)
Une spécialisation / 2 (droit à une seul spécialisation)
Background / 1
Gifts / 7
Rage / 1
Gnose / 2
Willpower / 1
Mérite / 1

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Traits

A Mokolé’s breed determines his Gnosis. Mokolé may not recover Gnosis if cut off from the sun. The less the Sun is visible, the more time Mokolé must spend meditating in his Light in order to regain Gnosis.
Mokolé regenerate wounds at the same rate as Garou, following the standard rules for healing and regeneration. However, Mokolé, as creatures of both Sun and Moon, are harmed by gold and silver in the same way that Garou are harmed by silver.
All Mokolé instinctively share a common language, the Dragon’s Tongue spoken by all Lizard Kings in the time before time. Mnesis memories reveal the simplest parts of this language when a Mokolé undergoes its First Change.
Other than the Gumagan, Mokolé cannot enter the spirit worlds of the Umbra without specific Gifts that allow them to cross the Gauntlet. Once in the spirit world, a few saurian spirit-paths lead to the High Umbra, a realm of abstractions and high ideals. There, mystics may contemplate places that never were, but could have been — imaginary realms where the Tyrant Kings continued to evolve. In recent years, the Pangaea Realm and Legendary Realm have become gathering places for Mokolé seeking insight about the potential ramifications of the coming End Times, and the future- Dream of a new Lizard Empire.
The Middle Dragons differ significantly from their brethren elsewhere. Most notably, the Zhong Lung have four Auspices based on the seasons, rather than the cycle of Heaven; each corresponds with one of the Mokolé solar Auspices. Additionally, all Zhong Lung who are members of the Beast Courts can take Gifts from the Garou’s Galliard list as Auspice Gifts.
All Zhong Lung begin game with 4 Willpower.

Archid Characteristics
The following characteristics are appropriate for a Mokolé’s Archid form. All bonuses and penalties are effective only while in Archid form. Starred characteristics may be purchased more than once, the bonuses from each stack. Tu achetes une capacité par point de Gnose que tu possède. Tu peux aussi en acheter dans le futur à mesure que tu augmente ta gnose permanente.

L'attribution, l'acceptation et le refus des points reste à l'entière discrétion des MJs

Armored Scales*: +2 Soak.

Behemoth*: Body mass doubles, height remains same.
Stamina +1, +2 damage to Body Slam or Tackle attempts.

Binocular Vision: +2 on all visual-based Perception rolls. –2 to opponents attempts to surprise.

Bladed Tail: Gains a tail lash maneuver (Str +2 aggravated damage, difficulty 7).

Color Change: +1 difficulty to spot the Mokolé while hiding.

Constricting Coils: +3 dice to attempts to immobilize target.

Deep Lung: Can swim underwater for up to an hour or hold breath up to 5 minutes in combat.

Fiery Pearl: +3 to Intimidate versus vampires and wyrm creatures.

Fins: Double swimming speed.

Fire Breath*: Can breathe fire (or a corrosive aerosol) once per day for each time this trait is taken. The cloud is a fire with soak difficulty 7, damage per turn 2, and extends out to (Rage) yards in front of the character. The attack lasts only one turn but may ignite flammable objects for continued damage.

Gills: Fully amphibious.

Grasping Hands: Normal manual dexterity in Archid form.

Hinged Jaw: May unhinge jaw to swallow (non-resisting) objects up to equal its Size.

Hollow Bones: Bones are hollow, but strong. +3 to Dexterity for purposes of movement, and may soar effortlessly for hours if also has Wings Characteristic.

Horn: Gains a gore maneuver (Str +2 aggravated damage, difficulty 7).

Long Neck: Can attack targets up to 10 feet away with Bite attack.

Long Teeth: Bite damage is increased to Strength +3.

Long Tongue: Tongue is as long as Archid body, has Strength 1 and Dexterity equal to Mokolé’s Dexterity in Archid form.

Poison Sacs*: May inject poison once per day for each time this trait is taken. On a successful bite attack, the victim must soak four additional dice of poison damage.

Predator’s Roar: Gains roar attack usable once per scene. All characters (including allies) within close combat range roll Willpower (difficulty equal to Mokolé’s Rage). Anyone who fails the roll must flee as though in a fox frenzy.

Prehensile Tail: May use as if it was a hand, including wielding a weapon. Normal attack limits apply.

Resplendent Crest: +3 to Appearance and +1 to Charisma.

Royal Crest: +2 to Social rolls involving Nagah or any Mokolé stream.

Sickening Slime: Any opponent that bites you loses their next full turn retching. –2 to non-Mokolé Social interactions.

Tall*: Body mass and height doubles, +1 Stamina. Can reach/see over obstacles more easily. +2 to Perception when Storyteller deems appropriate due to height.

Terrible Claws: Claw damage increases to Strength +3.

Tongue Flick: +2 to tracking rolls involving scent

Upright Walking: Frees up forelimbs when walking.

Webbed Feet: May swim at 150% speed and walk without trouble on soft surfaces.

Wings: Can fly at 20mph for 1 hour per point of Stamina, then must rest for 8 hours. Can be combined with Hollow Bones for longer flight.

_____________________________________________________________


Breeds

Mokolé only have two breeds: homid and suchid (reptilian).

Homid: A homid Mokolé’s ethnicity usually depends on its stream. Mokolé-mbembe walk among humans in the Americas and Africa, from the streets of the first world to the rainforests and jungles of the third world. The other streams of Mokolé — Indian Makara, Aboriginal Gumagan, and Asian Zhong Lung — contain many of the stereotypical populations associated with those regions. However, just as nations are culturally diverse, a stream is not limited to any one ethnic group. As the End Times approach, unexpected individuals are awakening to the Dragon’s Dream, rediscovering their reptilian heritage.
Beginning Gnosis: 2

Suchid: A suchid Mokolé is hatched from a reptile egg. Civilized homids often consider the suchids’ views on the world to be blatant, brutal, and crudely laced with self-interest. In actuality, suchid are capable of subtler thoughts than “slaying and breeding” (or “fighting and fucking”). When in throes of reptilian Frenzy, however, immediate gratification of the id and ego are a suchid’s primary concerns, confirming the breed’s base reputation.
Beginning Gnosis: 4

_____________________________________________________________


Forms

Zhong-Lung / Were-Dragon CBM

Mokolé have three forms: Homid (human), Archid (draconic), and Suchid (reptilian). Their legendary Drachid form was lost in the Wonder-Work and no Mokolé since has been able to achieve it.
Shapechanging requires a Stamina + Primal-Urge roll, difficulty 6 (regardless of form). Changing from Homid to Suchid (or back) requires two successes. Changing to Archid (or back) requires one. As usual, the shapeshifter can assume any form instantly by spending one Rage.

Homid: This form is indistinguishable from an ordinary human. The ethnicity in Homid form usually depends on the creature’s stream, although it is almost always from a warm climate. As the End Times advance, the streams are slowly becoming more culturally diverse.

Archid: This draconic form is an amalgam of the Mokolé’s genetic legacy. It may (but does not always) resemble a monstrous version of their varna. Aspects of modern-day reptilian creatures blend with attributes from prehistoric behemoths that have been all-but forgotten, or draconic monsters that never were. The form first appears
to a potential Mokolé in his nightmares, but during the First Change, it becomes real in the waking world. During character creation, a player can choose “enhancements” to the creature’s Archid form. When the player knows his character’s final starting Gnosis Trait, he can purchase a number of Archid Characteristics (see below) equal to the character’s Gnosis. (Thus, a character with Gnosis 3 can choose 3 points of Archid Characteristics.) Some (where specifically listed) may be purchased multiple times.
If the character’s base Gnosis increases during play, he may add corresponding points of Archid Characteristics at the same time, essentially evolving the Archid Form as the Mokolé’s Gnosis grows. Approving the details of this form is left purely to the discretion of the Storyteller. Each Mokolé’s Archid form has the following trait modifiers in addition to any bonuses given via Archid Characteristics: Strength +4, Dexterity –1, Stamina +4, Manipulation –3, Appearance 0; causes Delirium, may bite and claw for aggravated damage (both at Strength +2).

Suchid: This is the reptilian form of the Mokolé. Each stream contains specific suchid forms, called “varna” which are most commonly associated with that stream. Because of vastly different sizes and body shapes, a Mokolé’s Rage and statistics for its suchid form are both determined by its varna.

_____________________________________________________________


Suchid Traits


Champsa (Nile crocodile): Str +3, Dex –2, Sta +3, Man –4, Rage 3

Gharial (Gavails): Str +1, Dex –1, Sta +3, Man –4, Rage 4

Halpatee (American alligator): Str +2, Dex –1, Sta +3, Man –2, Rage 4
Note: Running speed is halved; swimming speed equals Homid form’s land speed.

Karna (Saltwater Crocodile): Str +3, Dex –2, Sta +3, Man –4, Rage 3

Makara (Mugger crocodile, Chinese alligator): Str +1, Dex +0, Sta +2, Man –3, Rage 3

Ora (Monitor lizards): Str +0, Dex +0, Sta +2, Man –4, Rage 5
Note: Running speed same as Homid form; sprints are possible; limited swimming. Poison Sacs, per the Archid Characteristic above.

Paisa (American crocodile): Str +2, Dex –1, Sta +3, Man –2, Rage 4
Note: Running speed is halved; swimming speed equals Homid form’s land speed.

Syrta (Caimans): Str +1, Dex –1, Sta +3, Man –4, Rage 4

Unktehi (Gila monster): Str –1, Dex +0, Sta +1, Man –3, Rage 5
Note: Half human running speed, cannot swim. Bite inflicts Strength –1 damage. Poison Sacs, per the Archid Characteristic above.

_____________________________________________________________


Auspices

Name
Solar Equivalent
Season
Wind
Color
Tung ChunWardingSpringEastBlue/Green
Nam HsaiUnshadedSummerSouthYellow
Sai ChauCrowningAutumnWestWhite
Pei TungShiningWinterNorthBlack
.

Tung Chun, (Setting Sun, Warding): As the sun sets, the wise ward against evil hidden in the growing darkness. Mokolé born between noon and sunset inherit this aspect, dreaming of dangers hidden in shadows. Many become guards, nurses, healers, or caretakers. They are usually better at taking defensive measures than the more aggressive Rising and Noonday Suns. When on the attack, they usually support and heal their comrades.
Auspice Benefit: A Warding gains an extra die to one dice pool while defending others, retreating, or following specific orders. This benefit may be used once per scene.

Nam Hsai, (Noonday Sun, Unshading): At high noon, the sun reigns supreme over the Earth, seeing all. Mokolé born within an hour of noon may inherit this aspect. (It is just as likely, however, that one born slightly before noon will be Striking, or one born slightly after will be Warding.) Most either become judges, enforcers of law (in its many forms), or guards who patrol the areas surrounding wallows. They are also known as the Laws of the Sun, or the Will of the Crowned.
Auspice Benefit: Once per scene, the Unshading can subtract one die from the dice pool of one of the following “creatures of darkness”: vampires, fomori, demons, Black Spirals, Spectres, Nephandi, or Banes.

Sai Chau, (Solar Eclipse, Crowning): In moments of astronomical wonder, fantastic events can occur. The rarest of all Mokolé are born during a solar eclipse. They are the ruler-priests of Mokolé society; all weresaurians defer to a Crowning Mokolé. This respect is not without a cost, however. Crowning Mokole are expected to aid those in need, and to put the greater good of their Breed, stream, and clutch before their own personal desires. Those who do not quickly lose the respect normally afforded to their auspice. The Crowning solicit advice from the Concealing, while depending on the Gathering for their practical knowledge.
Auspice Benefits: A Crowning born during a total eclipse becomes Jewel-Crowned, a high priest leading ceremonies of worship to the sun. When the sun is shining, the character gains one extra die once per scene to apply to any one die roll.

Pei Tung, (Midnight Sun, Shining): When creatures of the sun are born at night, strange and contradictory events occur. Drawn to darkness, they still burn with Helios’ light. Midnight Suns are born between sunset and sunrise. They tend to love puzzles and paradoxes. Many act as poets, jokers, artists, mythmakers, or guides to the dead. Without the sun to guide them, they follow other sources of light, and other philosophies. All share the same Benefit and begin play with the same beginning Willpower, but they are the most diverse of the seven “solar” aspects. In fact, they are so diverse that they have their own three “midnight” aspects.
Night-Suns are born by moonlight, under Luna’s glow. They seek Gifts from the moon, calling her the “Sun of the Night.” At the Storyteller’s discretion, they may learn Garou Gifts taught by Lunes.
Many-Suns are born under the stars (before the moon has risen or after it has set). They often claim that “every star is a sun,” and thus insist that they are a thousand times more blessed than their brethren. They follow as many paths to truths as the stars themselves, falling in love with wild ideas.
No-Suns are born under the lightless sky, during nighttime storms or other dark celestial events. The most mysterious aspect of all, they draw wisdom from the empty spaces between stars, claiming that “light is sometimes darkness.”

Auspice Benefit: When all is hopeless, a Midnight Sun shines with courage. When a Shining Mokolé brings humor or courage in the midst of a hopeless situation, the Storyteller may bestow an extra die to be used on any one dice pool. The Storyteller should not grant this benefit more than once per scene.

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Gifts
Vous pouvez remplacer un de vos gifts de dépars par un gift commun de la Beast Court. Voyez la liste en cliquant ici.

General Mokolé/Zhong-Long Gifts

• Falling Touch (Level One) — As the Ahroun Gift. — This Gift allows the Garou to send her foe sprawling with but a touch. Any aerial spirit can teach this Gift.
System: The player rolls Willpower (difficulty of the opponent’s Stamina + Athletics). Even one success sends the victim to the ground. This Gift may be employed through even the lightest, brushing contact at no cost, or may be delivered through an attack by paying one point of Willpower or Rage. Such attacks inflict full damage in addition to knocking the target prone.

Fatal Flaw (Level One) — As the Shadow Lord Gift. — The Shadow Lord can spy a target’s weakness, gaining an advantage in combat. A Stormcrow teaches this Gift.
System: The Shadow Lord concentrates for one full turn, then the player rolls Perception + Empathy (difficulty equals the target’s Wits + Subterfuge). Success grants the Garou an extra die of damage during combat with that target. Additional successes grant knowledge of further weaknesses, but not more dice.

Inspiration (Level One) — As the Ahroun Gift.— Other werewolves look to the Ahroun for leadership in battle, and this Gift helps them to live up to that trust. The werewolf employs this Gift to lend her resolve and righteous anger to those who share her cause. A lion- or wolf-spirit teaches it.
System: The player spends one Gnosis point. All comrades (but not the Gift’s user) receive one Willpower point, which disappears if it is not used before the end of the scene.

Razor Claws (Level One) — As the Ahroun Gift; only usable in Archid. — By raking his claws over stone, steel, or some other hard surface, the werewolf hones them to razor sharpness. A cat- or bear-spirit teaches this Gift.
System: The player spends one Rage point and the Ahroun takes a full turn sharpening her claws. All claw attacks do two additional dice of damage and are made at –1 difficulty for the rest of the scene.

Sense Dissolver (Level One) — As the metis Gift: Sense Wyrm. — The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Wyrm’s spiritual emanations as a stench. This Gift doesn’t necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense Wyrm requires active concentration; the spiritual sense it provides doesn’t function passively. The Gift may be taught by any Gaian spirit.
System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence: sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.

Shed (Level One) — As the metis Gift. — The metis can shed a layer of fur and skin, slipping from an opponent’s grasp or escaping from bonds with ease. A lizard-spirit or snake-spirit teaches this Gift.
System: The player rolls Dexterity + Primal-Urge (difficulty 7). If the roll succeeds, the character loses a tuft of fur or skin (revealing healthy new hide), allowing her to slip free of grapples or bonds such as ropes or chains.

Sight of the True Form (Level One) — As the Philodox Gift: Scent of the True Form. — The
Philodox is able to scent the truth of those she meets, literally sniffing out an individual’s true form. A vulturespirit teaches this Gift.
System: The Garou can smell Kinfolk or a fellow werewolf automatically. In all other cases, the player must roll Perception + Primal-Urge (difficulty 6). One success will identify a normal human or animal; two successes will detect a vampire, changeling, demon, mummy, or Fera; four successes are needed to sniff out a mage, ghoul, or fomor. The Imbued register as normal humans to this Gift. Unfamiliar scents aren’t automatically recognized: A Philodox that has never encountered any Rokea might not immediately recognize the scent she detects as “wereshark.”

Speed of Thought (Level One) — As the Silent Strider Gift, but costing 2 Gnosis rather than 1. — The Garou doubles her running speed. A roadrunner- or cheetah-spirit teaches this Gift.
System: The player spends one Gnosis point. The Gift lasts until the end of the scene.

Chi’ih Ming (Level One) — This Gift, taught by a bird-spirit, allows the Zhong Lung to walk on air.
System: The player spends a Gnosis point and rolls Stamina + Athletics. Each success allows her to walk or run on air for one minute.

Dragon Milk (Level One) — As the Theurge Gift: Mother’s Touch. Other Mokolé can not learn this Gift even from a Zhong Lung directly. It requires the character to mix his blood with that of the one to be healed. — The Theurge channels spiritual power through her hands, mending the wounds of any other living creature. This Gift may not heal the werewolf herself, spirits, or the undead. A bear- or unicorn-spirit teaches it.
System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty is the target’s current Rage, or 5 for those with no Rage). Each success heals one level of lethal, bashing, or aggravated damage. The healer may even heal fresh Battle Scars (see p. 259) in this manner, if the Gift is applied during the same scene in which the scar is received and an extra Gnosis point is spent.

Shou (Level One) — As the Level Three Philodox Gift: Wisdom of the Ancient Ways. — All werewolves have an innate connection to their ancestors — a spiritual, racial unconscious accessible through intense meditation. The Philodox can tap into these deep memories to remember ancient lore. An ancestor-spirit teaches this Gift.
System: The character must meditate for a short time, concentrating on the past. The player then rolls Gnosis (difficulty 9, –1 for each dot of Ancestors the Garou possesses). The number of successes determines how detailed and exact the answer he receives will be.


Auspices Gifts
Vous pouvez remplacer votre gift d’auspice par un gift d’auspice de la Beast Court en cliquant ici.

Tung Chun Gifts

Burrow (Level One) — As the metis Gift. — This Gift grants the ability to burrow through the earth, creating a tunnel roughly the size of the digger’s body, which others can follow through. The werewolf must be in a form possessing claws to use this Gift. Mole-spirits teach this Gift.
System: The player rolls Strength + Athletics against a difficulty depending on the substance to be excavated (4 for loose mud, 9 for solid rock). Some metals (such as steel and titanium alloys) and other reinforced structures won’t yield to the werewolf no matter how hard she digs. The character can burrow one yard per turn for each success. After the initial roll, the character does not need to roll again to continue at the same speed.

Mother’s Touch (Level One) — As the Theurge Gift. — The Theurge channels spiritual power through her hands, mending the wounds of any other living creature. This Gift may not heal the werewolf herself, spirits, or the undead. A bear- or unicorn-spirit teaches it.
System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty is the target’s current Rage, or 5 for those with no Rage). Each success heals one level of lethal, bashing, or aggravated damage. The healer may even heal fresh Battle Scars (see p. 259) in this manner, if the Gift is applied during the same scene in which the scar is received and an extra Gnosis point is spent.

Resist Pain (Level One) — As the Philodox Gift. — Fortifying herself with purpose and will, the werewolf shuts out the pain of her wounds. A bear- or badger-spirit teaches this Gift.
System: The player spends one Willpower point; the character ignores all wound penalties for the rest of the scene.


Nam Hsai Gifts

Fangs of Judgment (Level One) — As the Philodox Gift. — It falls upon the Philodox to levy not only judgment but also punishment against those who have fallen from their proper stations. This Gift, taught by an ancestor-spirit, causes the werewolf’s claws and fangs to burn with the righteous power of law.
System: The player spends one Willpower point. For the next full day, all of the Garou’s natural weaponry attacks do two extra dice of damage to all beings who have fallen from their original purpose to the service of the Wyrm (such as Black Spiral Dancers, fomori, and corrupted nature spirits; Banes which came into existence as agents of the Wyrm are, regrettably, exempt from this Gift’s sanction).

Persuasion (Level One) — As the homid Gift. — 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).

Truth of Olodumare (Level One) — As the Phildox Gift: Truth of Gaia. — As judges of the Litany, Philodox may easily separate truth from falsehood. A Gaffling of Falcon teaches this Gift.
System: The player rolls Intelligence + Empathy (difficulty equals the subject’s Manipulation + Subterfuge). This Gift reveals only which of the words that have been spoken are true and which are false. It doesn’t reveal the truth behind a lie unless the speaker utters it. If the speaker is uncertain whether his words are true or false, the Gift identifies them as neither.


Sai Chau Gifts

Aura of Confidence (Level One) — As the Shadow Lord Gift. — The werewolf projects an aura of superiority, preventing attempts to find flaws or read auras (but not to read the werewolf’s thoughts). An ancestor-spirit teaches this Gift.
System: This Gift’s effects are permanent.

Heightened Senses (Level One) — As the lupus Gift. — This Gift sharpens the werewolf’s senses to an incredible degree. She enjoys the olfactory and auditory acuity of a wolf whenever she is in Homid and Glabro forms, along with superior night vision. In Crinos, Hispo and Lupus, her senses become preternaturally potent, allowing sensory feats that border on precognition. Sudden loud noises, bright lights or overwhelming scents can be disorienting, however. Wolf-spirits teach this Gift.
System: The player spends a Gnosis point to activate this Gift for a scene. In Homid and Glabro, the werewolf’s Perception difficulties decrease by two and she may roll Perception + Primal-Urge to perform uncanny sensory feats such as tracking by scent. In Crinos, Hispo, and Lupus, Perception difficulties decrease by three (this is not cumulative with the ordinary Lupus-form Perception bonuses) and the werewolf gains an extra die to Primal-Urge dice pools.

Lambent Flame (Level One) — As the Silver Fang Gift. — The werewolf causes her body to ignite with silver light. A Lune teaches this Gift.
System: The player spends one Willpower point to activate the Gift. The light illuminates a 100-foot (30 m) area around the Garou for the rest of the scene. All attacks against the Garou suffer a +1 difficulty penalty while this Gift persists.


Pei Tung Gifts

Darksight (Level One) — The ambient light of the Penumbra illuminates the physical world, even when darkness surrounds the Mokolé. A Lune teaches this Gift.
System: The player spends one Willpower point, and suffers no penalties for lack of light for the rest of the scene.

Brother’s Scent (Level One) — As the Children of Gaia Gift. — Drawing upon the universal brotherhood of all creatures of Gaia, the werewolf seems to fit in wherever he goes. Those given no reason to suspect the Child’s presence simply overlook her. A servant of Unicorn teaches this Gift.
System: The player spends a Gnosis point and rolls Appearance + Empathy (difficulty 6). All individuals not specifically on guard against intruders overlook any incongruity in the Garou’s appearance — for example, a naked man covered in blood and carrying a grand klaive walking through a high-society ball would draw no particular notice, nor would a wolf wandering through a residential neighborhood. The Garou isn’t invisible, he simply doesn’t stand out when he otherwise should, and his appearance is considered unremarkable even when he’s interacted with. If the werewolf’s actions alone would draw attention to himself (shouting, starting a fight, attempting to kick down a locked door) the Gift’s illusion is immediately broken. Those specifically on the lookout for individuals who don’t belong (security guards at a private facility, for example) don’t succumb to this Gift unless their Willpower is lower than the Garou’s successes on the activation roll.

Spirits of Laughter (Level One) — The Midnight Sun invokes spirits of good humor, lightening everyone’s mood. A mockingbird-spirit teaches this Gift.
System: The player spends one Gnosis point. For the rest of the scene, all Rage rolls are made at +2 difficulty, and everyone finds it very difficult to become upset or out-of-sorts about anything.


Galliard Gift
Ces Gifts peuvent être utilisé comme des Gifts d'auspices, peut importe votre auspice.

Beast Speech (Level One) — The werewolf may instinctively understand and communicate with any natural animals, from fish to mammals. She need only speak normally to be understood by animals, along with a touch of appropriate body language — there is no need to bark like a dog. This Gift doesn’t change animals’ basic reactions or dispositions; most are still afraid of predators such as werewolves. Any animal spirit can teach this Gift.
System: This Gift’s effects are permanent.

Call of the Wyld (Level One) — The werewolf may send her howl far beyond the normal range of hearing and imbue it with great emotion, stirring the hearts of fellow Garou and chilling the bones of all others. A wolf-spirit teaches this Gift.
System: The player rolls Stamina + Empathy; the number of successes determines how far away the Call can be heard (double the normal range for each success) and how stirring it is to those who hear it. This Gift should be used in conjunction with one of the Garou howls (see p. 58). The Storyteller determines the effects as appropriate to the purpose to which it is put, perhaps awarding a bonus die to revel participants for each two successes, or granting a point of Rage to all listeners for an exceptional battlefield howl.

Heightened Senses (Level One) — As the lupus Gift. — This Gift sharpens the werewolf’s senses to an incredible degree. She enjoys the olfactory and auditory acuity of a wolf whenever she is in Homid and Glabro forms, along with superior night vision. In Crinos, Hispo and Lupus, her senses become preternaturally potent, allowing sensory feats that border on precognition. Sudden loud noises, bright lights or overwhelming scents can be disorienting, however. Wolf-spirits teach this Gift.
System: The player spends a Gnosis point to activate this Gift for a scene. In Homid and Glabro, the werewolf’s Perception difficulties decrease by two and she may roll Perception + Primal-Urge to perform uncanny sensory feats such as tracking by scent. In Crinos, Hispo, and Lupus, Perception difficulties decrease by three (this is not cumulative with the ordinary Lupus-form Perception bonuses) and the werewolf gains an extra die to Primal-Urge dice pools.


Mindspeak (Level One) — Invoking the power of a waking dream, the Garou can place any chosen characters into silent communication. A Chimerling teaches this Gift.
System: The player spends one Willpower point per chosen sentient being and makes a Manipulation + Expression roll (difficulty of the victim’s Willpower) if any participants are unwilling. All those included in the waking dream may interact normally through the Mindspeak, although they can inflict no damage through it. Their real bodies can still act, although all dice pools decrease by two. The Mindspeak ends when all the participants want it to, or on the turn the Galliard fails the roll against an unwilling member. All beings affected must be within line of sight. The Garou may include her entire pack in the  waking dream for only one Willpower point, if she desires.

Perfect Recall (Level One) — The werewolf is able to remember and relive any memory with perfect clarity. An elephant-spirit teaches this Gift.
System: The player may spend one Gnosis point to perfectly remember any one detail, no matter how small, from any point in her character’s entire life.
_____________________________________________________________


Mérites
Cliquez ici pour la liste.

Manshape (1-pt. Merit, Mokolé only)
The character’s Archid form is very humanoid — a callback to the Lizard Kings with a reptilian head, the size of a Crinos Garou. The character must have the Archid characteristics: Bipedal and Grasping Hands to buy this Merit. Manshape allows the Mokolé in Archid form to pass as human in poor light, though anyone seeing the character’s scaly skin still suffers the Delirium.


Dernière édition par Dragon le Dim Juil 05, 2015 5:28 pm, édité 6 fois
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Messages : 88
Date d'inscription : 07/12/2014

Zhong-Lung / Were-Dragon Empty
MessageSujet: Re: Zhong-Lung / Were-Dragon   Zhong-Lung / Were-Dragon EmptyVen Jan 09, 2015 1:00 am

Notez bien que nous limitons la plupars des backgrounds à 3. Seul quelques exceptions existent : Pure Breed, Spirit Heritage, Totem et Mnesis.

Backgrounds

Mnesis
Any Mokolé (even one without this Background) may place himself into a Mnesis quest — a sort of autohypnosis in which the character journeys deep into the halls of ancestral memory, much like the Umbral vision-quests of the Garou. Because a Mnesis quest can easily last for hours and renders the seeker oblivious to the outside world for its duration, most Mokolé will only enter Mnesis while in the safety of their wallows. Therating of the Background determines how far back the Mokolé may remember.

0 Roughly a century.
• Three to five hundred years.
•• Roughly a millennium.
••• The Impergium and the beginning of human civilization.
•••• The awakening of the mammalian shapeshifters.
••••• The time of the Dinosaur Kings.


Allies
Ils peuvent faire des actions pour vous. Leur utilité est surtout dans les passe-play de semaines. Plus le niveau est haut plus l'action peut-être de haute sphère, ou de grande efficacité.


Contacts
Sert à chercher des informations. Une information pour chaque points de contact.


Kinfolk
Ils peuvent faire des actions pour vous. Leur utilité est surtout dans les passe-play de semaines. Plus le niveau est haut plus l'action peut impliquer la présence de plusieurs Kinfolks. Donc, plus efficace.


Pure Breed
(Ne marche qu’avec votre race et kinfolks de votre race.)
Garou take great stock in ancestry, and the werewolf who is descended from renowned forbears has a definite advantage in Garou society. This Background represents your lineage, markings, bearing and other features of birth. Other Garou revere werewolves with high ranks in Pure Breed as heroes of yore come to life — and such werewolves are expected to act the part. The higher your Pure Breed score is, the more likely you are to impress elder councils or receive hospitality from foreign tribes. Each point of Pure Breed adds an extra die to formal challenges (such as Rank challenges) and to Social rolls involving other Garou (even Ronin or Black Spiral Dancers).
Pure Breed is a nebulous combination of bloodline and spiritual inheritance. A character with high Pure Breed looks and carries himself like an archetypal member of his tribe — however, if he does not join that tribe, any benefits of Pure Breed are removed by the tribe’s totem. Many werewolves with Pure Breed can trace their ancestry directly, while others resemble distant ancestors who cannot be connected without a degree of genealogical exactitude that is lost to the Garou.
Some tribes place more value on good breeding than others, but Pure Breed is almost universally respected. It’s a mystical trait, and werewolves can tell instinctively whose blood is particularly pure. Of course, Garou expect those of pure blood to live up to the standards set by their noble ancestors. They frown on those who can’t or won’t accept the challenge.

• You have your father’s eyes.
•• Your grandfather made a name for himself at the Battle of Bloody Ford, and you carry that name with pride.
••• Your pedigree is blessed with pillars of the Garou Nation, and the blood tells.
•••• You could be dressed as a beggar and still command respect.
••••• The greatest of heroes live on in you.


Resources
The Resources Background describes your character’s access to and control over a range of valuable assets. These assets may be actual cash, but as this Background increases, they’re more likely to be investments, property, or earning capital such as stocks and bonds. A character’s Resources depend upon the standard of living she’s comfortable with — a lupus in the Yukon isn’t likely to get a wire transfer from her broker each month. A character with no dots in Resources can have enough clothing and supplies to get by, or she may be homeless, sleeping in a den in her lupus form. You receive a basic allowance each month based on your rating, so make sure to detail where this money comes from. The Storyteller will determine how much this is based on the area your game takes part in and the cultures you’re in contact with. A werewolf’s fortune can run out if she’s fighting in the Amazon rather than managing her stock portfolio. You can also sell your less liquid resources if you need the cash, but this can take weeks or even months, depending on what exactly you’re trying to sell. Art buyers don’t just pop out of the woodwork, after all. Resources can be pooled among a pack.

• Sufficient. You don’t get many spending sprees, but you’ve got a decent place to live, a car that doesn’t crap out every week, and a decent standard of living for the working class.
•• Moderate. You’re thoroughly middle-class in income, and can afford the odd indulgence. You can hire specific help as necessary. You have enough available cash, portable property, and valuables that you can maintain a one-dot standard of living wherever you are for up to six months.
••• Comfortable. You own a house and some land outright, which you may let the sept use or keep for your pack, and you’ve a reputation that gives you easy access to credit at good terms. More of your assets are tied up in property than in cash, and if needs be you can maintain a one-dot standard of living wherever you are for as long as you like.
•••• Wealthy. You have serious financial power, and are one of the richest people in your country. You don’t deal much with actual cash, using more valuable and stable assets to pay off debts as they arise. When you can’t focus on maintaining your level of Resources, you can live at the three-dot level for up to a year, or a two-dot life indefinitely.
••••• Extremely Wealthy. You’re one of the richest people on Earth. You have multiple homes, many forms of luxury transport, and frequently show up in glossy magazines and on gossip websites. You have assets[/size] everywhere, and can hobble the Wyrm’s activities with a ten-minute phone call. You can live at the three-dot level indefinitely if you ignore your fortune; higher if you put a little effort in to it.


Rites
Rituals are an important part of Garou life. This Trait denotes how many rites the character knows at the beginning of the game. The rating represents levels of rites, so a character with four dots in this Background may have a Level Four rite, one Level One and one Level Three rites or any other combination. Remember that to learn a rite the character needs a Rituals Knowledge rating at least equal to the level of a given rite. While Rank is not necessarily a factor, many Theurges would need a pretty convincing reason to teach a Level Five rite to a Rank 1 Garou. Note that two minor rites can be purchased in place of one Level One rite.

• You know one level of rites.
•• You know two levels of rites.
••• You know three levels of rites.
•••• You know four levels of rites.
••••• You know five levels of rites.


Spirit Heritage
The Garou are creatures of duality — torn between man and wolf, and between flesh and spirit. The Garou share a kinship with inhabitants of the spirit world, but some have a stronger connection than others. For some reason, perhaps an ancestral tie to a household of spirits, certain types of spirits react more positively to you than others. This doesn’t need to be a friendly relationship — spirits may be fearful and respectful of you, in awe of you, or feel a sense of duty to you. No matter what the relationship, one group of spirits is more likely to cooperate with you. When you select this background, choose one type of spirits. Examples of possible groups are animal spirits, plant spirits, elementals, urban spirits, and even Banes. When dealing with spirits of this type, the player may add his Spirit Heritage rating to any Social rolls, or rolls involved in challenges. Spirits whom you are attuned to view you, to some degree, as one of their own — a daunting prospect for those attuned to Banes, when other Garou discover their heritage. If you act against such spirits or ignore their plights, you may be seen as betraying them.

• Spirits can smell their scent on you, though no one else can
•• The spirits note your arrival. You bring your chosen spirits to mind in others when they look at you, though few understand why.
••• In the Umbra, you emanate an intangible, though noticeable, sense of your aligned spirit type.
•••• In the Umbra, you have visible hints of your aligned spirit type. Those attuned to nature spirits may have tiny twigs emerge from their fur, for example.
••••• Some question if you really are only half spirit.

Totem
Totem is a Background that applies directly to the character’s pack, rather than the individual. Unlike other pooled Backgrounds, the pack spends all of the points that members have invested in this Trait to determine their totem’s power. Each totem has a Background cost rating; the pack must spend that amount to ally with that totem. Some totems are willing to lend great powers to their adherents; their point costs are correspondingly greater. See Pack Totems (p. 373) for a list of possible totems. In addition to their Totem bonuses, all beginning totems have a base of eight points to divide among Rage, Willpower, and Gnosis. The totem also begins with the Airt Sense and Re-form Charms. Apart from bestowing power, totems start out somewhat aloof from the pack, and they have little influence among spirits, unless the players buy a closer connection with Background points. With time, roleplaying, and experience points, pack totems can grow in power as their pack grows in Rank and influence. Some totems can even become the totems of whole septs or — in legendary circumstances — even tribes.
Most of the powers that totems bestow are available to only one pack member at a time. At the end of each turn, the Garou with the power declares who the power may be given to next turn (assuming that she doesn’t keep it). After spending the initial cost of the totem, the players can spend any remaining Background points to add to the totem’s strength and abilities.

Cost Power
1 Per three points to spend on Willpower, Rage, or Gnosis
1 Totem can speak to the pack without the benefit of the Gift: Spirit Speech.
1 Totem can always find the pack members.
2 Totem is nearly always with the pack members.
2 Totem is respected by other spirits.
2 Per charm possessed
3 Per extra pack member who can use the totem’s powers in the same turn
4 Totem is connected mystically to all pack members, allowing communication among them even at great distances.
5 Totem is feared by agents of the Wyrm. Either minions of the Wyrm flee from the pack, or they do their best to kill the pack.

The listed cost is in Background points, which can be bought through experience (see Spending Experience Points, p. 244) at the rate of two experience points per Background point. (Therefore, three points of Rage would cost two experience points.) The Storyteller should allow increases in totem powers only when it fits in to the story, such as when pack members gain a higher rank, a new member joins the pack, or when pack members gain new insight into the nature of their totem. When the totem is affiliated with a more powerful spirit, the greater spirit might grant the strengthening of its servant (pack totem) in return for a great service done it by the pack.

Secrets
The character possesses information that would be considered desirable — or damaging — by someone else. While such knowledge can sometimes place the character in danger, mostly it gives her leverage and advantages. What the character does with these secrets (bartering them for favors or cash, using them to take down minions of the Wyrm, or something else entirely) is up to her. The player and Storyteller should work together to determine what sort of secrets the character possesses. The Background’s rating determines the value and number of secrets the character knows. This Background is normally the province of Corax and Bastet, though other Changing Breeds (and even the odd Shadow Lord!) occasionally pick it up as well.

• A small but noteworthy secret — a secret affair, a hidden sexual orientation, a minor crime.
•• A moderate secret. The human identities of a Garou pack, the whereabouts of a criminal on the run, a significant crime, or evidence of two Garou sleeping together. Alternately, a few minor secrets.
••• A substantial secret, or equivalent amount of lesser secrets. A matter of life and death or utter ruination for someone. The location of a lost fetish that someone needs to stay lost. The identity of a murderer of one or more Fera.
•••• A heavy secret, or equivalent amount of lesser secrets. The location of a national fugitive, a vampire’s “little black book” of contacts, the location of a Gurahl.
••••• An enormous secret, or equivalent amount of lesser secrets. A high-level Pentex plot. The location of a legendary cursed fetish. The secret weakness of an Incarna.

Umbral Maps
The character possesses a wealth of experience and received information about Umbral navigation. These “Umbral maps” are not physical objects, but rather the collected lore of symbolic navigation among spirit paths, the entry methods for safe havens and refuges, the cycles of natural spirit paths, and reliable methods to bypass various obstacles along the way.
This Background is normally the province of Corax and Nuwisha, though other Changing Breeds occasionally pick it up as well.

• A few safe paths and refuges. The character enjoys –1 difficulty to rolls to navigate the Umbra.
•• Several routes to common destinations. As Level One, plus once per story the character can re-roll a failed attempt to navigate through the Umbra.
••• Safe zones, routes to virtually any place, and knowledge of where not to go. –2 difficulty to rolls to navigate the Umbra, plus one re-roll per story.
•••• Several safe places and refuges, extensive knowledge of Umbral paths and dwellers in those areas. –2 difficulty to rolls to navigate the Umbra, plus two re-rolls per story.

••••• No one knows the Near Umbra like the character. –3 difficulty to rolls to navigate the Umbra, plus three re-rolls per story.

Finance
Manipulating markets, stock reports and investments are a hobby of many people, especially those who use their knowledge to keep hidden wealth. Though your actual available money is a function of your Resources, you can use Finance to start or smother businesses, crush or support banking institutions and alter credit records. Clearly, such power over money is not to be trifled with - fortunes are made and destroyed with this sort of pull. CEOs, bankers, stockbrokers, bank tellers, yes-men, financiers and loan agents are found among such work.

CostEffect
1
• Learn about major transactions and financial events
• Raise capital ($1,000)
• Learn about general economic trends
• Learn real motivations for many financial actions of others
2
• Trace an unsecured small account
• Raise capital to purchase a small business (single, small store)
3
• Purchase a large business (a few small branches or a single large store or service)
4
• Manipulate local banking (delay deposits, some credit rating alterations)
• Ruin a small business
5
• Control an aspect of city-wide banking (shut off ATMs, arrange a bank “holiday”)
• Ruin a large business
• Purchase a major company

.


Health
It might seem odd that Garou, who can heal all but the most catastrophic injuries in a few hours, would need Health Influence, but for repairing the Veil or to help human Kinfolk this resource can be invaluable. You might also acquire a couple of veterinarians to assist with lupus Garou or Kinfolk. Most medical research and development falls under the purview of Health Influence. Coroners, doctors, lab workers, therapists, pharmacists and specialists are just a few of the folks found in this field.

CostEffect
1
• Access to a person’s health records
• Fake vaccination records and the like
• Use public functions of health centers at your leisure
2
• Access some medical research records
• Have a minor lab work done
• Get a copy of a coroner’s report
• Instigate minor quarantines
3
• Corrupt results of tests or inspections
• Alter medical records
4
• Completely rewrite medical records
• Abuse grants for personal use ($250)
• Have minor medical research performed on a subject
• Institute 1arge.scale quarantines
• Shut down businesses for “health code violations”
5
• Have special research projects performed
• Have people institutionalized or released

.


High Society
The glitterati at the top of society move in circles of wealth and elegance. Though many Garou do not find such positions appealing, there is the rare exception that indulges in the passions of the famous and wealthy. Access to famous actors, celebrities and the elite rich grants a certain sway over fashion trends. A modicum of High Society Influence turns a werewolf into a debonair darling of the most exclusive social circles. Among these circles, one finds dilettantes, artists of almost any stripe, old-money families, models, rocks stars, sports figures and jetsetters.

CostEffect
1
• Learn what is trendy
• Obtain hard-to-get tickets for shows
• Learn about concerts, shows or plays well before they are made public
2
• Track most celebrities and luminaries
• Be a local voice in the entertainment field
• “Borrow” idle cash from rich friends ($1000)
3
• Crush promising careers
• Hobnob well above your station
4
• Minor celebrity status
5
• Get a brief appearance on a talk show that’s not about to be cancelled
• Ruin a new club, gallery, festival or other posh gathering

.


Inbustry
The grinding wheels of labor fuel the economies and markets of the world. Machines, factories and blue-collar workers line up in endless drudgery, churning out the staples of everyday living. Control over Industry Influence sways the formation of unions, the movements of work projects, locations for factories and the product of manufacturing concerns. Union workers, foremen, engineers, construction workers, manual laborers and all manner of blue-collar workers exist among these ranks.

CostEffect
1
• Learn about industrial projects and movements
2
• Have minor projects performed
• Dip into union funds or embezzle petty cash ($500)
• Arrange small accidents or sabotage
3
• Organize minor strikes
• Appropriate machinery for a short time
4
• Close down a small plant
• Revitalize a small plant
5
• Manipulate large local industry

.


Legal
This Influence, like many others, is not directly related to a Garou’s daily life, unless you are a Glass Walker or Bone Gnawer. Even the smallest bit of legalese can keep a werewolf out of trouble in mortal society, though, and there’s no arguing Legal’s benefits for repairing the Veil. Of course, a bit of Legal Influence is also excellent for harassing an enemy’s assets, too. Such Influence ranges from law schools and firms, to lawyers, judges, DAs, clerks and public defenders.

CostEffect
1
• Get free representation for minor cases
2
• Avoid bail for some charge
• Have minor charges dropped
3
• Manipulate legal procedures (minor wills and trusts, court dates)
• Access public or court funds ($250)
• Get representation in most court cases
4
• Issue subpoenas
• Tie up court cases
• Have most legal charges dropped
• Cancel or arrange parole
5
• Close down all but the most serious investigations
• Have deportation proceedings held against someone

.


Media
Directing media attention away from werewolf activities, save for those that would preserve forests and other natural habitats, is a key component of the Veil. Putting specific emphasis on certain events can place an enemy in an uncomfortable spotlight or discredit a rival. With Media, you can crush or alter news stories, control the operations of news stations and reporters and sway public opinion, with DJs, editors of all varieties, reporters, camera operators, photographers and broadcasters at your disposal. At Storyteller discretion, Media may also allow access to the more technical areas of television, radio or movies.

CostEffect
1
• Learn about breaking stories early
• Submit small articles (within reason)
2
• Suppress (but not stop) small articles or reports
• Get hold of investigative reporting information
3
• Initiate news investigations and reports
• Get project funding and waste it ($250)
4
• Ground stories and projects
• Broadcast fake stories (local only)
5
• Kill small local articles or reports completely

.


Occult
The hidden world of the supernatural teems with secrets, conspiracies and unusual factions. Obviously, a Garou is aware that there are strange things out there by dint of his very existence (after all, if werewolves exist...), but hard knowledge of such things is a function of Abilities. By using Occult Influence, you can dig up information to improve your knowledge, get inside the occult community and find rare components for rituals. Cult leaders, alternative religious groups, charlatans, occultists, New Agers and a few more dangerous elements can be found here.

CostEffect
1
• Contact a make use of common occult groups and their practices
• Know some of the more visible occult figures
2
• Know and contact some of the more obscure occult figures
• Access resources for most rituals and rites
3
• Know the general vicinity of certain supernatural entities and (possibly) contact them
• Access vital or rare material components
• Milk impressionable wannabes for bucks ($250)
• Access occult tomes and writings
• Research a Basic rite
4
• Research an Intermediate rite
5
• Unearth Advanced rites

.


Police
“To protect and serve” is the motto of the police, but these days, Garou and mortals alike may have cause to wonder who is being protected and served. That said, Police Influence can be very handy to assist with the Veil, to protect one’s holdings or to raid the assets of another. After all, attitude won’t save the Glass Walker whose townhouse is the target of a police raid. Police of all ranks, detectives, clerical staff, dispatchers, prison guards, special divisions (such as SWAT or homicide) and local highway patrol make up these ranks.

CostEffect
1
• Learn police procedures
• Hear police information and rumors
• Avoid traffic tickets
2
• Have license plates checked
• Avoid minor violations (first conviction)
• Get “inside information”
3
• Get copies of an investigation report
• Have police hassle, detain or harass someone
• Find bureau secrets
4
• Access confiscated weapons or contraband
• Have some serious charges dropped
• Start an investigation
• Get money, either from the evidence room or as an appropriation ($1000)
5
• Institute major investigations
• Arrange setups
• Instigate bureau investigations
• Have officers fired

.


Political
Garou don’t do well in deals with bloodsucking leeches; they tend not to work with vampires, either. Altering party platforms, controlling local elections, changing appointed offices and calling in favors all falls under the purview of Political Influence. Well-timed blackmail, bribery, spin doctoring or any sundry tricks are stock in trade on both sides of this fence. Some of the likely contacts and allies include pollsters, lobbyists, activists, party members, spin doctors and politicians from rural zoning committees to the mayors of major cities or Congressional representatives.

CostEffect
1
• Minor lobbying
• Identify real platforms of politicians and parties
• Be “in the know”
2
• Meet small-time politicians
• Gamer inside information on process, laws and the like
• Use a slush fund or fundraiser ($1000)
3
• Sway or alter political projects (local parks, renovations, small construction)
4
• Enact minor legislation
• Dash careers of minor politicians
5
• Get your candidate in a minor office
• Enact encompassing legislation

.


Street
Ignored and often spat on by their “betters,” those in the dark alleys and slums have created their own culture to deal with life and any outsiders who might come calling. When calling on Street Influence, you use your connections on the underside of the city to find the homeless, gang members of all sorts, street buskers, petty criminals, prostitutes, residents of the slums or barrios and fringe elements of so-called “deviant” cultures.

CostEffect
1
• Open an ear for the word on the street
• Identify most gangs and know their turfs and habits
2
• Live mostly without fear on the underside of the city
• Keep a contact or two in most aspects of street life
• Access small-time contraband
3
• Get insight into other areas of Influence
• Arrange some services from street people or gangs
• Get pistols or uncommon melee weapons
4
• Mobilize groups of homeless
• Panhandle or hold a “collection” ($250)
• Get hold of a shotgun, rifle or SMG
• Have a word in almost all aspects of gang operations
5
• Control a single medium-sized gang
• Arrange impressive protests by street people

.


Transportation
Most Garou have very little need for any sort of transportation other than their own two feet or four paws. However, when traveling across metropolises and other highly populated areas where Leeches have control, Transportation can mean the difference between a major skirmish and riding through town unmolested. Getting access to special supplies and services can also take measure of Transportation. Most all of these things can be controlled with a bit of sway over truckers, harbors, railroads, airports, taxis, border guards, pilots and untold hundreds.

CostEffect
1
• Know what goes where, when and why
• Travel locally, quickly and freely
2
• Track an unwary target if he uses public transportation
• Arrange passage safe (or at least concealed) from mundane
• threats (robbery, terrorism, hunters, etc.)
3
• Seriously hamper an individual’s ability to travel
• Avoid most supernaturaldangers when traveling (such as Leeches)
4
• Shut down one form of transportation (bus lines, ships, planes, trains, etc.) temporarily
• Route money your way ($500)
5
• Reroute major modes of travel
• Smuggle with impunity

.


Underworld
The world of crime offers lucrative possibilities to strong-willed or subtle leaders. Guns, money, drugs and vice -such delicious pastimes can be led by anyone talented or simply vicious enough to take them. Underworld Influence lets you call on such favors for all manner of illegal dealings, and the Mafia, La Cosa Nostra, and drug dealers, bookies, Yakuza, tongs, hit men, fences and criminal gangs fill its ranks.

CostEffect
1
• Locate minor contraband (knives, small-time drugs, petty gambling, scalped tickets)
2
• Obtain pistols, serious drugs, stolen cars
• Hire muscle to rough someone up
• Fence stolen loot
• Prove that crime pays (and score $1,000)
3
• Obtain a rifle, shotgun or SMG
• Arrange a minor “hit”
• Meet someone in “the Family”
4
• Make white-collar crime connections
5
• Arrange gangland assassinations
• Hire a demolition man or firebug
• Supply local drug needs

.


University
Institutions of learning and research are the purview of the University Influence. Access to the halls of learning can help you with any number of resources, from ancient languages to research assistance to many impressionable young minds. School boards, students from kindergarten through college, graduate students, professors, teachers, deans, Greek orders and a variety of staff fill the ivy-covered halls.

CostEffect
1
• Know layout and policy of local schools
• Have access to low-level university resources
• Get records up to the high school level
2
• Know a contract or two with useful knowledge or Abilities
• Have minor access to facilities
• Fake high school records
• Obtain college records
3
• Call in faculty favors
• Cancel a class
• Fix grades
• Discredit a student
4
• Organize student protests and rallies
• Discredit faculty members
5
• Falsify an undergraduate degree

.

_____________________________________________________________


Rituel Mokolé/Zhong-Long
(Pour la liste complète de Rites, cliquez ici.)

As the oldest members of the Pact with the spirit world, the Mokolé employ ancient, traditional variations of many Garou rites, although notably they use few rites dealing with the Umbra.

Burning the Library
Level One, Mystic
This rite is named for the day when fire destroyed the Library of Alexandria. It can erase a memory from someone who has witnessed (or perpetrated) an event; if the rite is performed communally, remove all of the participants’ memories of the event.
System: The ritemaster rolls Charisma + Rituals, difficulty 7, while describing the memories that must be destroyed. She then intones the Words of Unmaking, which seek out and destroy the offending memories. For each success, one memory (up to a scene long) can be destroyed. This rite can be performed on either the ritualist herself, or others; unwilling targets must be restrained or otherwise subdued.

Silence of the Oracles
Level Two, Mystic
The Mokolé’s control of memories allows them to heal minds and well as preserving the past. This rite allows the weresaurians to protect a person from memories that cause pain or madness. The Mokolé draws the damaging aspects of a memory away, quarantining them safely within her Mnesis. No memory should be lost, especially those cataloguing the evils of an Age.
System: The ritemaster takes one memory (up to a scene in length) from the target per success, storing it in her Mnesis, removing the parts that cause him pain and suffering. The victim does not fully forget the events but has a lev l
of detachment that locks away the pain and harm of the memory. This rite may also be used on a character suffering a Derangement or similar state. In such cases the individual acts free of the Derangement for one scene per success.

Rock Art
Level Three, Caern
The Mokolé dream memories of ages long past, but they know that weresaurians are not the only ones who might have need of what they have learned. This rite enriches Mokolé artwork with the memories she would share with future generations. Despite the name, she can infuse any form of visual art with her memories.
System: The artist rolls Wits + Expres​sion(difficulty 6) with the number of successes indicating the clarity of the memory stored within the art. Any character with a Gnosis trait can experience the memory by spending a point of Gnosis. The Storyteller decides how much information he gains, but even one success is sufficient to communicate the Mokolé’s basic message.
In modern times nomadic Mokolé have used this rite to share current events and warnings with other shapeshifters who pass through an area.


Dernière édition par Dragon le Sam Avr 25, 2015 1:43 pm, édité 2 fois
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Messages : 88
Date d'inscription : 07/12/2014

Zhong-Lung / Were-Dragon Empty
MessageSujet: Re: Zhong-Lung / Were-Dragon   Zhong-Lung / Were-Dragon EmptySam Jan 17, 2015 12:53 am

MOKOLÉ LEXICON
 
Age of Kings: The era when the Lizard Kings ruled the earth.
 
Apocalypse: A time when one civilization falls, leaving room for another to rise and take its place. For instance, the Mokolé survived an Apocalypse when the dinosaurs became extinct (see Wonder-Work).
 
Archid: The “battle-form” of a Mokolé. Unlike most Changing Breeds, this form varies drastically from Mokolé to Mokolé.
 
Bête: Non-Mokolé shapeshifters.
 
Champsa: A varna associated with Nile crocodiles (Crocodylus niloticus).
 
Clutch: A social grouping of Mokolé, usually a family. Most guard and defend breeding grounds.
 
Designer: The shaper of Life (known to Garou as the Weaver).
 
Devisor: The source of all creative power (known to Garou as the Wyld).
 
Dissolver: The Unmaker of Life (known to Garou as the Wyrm).
 
Drachid: The “lost” toolmaker form of the Mokolé; the shape of the Lizard Kings. Since the end of the Age of Kings, no Mokolé has been able to assume this form.
 
Dragon’s Dream: A half-remembered Dream of the Age of Kings. Also a future-Dream about a time when mankind’s civilization will fall and the lost races of the weresaurian will return to the world.
 
Gharial: A varna associated with gavials (Gavialis gangeticus).
 
Grisma: Summer auspice of the Makara; judges and law enforcers.
 
Gumagan: The Stream of Forerunners. Traditionally from Australia and Oceania.
 
Halpatee: A varna associated with American alligators (Alligator mississippiensis).
 
Hemanta: Winter auspice of the Makara; tricksters and rogues.
 
Innocents, the: The ghosts of the deformed and stillborn children created when two Mokolé mate.
 
Karna: A varna associated with saltwater crocodiles (Crocodylus porosus).
 
Lizard Kings: The Mokolé who ruled the earth before their civilization was destroyed by the Wonder-Work.
 
Makara: The Stream of the Folk. Traditionally from the Indian sub-continent. Also a varna associated with mugger crocodiles (Crocodylus palustris).
 
Mnesis: The ancestral memories of the Mokolé. Each stream (see below) usually has related Dreams, but all of them include children who share the Dragon’s Dream (see above).
 
Mokolé-mbembe: The Stream of Fighters. Traditionally from Africa and the Americas.
 
Old Ones: Mokolé, especially the pre-Wonder-Work Lizard Kings.
 
Ora: A varna associated with some of the more than 70 species of monitor lizards.
 
Paisa: A varna associated with American crocodiles (Crocodylus acutus).
 
Stream: An interwoven group of related Mnesis bloodlines native to a specific area. Not “tribes” as such; more relatives that have grown apart.
 
Suchid: When capitalized, the reptilian form of a Mokolé. When not capitalized, a Mokolé born from two reptilian parents.
 
Syrta: A varna associated with caimans (Caimaninae sp.)
 
Unktehi: A varna associated with Gila monsters (Heloderma suspectum).
 
Varna: The species of reptile into which an individual Mokolé can transform.
 
Vasanta: Spring auspice of the Makara; warriors.
 
Wallow: A home for suchid breed Mokolé and other crocodilians or reptiles.
 
Wonder-Work (of the Wyrm): The Apocalypse that ended the civilization of the Lizard Kings; known to human scientists as the “Cretaceous–Paleogene extinction event,” which occurred 65.5 million years ago. Mnesis dreams of the event vary greatly, and many of these dreams may be false or distorted, but most attribute the event to the work of the Dissolver.
 
Zarad: Autumn auspice of the Makara; mystics and spiritualists.
 
Zhong Lung: The Stream of Philosophers. Traditionally from Asia and a part of the Emerald Courts of the Hengeyokai.
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MessageSujet: Re: Zhong-Lung / Were-Dragon   Zhong-Lung / Were-Dragon Empty

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