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 Gifts de Nagah

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Date d'inscription : 07/12/2014

Gifts de Nagah Empty
MessageSujet: Gifts de Nagah   Gifts de Nagah EmptySam Avr 25, 2015 2:43 pm

General Nagah Gifts
 
Eyes of the Dragon Kings (Level One) — The Nagah gains perfect clarity of vision in any circumstances — fog, smoke, murky water, even total darkness fail to impede her. It takes a solid object to block her line of sight.
System: The player makes a Gnosis roll, difficulty 6. For the rest of the scene, the character is immune to penalties to visual Perception rolls from any source.
 
Lizard’s Favor (Level One) — The Nagah gains the ability to masquerade as a Mokolé by adding lizardlike characteristics to her body.
System: The player spends a Willpower point and rolls Stamina + Primal-Urge. Each success allows the character to add one trait — legs, a royal crest, a frilled neck, fins, a back sail, etc. — to any forms she desires. Only legs are fully functional; features such as wings or horns are vestigial and have no mechanical impact.
 
Scent of Running Water (Level One) — As the Ragabash Gift. — The werewolf can mask her scent completely, making herself virtually impossible to track. A fox-spirit teaches this Gift.
System: The difficulties of all rolls to track the Garou increase by two. This Gift’s effects are permanent, though the Ragabash may temporarily suppress them at will (which may be necessary to blend in with wolf packs).
 
Sense Wyrm (Level One) — As the Theurge Gift. — 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.
 
Slayer’s Eye (Level One) — As the Shadow Lord Gift: Fatal Flaw. — 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.
 
Snake’s Skin (Level One) — As the metis Gift: Shed. — 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.
 
Breed Gifts

Balaram Gifts
 
Cold Blood (Level One) — The Nagah may make her Balaram form cold-blooded, rendering it invisible to infrared scanners, increasing the ease of passing as a vampire, and reducing the chance of heat stroke in unusually hot environments.
System: The player rolls Stamina + Primal-Urge. The change lasts for one hour per success.
 
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).
 
Prehensile Body (Level One) — In forms other than Balaram, the Nagah can grasp and manipulate objects with her tail (or coils) as easily and deftly as she can with her hands in human form.
System: This Gift’s effects are permanent.
 
Ahi Gifts
 
Bones as Coils (Level One) — As the metis Gift: Rat Head. — Metis are born into a world where they metaphorically don’t belong; it seemed only natural to rat-spirits to teach them to get into such places in the literal sense as well. This Gift renders the metis’s bone structure collapsible, allowing her to squeeze through any gap she can fit her head into.
System: The player spends one Gnosis and rolls Dexterity + Athletics (difficulty 7). For the rest of the scene, the metis may squirm through any gap she can fit her face into, moving at her walking speed to do so.
 
Weaver Sense (Level One) — The ahi is sensitive to the works and emanations of the Weaver and her minions. He may also be able to notice patterns when there should be randomness, order where there should be chaos, and times and places where these forces are out of balance. From the physical world, he can behold Weaver-spirits and the Pattern Web in the Penumbra.
System: The player rolls Perception + Enigmas (difficulty of the local Gauntlet). In addition to sensing Weaver influence, the character an also “peek” into the Penumbra, but may only see Weaver-spirits and constructs. This Gift lasts for one scene.
 
Wyld Sense (Level One) — As Naga Ahi Gift: Weaver Sense, but detecting Wyld-spirits and energies, as well as chaos, creation, and primordial forces (raw Gnosis, etc.) It also reveals powerful passions like love, anger, and hatred in mortals.
 
Wyrm Sense (Level One) — As Naga Ahi Gift: Weaver Sense, but detecting Wyrm-spirits and energies, as well as mortal forces of corruption, destruction, death, and decay.
 
Vasuki Gifts
 
River’s Gift (Level One) — Normally, a Nagah is amphibious only in Kali Dahaka form, breathing water as easily as air. With this Gift, the Nagah may perform the same feat in any form.
System: This Gift’s effects are permanent.
 
Treesnake’s Blessing (Level One) — The Nagah with this Gift is unusually swift and sure when climbing trees, mountains, cliffs, and even rough walls.
System: The character permanently adds three dice to climbing rolls, and may climb at her full ground movement speed.
 
Sense Vibration (Level One) — As the lupus Gift: Scent of Sight. — The werewolf can compensate for her vision completely by using her sense of smell. She can attack invisible creatures normally or navigate in absolute darkness. Wolf-spirits teach this Gift.
System: The werewolf fully substitutes her sense of smell for her vision, enabling her to distinguish identity and location flawlessly (color and fine details, such as letters printed on a page, remain beyond her). A Perception + Primal-Urge roll may be required to detect things which actively obscure their scent.
 
Auspices Gifts

Kamakshi (Spring) Gifts
 
Ganga’s Caress (Level One) — As the Theurge Gift: Mother’s Touch. — 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.
 
Welcome Assassin (Level One) — As the Children of Gaia Gift: Brother’s Scent. — 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 overlooker. 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
 
Kartikeya (Summer) Gifts
 
Brief Sensation (Level One) — The Kartikeya may project a brief, illusory sensation into a target’s mind — the scent of baking bread, a lover’s voice heard in a crowd, a flash of sun on metal from a window. Such simple tricks are generally all a truly skilled assassin needs.
System: The player spends one Gnosis point and rolls Wits + Subterfuge (difficulty 6). The Nagah may induce one phantom sensation per success in her target over the course of the next scene.
 
Eyes of the War God (Level One) — Like their divine namesake, the Nagah watches the world as though he had six faces, and can never be surprised.
System: The player rolls Wits + Alertness (difficulty 6). For the rest of the scene, the Nagah gains full 360-degree vision, and adds one die per success to all rolls to notice enemies and attacks.
 
Scent of the True Form (Level One) — As the Philodox Gift. — 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.”
 
Kamsa (Autumn) Gifts
 
Executioner’s Edge (Level One) — As the Shadow Lord Gift: Seizing the Edge. — Shadow Lords don’t acknowledge the idea of the draw. If neither competitor wins, then they both lose. This Gift allows the Garou to swing the balance, ever so slightly, in her favor. A spirit servant of Grandfather Thunder teaches this Gift.
System: Whenever the Shadow Lord is involved in an opposed roll with another being, any ties go to the Shadow Lord. This Gift’s effects are permanent, but invoking them more than once in a scene costs one Gnosis per additional tie broken.
 
Lightning Reflexes (Level One) — As the Get of Fenris Gift. — Fenrir are Gaia’s ultimate warriors, effortlessly switching from offense to defense as the needs of battle demand. A mongoose-spirit teaches this Gift.
System: The player reflexively spends one Willpower point. For the next day, the character need neither make a Willpower roll nor spend a Willpower point to abort to a defensive action.
 
Predator’s Patience (Level One) — The Nagah may remain absolutely motionless for endless hours when waiting for her prey, without cramping or growing tired.
System: The Nagah permanently adds one automatic success to Stealth rolls that rely on absolute stillness.
 
Kali (Winter) Gifts
 
Guided Strike (Level One) — The Nagah strikes with deadly and unerring accuracy.
System: The player rolls Rage (difficulty 5) and spends one Willpower point. Each success adds one die to the next roll to hit a target.
 
Iron Coils (Level One) — As the Silver Fang Gift: Falcon’s Grasp, save that it increases the Nagah’s coil strength, not that of his hands or jaws. — The werewolf’s hands or jaws tighten in a mighty death-grip, making it nearly impossible to escape. A falcon-spirit teaches this Gift.
System: The player spends one Rage point. For the rest of the scene, the Garou’s grip (with both hands and jaws) is much stronger — her Strength is considered three points higher for grappling or maneuvers such as the jaw lock (see Special Maneuvers, p. 299). This extra Strength does not apply to damage rolls.
 
Wyrm Sense (Level One) — As the ahi Gift.
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