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 Gifts de Same-Bito

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

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MessageSujet: Gifts de Same-Bito   Gifts de Same-Bito EmptySam Avr 25, 2015 2:48 pm

General Rokea Gifts

Breach (Level One) — Generally used to hurl themselves high out of the water. The werewolf can leap impossible distances. Hare-spirits teach this Gift, naturally, though cat-, frog-, kangaroo-, and even fleaspirits occasionally do so as well. 
System: The player makes a reflexive Strength + Athletics roll (difficulty 7) to activate this Gift. If successful, the character’s leaping distances are doubled for the scene — or tripled for a single turn with the expenditure of a Willpower point (see Jumping, p. 271).
 
Fast (Level One) — The wereshark can survive for a long time using only her inner reserves. A sharkspirit teaches this Gift.
System: The player spends one Gnosis point. The character need not eat or drink for the next week.
 
Killing Bite (Level One) — The Rokea’s mouth briefly becomes a razor-edged nightmare, regardless of her form. A shark-spirit teaches this Gift.
System: The player spends one Rage point. The next successful bite attack the character lands inflicts two extra levels (not dice) of aggravated damage.
 
Sense Danger (Level One) — As a race charged with survival, the Rokea need to be able to identify danger. This Gift helps the Rokea know whether or not a being or situation is dangerous to her. It is taught by an avatar of Sea.
System: The Rokea focuses for a turn; the player rolls Perception + Primal-Urge to determine if an individual or situation is dangerous to her. The difficulty is 6 for immediate and palpable threats, and 8 for subtler or more roundabout ones.
 
Teeth of the Skin (Level One) — The werewolf undergoes a startling transformation: Her fur elongates, becoming bristly and sharp like the quills of a porcupine. The werewolf must be in Crinos, Hispo or Lupus form to use this Gift. Porcupine teaches this gift, and he has a strong fondness for metis.
System: The character spends a Gnosis point to sharpen her fur. Anyone whom the metis tackles, grapples or immobilizes takes (Strength + 1) aggravated damage from these newfound quills. Furthermore, those who strike her with bare flesh and score less than five successes on the attack roll take their own Strength in aggravated damage (this does not negate any damage done to the metis). This Gift lasts for one scene or until the werewolf wills her fur to return to normal.

Shou of Zhong Lung (Level One) — This Gift allows the Rokea to spit out a tiny spirit-shark, which swims away to her Mentor, if she has one, to seek whatever wisdom the Rokea desires. It returns bearing the mentor’s answer once the he provides it — usually within the same session. A frog-spirit teaches this Gift.
System: The player spends one point of Gnosis to create the spirit-shark; the Rokea can ask any question she likes, but the Storyteller decides how long an answer will take.
 
Blood Scent (Level One) — The wereshark can sense the presence of hengeyokai or other shen. A sharkspirit teaches this Gift.
System: The player rolls Perception + Primal-Urge. The difficulty to sense shapeshifters is 7, while other shen are 9.

Auspice Gifts


Brightwater Gifts

Eyes of the Wound (Level One) — The werewolf may see clearly in complete darkness. His eyes glow a lambent green while this power is in effect. A cat-spirit teaches this Gift.
System: The character suffers no penalties from darkness. This power may be used at will; it requires no roll or expenditure.
 
Restraint (Level One) — This Gift allows the wereshark to ignore her slew-mates and allies when in frenzy. A spirit-servant of Sea teaches it.
System: The player spends one Willpower point upon entering Frenzy and rolls Willpower (difficulty 6). For each success, she may ignore one character during the frenzy.
 
Shatterbite (Level One) — As the Ahroun Gift: Spur Claws, save that it enhances bite attacks. — In ancient times, Ahroun warriors made common cause with the spirit-Queen of Bees. As her own hive-children rallied to protect her, so too did the Garou fight in defense of Gaia, and the Queen decreed that they should be properly equipped for the fight. This Gift, taught by a bee-spirit in recognition of that alliance, allows the Ahroun to transform her claws into hooked and barbed spurs.
System: The player spends one Rage. The next successful claw attack the character makes buries her claws into the victim, where they stick after breaking free from the werewolf’s fingertips. Until the victim takes the time to pull them out (which takes a full turn), they suffer +2 difficulty to all actions. The Garou’s claws take a full turn to regenerate.
 
Unseen Attack (Level One) — If the Brightwater can approach her target without being seen, her first attack will also generally be her only one. This Gift is taught by a shark-spirit.
System: The Rokea’s surprise attacks add four dice to their damage. This Gift’s effects are permanent.

 
Dimwater Gifts
 
King Fish (Level One) — This Gift allows the Dimwater to command the respect of others. A sharkspirit teaches it.
System: The Rokea permanently adds one die to Leadership and Intimidation rolls.
 
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.
 
Sea’s Voice (Level One) — As the Galliard Gift: Beast Speech. — 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.
 
Strange Blood (Level One) — As the Lupus Gift: Sense the Unnatural. — The werewolf can sense any supernatural presence and determine its approximate strength and type. Supernatural presences can include magic, spirits, Wyrm taint, ghosts, vampires, faeries, and any other such unnatural manifestation — although it won’t pick them out specifically as such. A werewolf may sense a person plagued by haunting as easily as a ghost. Any spirit servant of Gaia can teach this Gift.
System: The player rolls Perception + Enigmas (difficulty 6). The more successes he rolls, the more information he gains. The sensory input is somewhat vague and subject to interpretation, though. For instance, a vampire might smell of clotted blood, fear, corpse-meat or whatever else the Storyteller finds appropriate.
 

Darkwater Gifts
 
Blood of the Deeps (Level One) — Most sharks aren’t built to operate in environments of extreme cold or pressure, but Darkwaters must go where Sea’s greatest secrets are hidden. This Gift allows them to do so. Any deep-sea spirit can teach it.
System: The wereshark becomes permanently capable of surviving deep-ocean environments.
 
Chill (Level One) — The Darkwater may summon up the essence of the abyssal depths and saturate the area with it. This chills both the water (or air) around him and the souls of those not of his slew. A servant of Sea teaches this Gift.
System: The player spends one Rage point. The temperature in her immediate area drops significantly for the rest of the scene. All characters not of the wereshark’s slew suffer a +1 difficulty to all non-physical actions.
 
Qyrl’s Blood (Level One) — As the Uktena Gift: Shroud. — The Uktena can create a field of inky blackness through which only she can see. A night-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Gnosis (difficulty varies: 3 for twilight, 6 indoors, 9 for bright sunlight). Each success blacks out a 10’ by 10’ by 10’ area within the Garou’s line of sight. Powers which permit sight in total darkness are capable of defeating this Gift.
 
Sudden Surge (Level One) — As the Get of Fenris Gift: Lightning Reflexes. — 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.
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