HistoireThe Emerald Mother placed the Nezumi in charge of keeping human populations under control, but while their own numbers continue to grow, they have had little success limiting the swift increase of Asia's population over the last half century. In the wars between Beast Courts and Bakemono, the Nezumi do not use the High War of the Hakken or Khan, where combatants engage in single combat or deadly formal battles. The Nezumi are the undisputed masters of the Low War, using sabotage, assassination, bribery, and other dirty tricks when High War fails to deliver the desired result. The Nezumi are loyal members of the Beast Courts, who work closely with the other Breeds and regularly join both wave and mountain sentai. Some of the other Breeds question their dual loyalty to their Western kin and the Beast Courts —the Nagah especially distrust the fact that the wererats seem to serve two masters. Most Nezumi see little problem in maintaining close ties to other wererats and acting as loyal members of the Beast Courts. Regardless of where they were born or underwent the Birthing Plague, all wererats consider themselves to be part of the same vast and teaming family. As a reflection of their divided loyalties, most Nezumi have three names: a human name they use solely as a disguise, a private name in their own tongue that they use among the Ratkin, and a formal name they use in the Courts. The tensions between the Nezumi and most other hengeyokai run both ways. Most wererats dislike the other hengeyokai’s focus on humans and human society — their attachment can put them at odds with the Nezumi who do the job the Emerald Mother chose them for. Many hengeyokai long for the past, when humans revered their kind as exotic nobility or living demigods, but the Nezumi always came from among the poor and downtrodden. As such, they have little tolerance for romantic nostalgia or the trappings of human wealth and power. As rodens Nezumi greatly outnumber homids, few Nezumi feel any close connection to humans either rich or poor.
OrganizationAmong themselves, Nezumi nests all have a single leader — usually the eldest of their number — who teaches the other wererats the ways of the Breed and the importance of loyalty to both the Ratkin and the Beast Courts. The older members of the Nest also teach the young the many tricks involved in manipulating humans and culling their numbers. The numbers of Nezumi continues to grows the population of almost all Asian cities continues to increase. They live much like Western Ratkin, in tunnels and sewers, and occasionally in rooms in crowded slums.
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 "Nezumi".
- Ensuite, en dessous, vous inscrivez votre breed. C'est à dire la forme que vous avez à votre naîssance. Humid, Métis ou Roden. Plus d'informations sur les breeds sont décritent plus bas.
- La derniere ligne, choisissez votre aspect. Tunnel Runner, Shadow Seer, Knife Skulker ou Warrior. 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 privé et seul les MJs auront accès à ces infos. Pour plus d'informations cliquez
ici.
- Au milieu, juste au dessu 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 Nezumis ont 3 transformations.
Form Statistics
(Information sur les formes plus bas.)
Human | Aucun | Crinos | Aucun | Roden |
| X | Str: +1* | X | Str: –1 |
| X | Dex: +4 | X | Dex: +2 |
| X | Sta: +2* | X | Sta: +2 |
| X | Man: –2 | X | |
| X | App: –1 | X | |
| X | Per: +1 | X | Per: +3 |
Diff: 6 | X | Diff: 6 | X | Diff: 6 |
*Metis Ratkin in Crinos form gain a +2 modifier to Strength, but only a +1 modifier to Stamina. They have bulging muscles but little endurance.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 = 3 (Choisissez 1 Gifts de chaque liste plus bas: un de Ratkin/Nezumi, un de Breed et un d'Aspect)
Rage = (Dépend de votre aspect. Voir plus bas)
Gnose = (Dépend de votre breed. Voir plus bas)
Willpower = 3
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
Gnose / 2
Willpower / 1
Mérite / 1
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TraitsRatkin have –2 difficulty to Perception rolls involving smell in their Crinos and Rodens forms, thanks to their keen sense of smell.
They also possess a special "tunnel sense" that gives them an exceptionally precise sense of direction when they are underground. While underground, Ratkin can retrace any path and instantly know where they are in relation to anyplace else they have ever been.
Ratkin can have acute night vision, and can see clearly in the dark for an entire scene by spending one point of Gnosis.
Ratkin can step sideways like the Garou, but can only normally cross the Gauntlet if no other intelligent creature is present, except for spirits and other Ratkin.
Ratkin inflict reduced Delirium in Crinos form. When a human sees a Crinos Ratkin, treat the witness’s Willpower as if it was two points higher.
A Ratkin’s blood is poisonous to anyone who drinks it. Anyone imbibing Ratkin blood (including unlucky Ananasi and vampires) suffers one point of unsoakable lethal damage for every point of Rage the Ratkin possesses.
The Birthing Plague that lingers in their veins leaves Ratkin completely immune to all diseases, though they can still act as carriers.
A wererat who is in danger can utter a silent scream called "keening" that can only be heard by other Ratkin. Ratkin can only keen when threatened, but no other supernatural creatures can duplicate this sound.
Ratkin begin play with 3 Willpower, and may not purchase the Allies, Ancestors or Pure Breed Backgrounds.
They also cannot purchase more than 2 dots of Resources.
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BreedsRatkin are made, not born. Wererats subject some of their rat and human Kinfolk and all of their metis offspring to the Rite of the Birthing Plague. The Plague kills any normal humans and rats, along with most metis Ratkin and Kinfolk. The few who survive suffer several days of fever and delusional insanity and then recover to find that they are now wererats.
•
Homid: They begin life like any other human. Some are inclined to violence, others lose themselves in strange dreams and bouts of insanity. Almost all are notably less successful than other humans, academically, professionally, and socially. Then, the madness of the Birthing Plague shows them their true destiny. Most Rodens wererats do not trust homid Ratkin. The most powerful members of the larger nests especially distrust members of the homid breed.
Initial Gnosis: 1
Starting Gifts: Cooking, Eau de Rat, Persuasion
•
Metis: These creatures are deformed, sterile, and a source of shame to their parents. The nest’s elders expose metis to the Birthing Plague soon after their birth. Almost all metis die from this illness. Rodens Ratkin raise the survivors in their nests, but consider metis wererats to be inherently lesser creatures — though still better than Homid Ratkin. The most daring eventually leave their nest and join a pack.
Initial Gnosis: 3
Starting Gifts: Cloak of Shadows, Rat Mother’s Touch, Sense Wyrm
•
Rodens: Born and raised by rats, rodens Ratkin are the most numerous and the most well respected of the Breeds. Their understanding of human society and technology is often quite limited, but they are experts at survival and they understand life in the tunnels and nests exceedingly well.
Initial Gnosis: 5
Starting Gifts: Absolute Balance, Leap of the Kangaroo Rat, Survival
Restricted Abilities: Beginning rodens characters cannot take the following Skills and Knowledges with their initial dots. You may, however, use freebie points to purchase them, perhaps as a result of your character’s prelude. Similarly, you can use experience points to add these Abilities as a result of training or “life experience” in the course of the chronicle.
Skills: Crafts, Drive, Etiquette, Firearms, Larceny
Knowledges: Academics, Computer, Law, Science, Technology
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FormsRatkin can assume three different forms.
•
Homid: Homid form for Ratkin is indistinguishable from a normal human being, however, whether by nature or environment, they are often dirty, unkempt, scarred, and generally unsavory.
•
Crinos: Ratkin increase in size and strength in their Crinos form, but far less than a Garou. Their weight increases around 15% and they gain a few inches in height. They look like humanoid rats with beady eyes, pointed muzzles, clawed fingers and toes, and long, naked tails. Crinos Ratkin are very flexible and can slip through any opening that they can fit their head through. Due to their long, yellowed teeth, their bite does Aggravated damage, but their claws only do lethal damage. Ratkin can wield weapons (at +2 increase in difficulty) with their prehensile tails, which have half as much Strength as the Ratkin itself (round up).
•
Rodens: Some Rodens forms are only slightly larger than a normal rat; others are the size of a large housecat or small dog. The only difference between this form and a normal rat is that the Ratkin’s front paws have hands with opposable thumbs.
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AspectsInstead of auspices determined by time or location of their birth, the particular hallucinations and visions an individual faces during the Birthing Plague determines their aspect. An Aspect provides two Strengths and a Weakness as well as determining the character’s initial Rage and starting Gifts. Most Ratkin have one of four aspects.
•
Tunnel Runner: The Runners are messengers, scouts, and spies. They know many secret methods of traveling from city to city. Tunnel Runners also have the most contact with Bone Gnawers and Nosferatu vampires and may strike up pacts of friendship with either (although usually not both).
Tunnel Runners have the following Strengths and Weaknesses:Culturally Gifted: A Tunnel Runner can spend a few hours creating a persona that helps him blend into his cultural surroundings. He reduces the difficulty of all Manipulation or Subterfuge rolls related to maintaining this identity by two. The Tunnel Runner must create a new persona when he travels to a new city or town.
Wanderlust Visions: When a Tunnel Runner is lost, the Rat Totem often grants a vision of a useful destination.
Traveling Light: Tunnel Runners below Rank Three cannot take points in the Resources Background. Rank Three Runners cannot have more than two points in that Background.
Initial Rage: 1
Starting Gifts: Danger Sense, Silent Running
•
Shadow Seer: The Seers are the Ratkin shamans. They preserve spirit lore and communicate with the various spirits of the urban environment. They keep the knowledge of most rites alive, including the Rite of Summoning, the Rite of Binding, and the Rite of the Fetish.
Shadow Seers have the following Strengths and Weaknesses:Spirits Speak to Me: All Shadow Seers begin play with the Theurge Gift: Spirit Speech.
Spirit Sight: By spending one Gnosis in the physical world, a Seer can see into the local Penumbra. The Seer must concentrate, but can maintain this vision for a scene. Her eyes turn white while she uses this ability, and she becomes temporarily blind in the physical world.
Disconnection: When a Shadow Seers botches a Rage, Gnosis, or Willpower roll, the spirit world becomes more important and real than the physical world. For the next scene, a minor dispute between two spirits would interest the Seer more than the physical people and objects around him.
Initial Rage: 2
Starting Gifts: Rat Mother’s Touch, Sense Weaver
•
Knife Skulker: These subtle and deadly wererats are skilled in negotiation, execution, and assassination. They excel at stealth and subterfuge, knowing how to kill unseen, and also how to lead a pack against larger and stronger enemies.
Knife Skulkers have the following Strengths and Weaknesses:Contracts and Contacts: Skulkers begin play with three free points of Contacts, usually in the form of “extralegal” informants. These Contacts can include other Changing Breeds. Skulkers must remain loyal to their Contacts or face reprisals by their fellow Skulkers.
Sense of Justice: A Skulker regains one Rage whenever she witnesses an act of injustice performed by other Changing Breeds or humans.
Assassin’s Code: A Knife-Skulker cannot allow himself to be seen killing someone he is attempting to assassinate. He cannot confront his enemy face-to-face or strike while hidden by a Cloak of Shadows. Failure means a loss of Cunning Renown.
Initial Rage: 3
Starting Gifts: Sticky Paws, Truth of Gaia
•
Warrior (“Blade Slaves”): Warriors, also called Blade Slaves, protect the rest of their kind and are well versed in both personal combat and asymmetric warfare. They excel at hunting and fighting underground. Warriors know the Rite of the Pain-Dagger and do not accept anyone into their ranks until they have crafted their own such dagger.
Blade Slaves have the following Strengths and Weaknesses:Pain Dagger: All Blade Slaves begin knowing the Rite of the Pain Dagger, a version of the Rite of the Fetish that can only create a Pain Dagger. They also start with one dot of the Fetish Background (as they own a Pain Dagger), but may put extra dots into the Background to increase their Pain Dagger’s power.
Tough: All Blade Slaves have an extra Bruised health level.
Blood Lust: Blade Slaves are more susceptible to Rage than other Ratkin. Their difficulty for Rage rolls is always 5, regardless of the phase of the moon, the direction of the wind, the color of the sky, or any other factor.
Initial Rage: 5
Starting Gifts: Resist Pain, Slicing Teeth
Pain-Dagger Level One, Gnosis 6 The Pain Dagger is a sacred blade crafted from something of significance to the Blade Slave and bound with a spirit of war, of disease, or of pain. It is an expression of the purity of a Ratkin’s devotion to the Warrior Aspect. The blade is only used in battle; once it is drawn, the Warrior’s pride is at stake. Only a Blade Slave can own and bond to a Pain Dagger — stealing one from a Warrior is tantamount to stealing a piece of their soul, and any non-Warrior to own a Pain Dagger will not live to know the prize they have stolen. The Blade Slave must treat the spirit inside the blade with respect or face a significant loss of Renown. Drawing a Pain-Dagger takes a point of Gnosis, which automatically activates the fetish. It’s an easy weapon to use — the difficulty to attack with it is 5, and it deals Strength + 1 aggravated damage to anything except the wererat bonded to the Pain-Dagger. Some Pain-Daggers allow the wererat to use a Charm of the spirit bound within. Each Charm increases the Pain Dagger’s level by one. The wererat must take two dots of the Fetish Background per Charm. Each use requires an activation roll for the fetish. Any of the following charms are available if the character has bound an appropriate spirit: Airt Sense, Armor, Blast, Create Fires, Create Wind, Freeze, Shatter Glass, Short Out, or Tracking. Use the successes on the activation roll in place of any required roll or spirit Traits — Armor or Freeze would use the successes in lieu of the spirit’s Rage or Gnosis, Shatter Glass or Tracking work as normal as long as the Fetish activation succeeds. |
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GiftsVous pouvez remplacer un de vos gifts de dépars par un gift commun de la Beast Court. Voyez la liste en cliquant
ici.
Ratkin begin play one breed Gift, one aspect Gift, and one general Gift. Various rat- or rodent-spirits teach almost all Ratkin Gifts.
General Ratkin/Nezumi Gifts•
City Running (Level One) — As the homid Gift. — Humans are creatures of the city, raising their steel and glass nests high into the sky. This Gift allows a homid to easily scale the concrete canyons and navigate the tangled back alleys and rooftops of the urban landscape. Some lupus derisively refer to this Gift as “Climb Like an Ape.” It is taught by an ancestor-spirit or an urban city-spirit.
System: The player spends a point of Rage. For the rest of the scene, the character may climb urban features at her full movement speed, and the difficulty of all Athletics rolls to navigate through cities (running down cluttered alleys, climbing the side of buildings, leaping from rooftop to rooftop) is reduced by two.
•
Cloak of Shadows (Level One) — The Ratkin can hide himself, and anyone he’s touching, in shadows. A night-spirit teaches this Gift.
System: The player spends a Gnosis point and rolls Manipulation + Stealth (difficulty 6). The Ratkin and a number of others equal to his successes gain one automatic success on all Stealth rolls for the rest of the scene.
•
Darksight (Level One) — All Ratkin have a degree of night vision; this Gift magnifies that ability. A night-spirit teaches it.
System: When the Ratkin activates its night vision (see Traits, p. 182), the enhancement lasts for eight hours and grants perfect vision in the dark. The player rolls Perception + Occult (difficulty 7); each success adds one die to all Perception rolls for the rest of the scene (maximum of three extra dice). With five successes, the Ratkin might even see sound or sense heat signatures.
•
Hunter in Crowds (Level One) — The Nezumi can sense the presence of another shapeshifter in a large group of people. A dog-spirit teaches this Gift.
System: The player rolls Perception + Awareness (difficulty 6 if the shapeshifter is of a Breed the Nezumi is familiar with, 7 if the Nezumi has never encountered it before). The more successes gained, the better the Nezumi can estimate the shapeshifter’s location (or locations). The Storyteller should keep the difficulty of this roll secret, so as not to give away what sort of shifter might be nearby, and might not even tell the player why they’re rolling.
Breed GiftsHomid Gifts•
Cooking (Level One) — As the Bone Gnawer Gift. — The Bone Gnawer takes up a small pot (an old coffee can will do) and a spoon, and fills it with whatever he can find — cigarette butts, beer cans, old newspapers, dead leaves, whatever — adds water (spit will do), and stirs. The result is a pasty and bland-tasting, but filling and nutritious mush. A raccoonspirit teaches this Gift.
System: The player rolls Wits + Survival (difficulty 6). The resulting meal feeds one person per success.
•
Eau de Rat (Level One) — As the Bone Gnawer Gift: Odious Aroma. — The Bone Gnawer can amplify his natural musk until it incapacitates his foes. A stinkbug-spirit teaches this Gift.
System: The player spends one point of Gnosis. For the duration of the scene, all beings other than the werewolf and her packmates that can smell and are within 20 feet (6 m) of the Garou subtract two from all dice pools as they fight to breathe.
•
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).
Metis Gifts•
Form Mastery (Level One) — As the metis Gift. — This Gift empowers the Wyld spark that resides in all Garou, granting the character greater control over her shapeshifting abilities. A wolf-spirit teaches this Gift.
System: When shapeshifting (see p. 285), all difficulties are reduced by 1, and the player no longer needs to roll a single success just to initiate the transformation (thus, shifting from Homid to Glabro would be difficulty 5 and require only one success). Additionally, when enacting partial transformations (see p. 286), the player need no longer spend a Willpower point, and the difficulty of the roll is 7. This Gift’s effects are permanent.
•
Rat Mother’s Touch (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.
•
Sense Wyrm (Level One) — As the metis 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.
Rodens Gifts•
Absolute Balance (Level One) — As the Stargazer Gift: Balance. — The Stargazer is able to walk across any ledge, rope, or other narrow causeway, no matter how thin or slippery. Wind-spirits teach this Gift.
System: Difficulties for climbing decrease by three, and attempts to maintain balance automatically succeed. This Gift’s effects are permanent.
•
Leap of the Kangaroo Rat (Level One) — As the lupus Gift: Hare’s Leap. — 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).
•
Survival (Level One) — The Ratkin can sustain himself with his own Gnosis. A kangaroo rat-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Wits + Survival, difficulty 6. The character need not eat or drink for one day.
Aspects GiftsVous pouvez remplacer un de vos gifts d'aspect par un gift d'auspice de la Beast Court. Voyez la liste en cliquant
ici.
Tunnel Runner Gifts•
Danger Sense (Level One) — When a ship is sinking, the rats leave first. The Tunnel Runner gains an instinctive flash of warning when danger is near. Rat-spirits teach this Gift.
System: The Storyteller warns the character when danger is imminent (though not the nature of the threat) one turn before it appears. This Gift’s effects are permanent.
•
Silent Running (Level One) — The Ratkin can hide his tracks from all means of detection, supernatural or otherwise. Wind-spirits teach this Gift.
System: The player spends one Gnosis point and rolls Intelligence + Subterfuge. The Ratkin leaves behind no physical traces of his passage for the rest of the scene, and any magical tracking attempt raises its difficulty by 1 per success to a maximum of 9.
Shadow Seer Gifts•
Rat Mother’s Touch (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.
•
Sense Weaver (Level One) — As the metis Gift: Sense Wyrm, but detecting Weaver emanations.
•
Sense Wyrm (Level One) — As the metis 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.
Knife Skulker Gifts•
Rat’s Judgment (Level One) — As the Philodox Gift: Fangs of Judgment, but also works against all humans with any trace of Wyrm-taint, no matter its origin. — 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).
•
Sticky Paws (Level One) — The Ratkin snatches away an opponent’s weapon and may wield it himself. An avatar of Rat teaches this Gift.
System: The player spends one Rage point and rolls Dexterity + Melee (difficulty of the victim’s Dexterity + 3). The victim cannot resist; such is the nature of the Gift.
•
Truth of Gaia (Level One) — As the Philodox Gift. — 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.
Blade Slave Gifts•
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.
•
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.
•
Slicing Teeth (Level One) — As the Ahroun Gift: Razor Claws, but works with bite attacks. — 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.
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MéritesCliquez
ici pour la liste.
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Notez bien que nous limitons la plupars des backgrounds à 3. Seul quelques exceptions existent : Pure Breed, Spirit Heritage et Totem. Backgrounds ContactsSert à chercher des informations. Une information pour chaque points de contact.
KinfolkIls 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.
ResourcesThe 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.
RitesRituals 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 HeritageThe 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.
TotemTotem 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 Power1 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.
SecretsThe 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 MapsThe 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.