HistoireThe 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.
OrganizationThe 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 | X | Archid | X | Suchid |
| X | Str: +4 | X | * |
| X | Dex: -1 | X | * |
| X | Sta: +4 | X | * |
| X | Man: -3 | X | * |
| X | App: 0 | X | * |
| X | | X | D* |
DIff: 6 | X | Diff: 6 | X | Diff: 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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TraitsA 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 CharacteristicsThe 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 MJsArmored 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.
_____________________________________________________________
BreedsMokolé 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
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FormsMokolé 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 TraitsChampsa (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._____________________________________________________________
AuspicesName
| Solar Equivalent
| Season
| Wind
| Color |
Tung Chun | Warding | Spring | East | Blue/Green |
Nam Hsai | Unshaded | Summer | South | Yellow |
Sai Chau | Crowning | Autumn | West | White |
Pei Tung | Shining | Winter | North | Black |
.
•
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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GiftsVous 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 GiftsVous 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.
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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.
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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 GiftCes Gifts peuvent être utilisé comme des Gifts d'auspices, peut importe votre auspice.
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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.
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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.
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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.
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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.
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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.
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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.