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 Kitsune / Were-Renard

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Dragon
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Dragon


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

Kitsune / Were-Renard Empty
MessageSujet: Kitsune / Were-Renard   Kitsune / Were-Renard EmptyDim Déc 07, 2014 4:01 pm

Kitsune / Were-Renard Kitsune_by_foxfur


Tricksters, assassins, magicians, and holy warriors, the Kitsune do Gaia’s will where others cannot or will not. Bound by the Laws of Heaven, the fox-shifters pull strings behind the scenes, while putting forth a perfect outward-countenance for the rest of the world to see.

Histoire

This is the story of the Kitsune’s creation as handed down from one Fox to the next. Kitsune are the youngest of the Changing children, having first arisen during the Fourth Age — that time which others might know as the early history of mankind. Before this time, in the Ages of Dawning and of Legends and of Ten Thousand Things, the Kitsune’s ancestors were carefree, cavorting as they chose without thought for the consequences. During the War of Shame, when Gaia’s Eastern children fought and killed one another much in the way they did during the Western War of Rage, The First Goddess knew great despair. And as She looked around Her, seeking a solution for Her woes, Her eyes fell upon Bai Mianxi.

Bai Mianxi, the White-Faced One, was born like any other fox: she played and hunted and learned to hide from her enemies, just as the rest of her kind. But Bai Mianxi was smarter and faster and more nimble than any of her Kin, and her destiny would be far greater than any fox had achieved before. As Bai Mianxi moved through the world, she heard the voices of the spirits. And being both curious and wise, she soon discovered how to speak with the spirit world as well, learning their secrets and mystic ways. From the spirits she learned many things: magic and illusion, trickery and prophecy, and — perhaps most importantly — the changing of her form. Meeting other clever foxes, she banded together with them and taught them the things she had learned, that they might benefit from interacting with the spirits as well. She and her people cavorted and danced and played tricks on animal and human alike, while all around them, the world fell further into chaos, and other Changing children fought and died. But, it was of no concern to the Kitsune, for despite their cleverness, the foxes were a self-centered people and cared little for the burdens of any other than themselves. Then one night, everything changed. The first Kitsune, Bai Mianxi, the White-Faced One, was led away from her consort, Prince Inari. Luna, the Silver Lady, took her to the court of The First Goddess, Gaia. There, Bai Mianxi was told of her people’s true destiny: to grow up and serve Gaia and the sacred Laws of Heaven, rather than playing their way through existence and making humans miserable with their tricks.

In Gaia’s court, The Silver Lady told Bai Mianxi not to raise her eyes to Gaia and to kowtow before Her. But even knowing she was meeting a great personage, the little fox could not resist attempting trickery. With bowed head and averted eyes, Bai Mianxi wheedled and argued, attempting to bargain with The First Goddess for her people’s freedom from the duties asked of them. Using every ounce of her cleverness, the fox-woman tried to barter with Gaia, offering to give Her information the Mother had never heard. The First Goddess refused, saying the raven-shifters and cat-people already told Her any news the Kitsune could offer. Head lowered respectfully, Bai Mianxi then attempted to arrange a bet (at which she intended to cheat), but Gaia just shook Her head and smiled. The tricksters were Her children too, She explained, and between the Coyotes and the Ravens, there was no cheat that had not already been tried upon Her and failed. With polite words and greatest supplications, the Kitsune desperately offered to fight a champion in order to avoid servitude. But The First Goddess motioned to Her children born of Wolf and Bear and all the other great predators, and refused. Bai Mianxi was of no use to Her rent into pieces, Gaia explained. Knowing that all her best tricks had failed, the White Faced One raised her head and looked Gaia straight in the eyes. If The Mother’s other children were already better than the Foxes at everything, the insolent fox exclaimed, then Gaia did not need them and they should be free to go about their business as they pleased. Gaia’s anger at the Kitsune’s impudence shook the great hall wherein they had gathered, threatening to collapse the ceiling in on the entire assembly. Quickly, before disaster could strike, the Silver Lady interceded on the Kitsune’s behalf. She persuaded The First Goddess to look into Bai Mianxi’s heart and see her true worth, and to know that these qualities which infuriated Her now were the self same ones that would serve Her best when the Kitsune were won to Her service. Gaia’s eyes fell upon Bai Mianxi and looked deep into her heart, and the White Faced One fainted from the intensity of Her gaze. When Bai Mianxi recovered from her swoon, The Mother promised her three things. First, that in return for obedience, service, and their best effort to fight for The First Goddess’ cause, the fox-people would be best at something some day. Second, that She would help the Kitsune to survive — even through the Sixth Age. And finally, that in the last Ages of the world, She would give the Kitsune back their freedom. Bai Mianxi, knowing that she had garnered a better bargain for her people than any of the rest of Gaia’s children had struck, reluctantly agreed. As often happens in the Spirit World, time moved differently for Bai Mianxi while she had audience with the Great Ladies. Although it seemed but minutes, she had unknowingly spent a year in The First Goddess’ court. When she returned to the mortal realm, she found her own court scattered and Prince Inari gone. Heartbroken, she went in search of her love, crisscrossing Asia in her attempts to find her missing consort. But it was not to be. After searching fruitlessly for many years through lands torn apart by the selfishness and fury of the shen, she finally stopped and looked around her. Although her pain at the loss of her consort was great, she recognized now that the agony and devastation dealt by the other supernaturals she saw around her was far, far worse. Changing children were maimed, separated, prevented from performing their duties — and some had even been slaughtered to extinction — all while she selfishly searched for her love. Even self-centered Bai Mianxi could not help but see that there were others who were far worse off than she.

Realizing that the time had come for her to accept her duties, Bai Mianxi approached Luna. “The world is in a terrible state,” she said. “But, what am I to do?” The Silver Lady tasked her with a heavy burden, one that she and her people alone were capable of. She commanded the Kitsune to take up the assassination of any nations that no longer held the Mandate of Heaven, for it was through their break with this sacred writ that such devastation had come about. Only by purging those who refused to abide by the holy Laws, could the right path be regained once more.


Bai Mianxi agreed, and with Gaia’s blessing, the First Kitsune was reunited with her lover and her Kin. And from that time to this, most werefoxes have served Gaia faithfully, though not always in a way that The Mother’s other children would think honorable. Throughout the ages, the Kitsune have used their wits, nimbleness, humor, and magic to undermine Gaia’s enemies. Through manipulation, assassination, and possession of key personnel, they molded the politics of the Middle Kingdom during the early parts of the Fifth Age. With nothing more than a whisper here or a clever ruse there, the Nine-tails could topple a kingdom or raise up a new ruler, all to further Gaia’s will and in accordance with the Laws of Heaven.

THE LAWS OF HEAVEN
I command you to destroy that which harms Gaia.
I command you to aid your brothers, your sisters, and that which serves Gaia.
I command you to revere Your Mother, Myself, your Aunts, your Uncles, and Our Favored Servants.
I command you to keep your duty first in your heart, and to listen for my teachings
I forbid you to exterminate the humans.
I forbid you to make war on your brothers and sisters
I forbid you to break your word.
I forbid you to commit suicide for reasons of honor.
I free you to do anything else necessary to achieve our goals.


Present Day
To this day, Kitsune continue to serve the Mother — and further their own goals. Of all The First Goddess’ children, they face the Sixth Age with the least dread, secure in the knowledge that Gaia pledged not to help them survive it, but to free them of their obligations to Her afterward.
They struggle, as do most of the Changers, with the loss of ever more of their fox Kin throughout Asia as they are hunted for their beautiful pelts and the magical properties of their bones. Likewise, their human Kinfolk suffer under harsh political regimes and oppressive economic mandates.
Even in present day, the Asian world both fears and reveres the legends of magical foxes, with temples to Inari and the other Kitsune fox gods and goddesses still in active use. So long as that is the case, they will probably remain much as they have been for centuries, behind the scenes manipulating the world around them for The First Goddess’ benefit.

Kitsune and the Emerald Courts
While other Changing Breeds may have representatives in both Western Culture and the Emerald Courts, Kitsune think of themselves always as hengeyokai. They began in China, Japan, and Korea, and (minor forays across the Pacific notwithstanding) that’s where they still live today. They took on the communal rites and court structures of Asian shapeshifters because those were what was there. They count the Ages of the World the way all shen do, because that’s who they grew up spying on. They call the Celestines and Incarna by a thousand names the Children of Gaia, Corax, and Qualmi wouldn’t recognize — because that’s what the gods go by in their comer of the world. All Kitsune are hengeyokai, however, not all are sworn to the Beast Courts. Most Kitsune serve the Kitsune first and the Courts second, if at all. Perhaps one in every four follows the hengeyokai Way of Emerald Virtue and the Mandates, while nearly all follow the Laws of Heaven given to their Breed directly from Gaia. Among those who do swear to the Courts, many serve for a limited time period, but while under pledge, they are as courtly and as perfect as possible.
Kitsune make good ambassadors to others, and often serve as such for the Beast Courts. Kitsune also make admirable regents and seers, playing advisor to those upon the throne. Those who are not sworn to the court may fulfill similar roles to other powerful figures while still serving Gaia and Luna (and their own whims, in varying proportions).

Organization
When gathered in anything other than a proper court or moot, Kitsune form groups of auspicious numbers: one, two, and four. One Kitsune can do things on her own without a great deal of help from others. Two Nine-tails function well together: one awake while the other rests. This duality — like Yin and Yang — brings them into balance. And then, there is four… Of all peoples of the Middle Kingdom, the Kitsune alone see the number four as auspicious. But four Kitsune — one of each Path — creates a perfect sentai. Together, four foxes may use strength and force, cleverness and magic, to succeed where others fail. Add a non-Fox to contribute the beauty of imperfection, and a sentai embodies true excellence in a way no other group may — at least according to the Kitsune.
It is rare for Kitsune to meet together in larger numbers; as individuals, they are quite busy with little time for grand moots or endless meetings among their own kind. As well, Foxes have many enemies and large gatherings would make it far too easy for those who would do the fox-shifters ill to find them. And, since Kitsune honor spirits as individuals rather than groups, so there is little need for large gatherings to perform group rites. However, as they will not attend to Fox-business at gatherings containing non-Kitsune, sometimes meetings among the higher-ranking members of the Breed are necessary. When Foxes do gather, their assemblies are brief meetings wherein highly important topics are quickly heard and resolved. Even in the direst of circumstances, these are rare. Usually, it is thought sufficient to simply pass the word along from Fox to Fox as time and place permit. Being quite well connected, news can pass across the entire Middle Kingdom in less than a week this way.


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 pas colonne verticale.
- La première colonne, celle du milieu, vous inscrivez votre race. Dans votre cas c'est "Kitsune".
- Ensuite, en dessous, vous inscrivez votre breed. C'est à dire la forme que vous avez à votre naîssance. Kojin, Roko ou Shinju. Plus d'informations sur les breeds sont décritent plus bas.
- La dernière, inscrivez votre Path : Kataribe, Gukutsushi, Doshi ou Eji. Plus d'infos sur les paths 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 Kitsune ont 5 transformations.

Form Statistics
(Information sur les formes plus bas.)   
HitogataSambuhengeJukoKotoKyubi
Str: +0Str: +1
Dex: +1Dex: +2Dex: +3Dex: +4
Sta: +1Sta: +2Sta: +3Sta: +2
Man: –1Man: –1Man: –2Man: –1
Per: +0Per: +1Per: +1Per: +2
Diff: 6Diff: 7Diff: 6Diff: 7Diff: 6
Difficulty for hearing Perception rolls is reduced by 2 in all forms except Hitogata.

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 Gift de chaque liste plus bas: General Kitsune, Breed et Path)
Rage = (Dépend de votre path. Voir plus bas)
Gnose = (Dépend de votre breed. Voir plus bas)
Willpower = 5
Renown = 3

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

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Traits

Kitsune receive the same amount of points to spend on attributes and abilities as other hengeyokai. Their Path determines their beginning Rage, while their Initial Gnosis score comes from their Breed. All Kitsune begin with a Willpower of 5.
The Foxes were created just after the Fourth Age. Thus, they were never part of controlling humanity by force as other shifters were. Because of this, their Koto (Crinos) form does not invoke the Delirium, leading werefoxes to be very careful to hide this form from mortals. Accidents do happen, though, and slips throughout the ages have led to the legends of terrifying, magical foxes prevalent throughout Asia.
The Nine-tails enter the Umbra as easily as Garou.
Kitsune rely heavily upon their magical strength and versatility. Not only are they able to learn potent Gifts of their own, but can easily learn the Gifts of other Changing Breeds as well, as long as they have a teacher for the Gift. The experience cost is the same as for a non-breed/auspice/tribal Gift.
Kitsune frenzy, but always as a fox frenzy: they were never meant to be berserkers.
 
Healing and Combat
Kitsune lack the regenerative abilities of the Garou. Without healing Gifts they heal damage just like ordinary mortals. In effect, all non-bashing damage is counted as lethal damage, making the Nine-tails likely to avoid combat whenever possible, but also making it easier to heal them with healing Gifts. They may still soak damage at the usual difficulty rate from many aggravated sources — such as a Kuei-jin’s claws and teeth — in the same manner as Garou.
As children of Bai Mianxi, who received her calling from Luna, werefoxes may attempt to soak damage from silver (difficulty Cool. Any damage not soaked is lethal. Otherwise, silver affects them just as it does Garou. Because they lack regenerative abilities, avoiding being damaged is a high Kitsune priority. Kitsune receive one extra dot in Dexterity for free during character creation. Further, Kitsune cannot botch Athletics rolls to dodge in combat.
When in Koto or Juko form, Kitsune’s teeth do aggravated damage.
 
Tails of Longevity
Werefoxes have the advantage of a long lifespan. Whenever a Kitsune goes up in rank (except when advancing to Yakan), her potential lifespan doubles. This leads to Kitsune elders being quite venerable, even though the Breed as a whole is a young one. With each rise in rank Kitsune also gain another tail. A Fox with nine tails (of whom there has been only one — Bai Mianxi) is, for all intents and purposes, immortal. Kitsune gain a new tail only when they acquire new rank, though the lack of tails may be hidden or covered up with lies. Most of the time, the tails are not visible. A Kitsune may hide or reveal his tails by making a Gnosis roll versus the local Gauntlet.

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Breeds

Kitsune have three breeds: the human-born (kojin), the animal-born (roko), and the metis (shinju).
 
• Kojin: Kojin are human-born Kitsune. Although they may be of mixed blood, they always possess at least some Asian ancestry. Most are raised by extended family members, due to the loss of one or both parents at birth. Hyperactive as children, kojin grow into slender, clever, and manipulative adults, as might be expected of Foxes. While most shifters remain unaware of their destiny until their First Change, kojin know that they are different before they are even able to speak. Even as children most are aloof and self-absorbed, certain that they are more than they appear to be and equally certain that this is a grand mystery they are meant to uncover. This leads to a great curiosity about the world around them and the secrets it might contain. A kojin’s First Change is often traumatic, but the Kitsune usually bounces back very quickly. After all, she has always known she was somehow special and now has the proof to justify her arrogance.
Beginning Gnosis: 3
Starting Gifts: Persuasion, Seduction, Smell of Man
 
• Roko: Roko are fox-born Kitsune. Often, the parent (assuming both do not die when the kit is born) places their vulpine offspring with normal foxes so the kit can be raised in a more natural environment. Many roko experience difficult childhoods either due to having only one parent to care for them (if one dies when they are born) or because numerous predators hunt foxes (if they are raised by normal foxes). Nonetheless, they are usually insatiably curious and show great glee when they undergo their First Change. The discovery of hands and a two-legged form is often a delight. Human form gives them even more opportunities to undergo new experiences and allows them to get into more trouble than ever before. Inveterate wanderers, roko love to see new places and discover novel things.
Beginning Gnosis: 5
Starting Gifts: Burrow, Cricket Leap, Heightened Senses
 
• Shinju: The shinju are metis Kitsune. Among the Kitsune, metis birth is not considered a curse. They do not have deformities, but if a Fox-Fox pairing produces a child there is only a ten percent chance they will produce a shinju shifter; most such offspring are normal foxes or humans. Shinju children are born at a higher cost than nonshinju: one (or both) of the Fox parents is very likely to die (see Birthing Pains sidebar). Raised in the court of their parents, shinju kits learn their grand destiny early. Their heads swelled by tales of the greatness that is theirs, many become insufferably arrogant and absolute perfectionists — even more so than their kojin or roko relations.
Beginning Gnosis: 4
Starting Gifts: Scent of the True Form, Sense Wyrm,Truth of Gaia
Restricted Abilities: Beginning shinju 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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Paths

The Paths of the Kitsune constitute both a profession and something of a sacred calling. They are not determined by the sun, moon, or the Kitsune’s time of birth, but are chosen by each Fox as she gains her first rank. When a young Kitsune reaches her Nogitsune-time, she is given the Rite of the Crossroads by a more experienced Ninetails. The element the young werefox chooses at this time determines what Path she will follow. Unlike other hengeyokai, Kitsune cannot undergo the Rite of the Second Face, since the Rite of the Crossroads (if performed correctly) reveals her true essence and thus her life-choice.
 
• Kataribe (kah-tah-ree-bay): Corresponding to clay, this Path is made up of builders and doers. Like a potter, the Kataribe make many things that aid the other Nine-tails. They are in contrast to the Doshi and Eji, who practice selective destruction as parts of their Paths. Along with a love of crafted goods, the Kataribe particularly love knowledge, thus earning them the moniker of shijin, or poet. They spend much time collecting lore from around the world, learning stories, songs and poetry and weaving them together into a tapestry of information. The shijin spend time with court historians as well as the Zhong Lung to avail themselves of the ancient history known to these shen. These Kitsune are in particular accord with the Beast Courts and most Kitsune on the Way of Emerald Virtue are Kataribe. They get along well with both other shen and with humans.
Initial Rage: 2
Starting Gifts: Beast Speech, Fable, Truth of Gaia
 
• Gukutsushi (goo-koots-shee): The dreamweavers correspond to the element of Kiri, fog. This is a difficult Path for outsiders to understand, combining the way of the trickster — with their mastery of the mind and illusion — and the role of a physician or healer. They bring solace to the suffering and take delight in deceiving those who prove needful of such tricks. Their skills are less physical than the other Paths, but Gukutsushi can use their mind-bending skills to devastating effect against foes. The illusions they cast, and the tricks they play on their enemies’ minds can be devastating in or out of battle. Their knowledge of both human and shen psychology is unsurpassed and they have honed their own minds into both keen weapons and tools for insightful analysis.
Initial Rage: 2
Starting Gifts: Clear the Mind, Mother’s Touch, Open Seal
 
• Doshi (doh-shee): The sorcerers’ element is Inazuma: lightning. Masters of magic and spirit communication, their path is one of shadow, as is evidenced by the betraying hint of Yomi within them. On a successful use of Sense Wyrm at difficulty 9, the Doshi detect as slightly Wyrm-tainted.
Doshi believe that evil itself can be a powerful weapon against evil and will enslave Banes or use magic thought of as tainted, if they believe it necessary for a greater good. Their knowledge of the Centipede and its minions is vast and they utilize this advantage to great effect. Their dark Path forces the Doshi to distance themselves from other Kitsune and shen; many live alone in abandoned areas such as old monasteries, temples, and the like. This solitude, along with the fact that they are sometimes looked down on by the rest of their kind, often leads the sorcerers toward cynicism and inhumanity. Of all the Kitsune, they are the most likely to fall to the Centipede’s clutches. However, as they will explain to any who will listen, there is no success without risk and no victory without the possibility of defeat.
Initial Rage: 3
Starting Gifts: Blessing the Blade, Sense Magic, Spirit Speech
 
• Eji (ay-jee): The warrior Kitsune are those associated with Yogan: the element of lava. They are the holy warriors — or sohei — of the Nine-tails, as strong as the earth and as ferocious as fire. Eji consider themselves surgeons cutting away any “cancers” that threaten the Emerald Mother. They are not ravening beasts; Eji display great respect for life, even as they take it. They will go out of their way to protect the innocent and to right wrongs done against the just and good, but when someone pollutes the world, the Eji find no difficulty in performing a neat and swift execution. They will battle and kill bakemono, crazed Kuei-jin, or Banes, almost without thought or emotion. In human guise, they often appear as adventurers, daredevils, or religious figures who encourage others to strive for the best — even as they secretly remove those who infecting the Emerald Mother with impurity, weakness, or depravity.
Initial Rage: 4
Starting Gifts: Razor Claws, Resist Pain, Sense Hostility

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Forms

Kitsune / Were-Renard CBKi

Kitsune have five forms, although their human and near-human forms differ only slightly, as do their fox and near-fox manifestations. Regardless, Foxes take immense pride in being elegant and beautifully shaped, regardless of the form they take. All forms other than Hitogata naturally show one tail. In any of his forms, a Kitsune may manifest any number of additional tails (up to the maximum he possesses) by making a Gnosis roll against the local Gauntlet. Once manifested, he may hide them in the same fashion.
 
• Hitogata: The Kitsune’s human form. Other than a universally mischievous look, they are indistinguishable from any other person. In general, they like to keep in shape and pride themselves on being good-looking.
 
• Sambuhenge: Foxes rarely take this form other than when the situation calls for humor, as it is somewhat comical in appearance. They are slightly more athletic and a bit nimbler than in their Hitogata form, but for most, the difference is not significant enough to risk being laughed at by those who find their near-human form amusing. Some use this form to play jokes on other Foxes, however, and roko kits may assume the form as they begin learning to walk in human form, relying on the added dexterity to aid their efforts.
The Kitsune’s Sambuhenge body mass is similar to their Hitogata form, but there are some cosmetic changes. The ears point upward and the eyes become slanted and thin — more fox than human. The werefox’s nose lengthens and whiskers appear on both sexes. This form also naturally sports a fox tail.
 
• Koto: Standing only an inch or two taller than the Hitogata and Sambuhenge forms, Koto adds no real bulk to the Kitsune, but other physical changes are quite noticeable.
The Koto head becomes fully that of a fox, though still retaining unmistakable human intelligence in the eyes. The body is completely covered with fox-fur. It possesses vulpine, digitigrade knees, and an obvious foxtail. The feet are paw-like and the hands are tipped with claws, although they retain fingers and opposable thumbs. Knowing that they are not protected by Delirium, Kitsune do not assume the Koto form unless they are certain of their privacy. Kitsune usually only assume this form for courtly affairs, to impress visitors, or for the comfort of having fur. Koto may bite for Strength +1 aggravated damage, but the form is otherwise ill-suited for battle, so few Kitsune engage in brawling matches unless they have exhausted all other options first.
 
• Juko: This is a wolf-sized fox form, and well suited for travel, as it possesses greater endurance than the Kyubi form. The Kitsune has a great amount of “manual” dexterity with his mouth. Some have learned to hold daggers in their mouths with which to fight, when there are no other options.
 
• Kyubi: In this form, the average Kitsune appears as an ordinary fox. The vast majority of Kitsune have standard red pelts, with a few resembling gray foxes in coloration. Legends speak of arctic and sand werefoxes, although none have been present in the Emerald Court in centuries. If such Kitsune do exist, they would surely be looked upon with wonder — and suspicion — by their Eastern cousins.

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

General Kitsune Gifts

Chi Sense (Level One) — The Kitsune may sense the ebb and flow of Yin and Yang through the world around her. This Gift is taught by any spirit of the Middle Kingdom.
System: The player permanently adds one die to any Gift or Rite which inspects or alters the environment around the Kitsune.
 
Ishin Deshin (Level One) — As the Galliard Gift: Mindspeak. — 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.
 
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).


Breed Gifts

Kojin Gifts
 
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).
 
Seduction (Level One) — A Fox with this Gift can cause humans to fall in love with her. A cloud- or rain-spirit teaches it.
System: The player spends one Gnosis point and rolls Charisma + Subterfuge (difficulty 6) in a contested roll against the victim’s Willpower (difficulty 7). The more successes the Kitsune wins by, the deeper the target’s infatuation.
 
Smell of Man (Level One) — As the homid Gift. — To creatures of the wild, man’s scent is death. To creatures of the city, it is authority, comfort, easy meals. This Gift, taught by an ancestor-spirit, enhances a werewolf’s human scent, infusing it with spiritual power.
System: Non-supernatural wild animals lose two dice from their dice pools when interacting with the Garou, save when defending themselves or running away, and will be inclined to flee rather than attack if possible. Domesticated animals recognize the werewolf as a friend, and even trained attack dogs will do no more than wag their tails at the character unless attacked first. This Gift’s effects are permanently active.
 
Roko 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.
 
Cricket Leap (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
 
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.
 
Shinju Gifts
 
Flow of Aura (Level One) — The Kitsune feels the emotional aura of a place — the imprint left behind by events of great sorrow, joy, aggression, and the like. Wood- and stone-spirits teach this Gift.
System: The player rolls Perception + Empathy (difficulty 6). The more successes gained, the more the Fox picks up about the nature of the area’s aura and what caused it. One success might reveal that a building has a foreboding atmosphere; five might reveal that it is actively haunted by the ghost of a traveling student who took his own life there.
 
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.”
 
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.

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

Doshi Gifts
 
Blessing the Blade (Level One) — The sorcerer calls on a local spirit to inhabit a blade for a finite time to enhance it with supernatural power. If prepared in advance, special wrappings restrain the spirit until the bearer speaks an enemy’s name. Only one such weapon may be carried at a time. This Gift is taught by a fire-spirit.
System: The player spends one Gnosis point. The weapon does aggravated damage for one scene only.
 
Breath of Yu-Chiang (Level One) — As the Black Fury Gift: Curse of Aeolus. — The Fury calls up a thick, eerie fog that obscures vision and unnerves her opponents. The Fury can see through her own fog with no difficulty. A fog-spirit teaches this Gift.
System: The player makes a Gnosis roll, with the difficulty depending on humidity and closeness to a body of water (a lake shore might be difficulty 4, while a desert would be 9). Those other than the Fury who are enveloped in the fog lose half of their dice on all Perception rolls (round up). All those enveloped within the fog also lose one die from all Willpower rolls, save the Fury and her packmates.
 
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.
 
 
Shroud (Level One) — As the Uktena Gift. — 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.
 
Spirit Snare (Level One) — As the Theurge Gift. — The Theurge casts out an invisible, mystic net which entangles hostile spirits, confounding them with a mixture of magical force and long-broken but still potent Gaian law. An owl-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Intelligence + Occult (difficulty Cool as an attack directed at a spirit within 30 feet, which can be defended against normally. Rather than inflicting damage, this attack reduces the spirit’s effective Willpower by two for the purpose of all combat actions for the rest of the scene. Multiple applications of this Gift don’t stack.
 
Eji 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.
 
Razor Claws (Level One) — As the Ahroun Gift. — 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.
 
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.
 
Sense Hostility (Level One) — The Eji can sense hostile beings within 100 feet. A fox-spirit teaches this Gift.
System: The player rolls Perception + Alertness (difficulty 6).
 
Gukutsushi Gifts
 
Blur of the Milky Eye (Level One) — As the Ragabash Gift. — The werewolf’s form becomes a shimmering, indistinct blur, as though seen through heavy cataracts — even in the midday sun. The Ragabash is not truly invisible, however, and if spotted, this Gift’s protection fails until the observer is distracted. A chameleon- or ermine-spirit teaches this Gift.
System: The player rolls Manipulation + Stealth (difficulty Cool. Each success increases the difficulty of all Perception rolls made to detect him by one for the rest of the scene.
 
Clear the Mind (Level One) — As the Children of Gaia Gift: Calm. — This Gift imparts the secret of quelling the anger in others. A unicorn-spirit teaches this Gift.
System: The player spends one Gnosis and rolls Charisma + Empathy (difficulty equals the target’s Willpower). Each success removes one of the target’s Rage points, which may be regained normally. If used on a creature capable of frenzy which has no Rage (vampires, some fomori), the Gift cancels the frenzy if the player scores at least three successes.
 
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.
 
Open Seal (Level One) — As the Ragabash Gift. — The werewolf can open nearly any sort of closed or locked physical device. A raccoon-spirit teaches this Gift.
System: The player rolls Gnosis (difficulty of the local Gauntlet rating). If the object is sealed with magic, the player must spend a Gnosis point before making the attempt.
 
Kataribe Gifts
 
Beast Speech (Level One) — As the Galliard Gift. — 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.
 
Fable (Level One) — The Kataribe uses her expression and will to sway onlookers. By telling a tale or singing a song, she can plant a suggestion in the minds and hearts of listeners. Nightingale-spirits teach this Gift.
System: The player spends a Willpower point and rolls Manipulation + Empathy (difficulty 7) to plant a faint compulsion in the listener’s head, which lingers for the Kitsune’s Chie in days. Recordings and broadcasts cannot carry this Gift’s magic.
 
Perfect Recall (Level One) — As the Galliard Gift. — 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.
 
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.
 
_____________________________________________________________


Mérites
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Dernière édition par Dragon le Jeu Jan 15, 2015 11:09 pm, édité 17 fois
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Date d'inscription : 07/12/2014

Kitsune / Were-Renard Empty
MessageSujet: Re: Kitsune / Were-Renard   Kitsune / Were-Renard EmptyDim Jan 04, 2015 2:56 pm

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

Backgrounds
 
 
Allies
Ils peuvent faire des actions pour vous. Leur utilité est surtout dans les passe-play de semaines. Plus le niveau est haut plus l'action peut-être de haute sphère, ou de grande efficacité.
 
 
Contacts
Sert à chercher des informations. Une information pour chaque points de contact.
 
 
Kinfolk
(Le premier point coûte 1, mais les suivant coûtent 2)
Ils peuvent faire des actions pour vous. Leur utilité est surtout dans les passe-play de semaines. Plus le niveau est haut plus l'action peut impliquer la présence de plusieurs Kinfolks. Donc, plus efficace.
 
 
Resources
The Resources Background describes your character’s access to and control over a range of valuable assets. These assets may be actual cash, but as this Background increases, they’re more likely to be investments, property, or earning capital such as stocks and bonds. A character’s Resources depend upon the standard of living she’s comfortable with — a lupus in the Yukon isn’t likely to get a wire transfer from her broker each month. A character with no dots in Resources can have enough clothing and supplies to get by, or she may be homeless, sleeping in a den in her lupus form. You receive a basic allowance each month based on your rating, so make sure to detail where this money comes from. The Storyteller will determine how much this is based on the area your game takes part in and the cultures you’re in contact with. A werewolf’s fortune can run out if she’s fighting in the Amazon rather than managing her stock portfolio. You can also sell your less liquid resources if you need the cash, but this can take weeks or even months, depending on what exactly you’re trying to sell. Art buyers don’t just pop out of the woodwork, after all. Resources can be pooled among a pack.
 
• Sufficient. You don’t get many spending sprees, but you’ve got a decent place to live, a car that doesn’t crap out every week, and a decent standard of living for the working class.
•• Moderate. You’re thoroughly middle-class in income, and can afford the odd indulgence. You can hire specific help as necessary. You have enough available cash, portable property, and valuables that you can maintain a one-dot standard of living wherever you are for up to six months.
••• Comfortable. You own a house and some land outright, which you may let the sept use or keep for your pack, and you’ve a reputation that gives you easy access to credit at good terms. More of your assets are tied up in property than in cash, and if needs be you can maintain a one-dot standard of living wherever you are for as long as you like.
•••• Wealthy. You have serious financial power, and are one of the richest people in your country. You don’t deal much with actual cash, using more valuable and stable assets to pay off debts as they arise. When you can’t focus on maintaining your level of Resources, you can live at the three-dot level for up to a year, or a two-dot life indefinitely.
••••• Extremely Wealthy. You’re one of the richest people on Earth. You have multiple homes, many forms of luxury transport, and frequently show up in glossy magazines and on gossip websites. You have assets everywhere, and can hobble the Wyrm’s activities with a ten-minute phone call. You can live at the three-dot level indefinitely if you ignore your fortune; higher if you put a little effort in to it.
 

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

Spirit Heritage
The Garou are creatures of duality — torn between man and wolf, and between flesh and spirit. The Garou share a kinship with inhabitants of the spirit world, but some have a stronger connection than others. For some reason, perhaps an ancestral tie to a household of spirits, certain types of spirits react more positively to you than others. This doesn’t need to be a friendly relationship — spirits may be fearful and respectful of you, in awe of you, or feel a sense of duty to you. No matter what the relationship, one group of spirits is more likely to cooperate with you. When you select this background, choose one type of spirits. Examples of possible groups are animal spirits, plant spirits, elementals, urban spirits, and even Banes. When dealing with spirits of this type, the player may add his Spirit Heritage rating to any Social rolls, or rolls involved in challenges. Spirits whom you are attuned to view you, to some degree, as one of their own — a daunting prospect for those attuned to Banes, when other Garou discover their heritage. If you act against such spirits or ignore their plights, you may be seen as betraying them.
 
• Spirits can smell their scent on you, though no one else can
•• The spirits note your arrival. You bring your chosen spirits to mind in others when they look at you, though few understand why.
••• In the Umbra, you emanate an intangible, though noticeable, sense of your aligned spirit type.
•••• In the Umbra, you have visible hints of your aligned spirit type. Those attuned to nature spirits may have tiny twigs emerge from their fur, for example.
••••• Some question if you really are only half spirit.
 

Totem
Totem is a Background that applies directly to the character’s pack, rather than the individual. Unlike other pooled Backgrounds, the pack spends all of the points that members have invested in this Trait to determine their totem’s power. Each totem has a Background cost rating; the pack must spend that amount to ally with that totem. Some totems are willing to lend great powers to their adherents; their point costs are correspondingly greater. See Pack Totems (p. 373) for a list of possible totems. In addition to their Totem bonuses, all beginning totems have a base of eight points to divide among Rage, Willpower, and Gnosis. The totem also begins with the Airt Sense and Re-form Charms. Apart from bestowing power, totems start out somewhat aloof from the pack, and they have little influence among spirits, unless the players buy a closer connection with Background points. With time, roleplaying, and experience points, pack totems can grow in power as their pack grows in Rank and influence. Some totems can even become the totems of whole septs or — in legendary circumstances — even tribes.
Most of the powers that totems bestow are available to only one pack member at a time. At the end of each turn, the Garou with the power declares who the power may be given to next turn (assuming that she doesn’t keep it). After spending the initial cost of the totem, the players can spend any remaining Background points to add to the totem’s strength and abilities.
 
Cost Power
1 Per three points to spend on Willpower, Rage, or Gnosis
1 Totem can speak to the pack without the benefit of the Gift: Spirit Speech.
1 Totem can always find the pack members.
2 Totem is nearly always with the pack members.
2 Totem is respected by other spirits.
2 Per charm possessed
3 Per extra pack member who can use the totem’s powers in the same turn
4 Totem is connected mystically to all pack members, allowing communication among them even at great distances.
5 Totem is feared by agents of the Wyrm. Either minions of the Wyrm flee from the pack, or they do their best to kill the pack
.
The listed cost is in Background points, which can be bought through experience (see Spending Experience Points, p. 244) at the rate of two experience points per Background point. (Therefore, three points of Rage would cost two experience points.) The Storyteller should allow increases in totem powers only when it fits in to the story, such as when pack members gain a higher rank, a new member joins the pack, or when pack members gain new insight into the nature of their totem. When the totem is affiliated with a more powerful spirit, the greater spirit might grant the strengthening of its servant (pack totem) in return for a great service done it by the pack.
 
 
Secrets
The character possesses information that would be considered desirable — or damaging — by someone else. While such knowledge can sometimes place the character in danger, mostly it gives her leverage and advantages. What the character does with these secrets (bartering them for favors or cash, using them to take down minions of the Wyrm, or something else entirely) is up to her. The player and Storyteller should work together to determine what sort of secrets the character possesses. The Background’s rating determines the value and number of secrets the character knows. This Background is normally the province of Corax and Bastet, though other Changing Breeds (and even the odd Shadow Lord!) occasionally pick it up as well.
 
• A small but noteworthy secret — a secret affair, a hidden sexual orientation, a minor crime.
•• A moderate secret. The human identities of a Garou pack, the whereabouts of a criminal on the run, a significant crime, or evidence of two Garou sleeping together. Alternately, a few minor secrets.
••• A substantial secret, or equivalent amount of lesser secrets. A matter of life and death or utter ruination for someone. The location of a lost fetish that someone needs to stay lost. The identity of a murderer of one or more Fera.
•••• A heavy secret, or equivalent amount of lesser secrets. The location of a national fugitive, a vampire’s “little black book” of contacts, the location of a Gurahl.
••••• An enormous secret, or equivalent amount of lesser secrets. A high-level Pentex plot. The location of a legendary cursed fetish. The secret weakness of an Incarna.
 

Umbral Maps
The character possesses a wealth of experience and received information about Umbral navigation. These “Umbral maps” are not physical objects, but rather the collected lore of symbolic navigation among spirit paths, the entry methods for safe havens and refuges, the cycles of natural spirit paths, and reliable methods to bypass various obstacles along the way.
This Background is normally the province of Corax and Nuwisha, though other Changing Breeds occasionally pick it up as well.
 
• A few safe paths and refuges. The character enjoys –1 difficulty to rolls to navigate the Umbra.
•• Several routes to common destinations. As Level One, plus once per story the character can re-roll a failed attempt to navigate through the Umbra.
••• Safe zones, routes to virtually any place, and knowledge of where not to go. –2 difficulty to rolls to navigate the Umbra, plus one re-roll per story.
•••• Several safe places and refuges, extensive knowledge of Umbral paths and dwellers in those areas. –2 difficulty to rolls to navigate the Umbra, plus two re-rolls per story.
 
••••• No one knows the Near Umbra like the character. –3 difficulty to rolls to navigate the Umbra, plus three re-rolls per story.


Finance
Manipulating markets, stock reports and investments are a hobby of many people, especially those who use their knowledge to keep hidden wealth. Though your actual available money is a function of your Resources, you can use Finance to start or smother businesses, crush or support banking institutions and alter credit records. Clearly, such power over money is not to be trifled with - fortunes are made and destroyed with this sort of pull. CEOs, bankers, stockbrokers, bank tellers, yes-men, financiers and loan agents are found among such work.
CostEffect
1
• Learn about major transactions and financial events
• Raise capital ($1,000)
• Learn about general economic trends
• Learn real motivations for many financial actions of others
2
• Trace an unsecured small account
• Raise capital to purchase a small business (single, small store)
3
• Purchase a large business (a few small branches or a single large store or service)
4
• Manipulate local banking (delay deposits, some credit rating alterations)
• Ruin a small business
5
• Control an aspect of city-wide banking (shut off ATMs, arrange a bank “holiday”)
• Ruin a large business
• Purchase a major company
.


Health
It might seem odd that Garou, who can heal all but the most catastrophic injuries in a few hours, would need Health Influence, but for repairing the Veil or to help human Kinfolk this resource can be invaluable. You might also acquire a couple of veterinarians to assist with lupus Garou or Kinfolk. Most medical research and development falls under the purview of Health Influence. Coroners, doctors, lab workers, therapists, pharmacists and specialists are just a few of the folks found in this field.
CostEffect
1
• Access to a person’s health records
• Fake vaccination records and the like
• Use public functions of health centers at your leisure
2
• Access some medical research records
• Have a minor lab work done
• Get a copy of a coroner’s report
• Instigate minor quarantines
3
• Corrupt results of tests or inspections
• Alter medical records
4
• Completely rewrite medical records
• Abuse grants for personal use ($250)
• Have minor medical research performed on a subject
• Institute 1arge.scale quarantines
• Shut down businesses for “health code violations”
5
• Have special research projects performed
• Have people institutionalized or released
.


High Society
The glitterati at the top of society move in circles of wealth and elegance. Though many Garou do not find such positions appealing, there is the rare exception that indulges in the passions of the famous and wealthy. Access to famous actors, celebrities and the elite rich grants a certain sway over fashion trends. A modicum of High Society Influence turns a werewolf into a debonair darling of the most exclusive social circles. Among these circles, one finds dilettantes, artists of almost any stripe, old-money families, models, rocks stars, sports figures and jetsetters.
CostEffect
1
• Learn what is trendy
• Obtain hard-to-get tickets for shows
• Learn about concerts, shows or plays well before they are made public
2
• Track most celebrities and luminaries
• Be a local voice in the entertainment field
• “Borrow” idle cash from rich friends ($1000)
3
• Crush promising careers
• Hobnob well above your station
4
• Minor celebrity status
5
• Get a brief appearance on a talk show that’s not about to be cancelled
• Ruin a new club, gallery, festival or other posh gathering
.


Inbustry
The grinding wheels of labor fuel the economies and markets of the world. Machines, factories and blue-collar workers line up in endless drudgery, churning out the staples of everyday living. Control over Industry Influence sways the formation of unions, the movements of work projects, locations for factories and the product of manufacturing concerns. Union workers, foremen, engineers, construction workers, manual laborers and all manner of blue-collar workers exist among these ranks.
CostEffect
1
• Learn about industrial projects and movements
2
• Have minor projects performed
• Dip into union funds or embezzle petty cash ($500)
• Arrange small accidents or sabotage
3
• Organize minor strikes
• Appropriate machinery for a short time
4
• Close down a small plant
• Revitalize a small plant
5
• Manipulate large local industry
.


Legal
This Influence, like many others, is not directly related to a Garou’s daily life, unless you are a Glass Walker or Bone Gnawer. Even the smallest bit of legalese can keep a werewolf out of trouble in mortal society, though, and there’s no arguing Legal’s benefits for repairing the Veil. Of course, a bit of Legal Influence is also excellent for harassing an enemy’s assets, too. Such Influence ranges from law schools and firms, to lawyers, judges, DAs, clerks and public defenders.
CostEffect
1
• Get free representation for minor cases
2
• Avoid bail for some charge
• Have minor charges dropped
3
• Manipulate legal procedures (minor wills and trusts, court dates)
• Access public or court funds ($250)
• Get representation in most court cases
4
• Issue subpoenas
• Tie up court cases
• Have most legal charges dropped
• Cancel or arrange parole
5
• Close down all but the most serious investigations
• Have deportation proceedings held against someone
.


Media
Directing media attention away from werewolf activities, save for those that would preserve forests and other natural habitats, is a key component of the Veil. Putting specific emphasis on certain events can place an enemy in an uncomfortable spotlight or discredit a rival. With Media, you can crush or alter news stories, control the operations of news stations and reporters and sway public opinion, with DJs, editors of all varieties, reporters, camera operators, photographers and broadcasters at your disposal. At Storyteller discretion, Media may also allow access to the more technical areas of television, radio or movies.
CostEffect
1
• Learn about breaking stories early
• Submit small articles (within reason)
2
• Suppress (but not stop) small articles or reports
• Get hold of investigative reporting information
3
• Initiate news investigations and reports
• Get project funding and waste it ($250)
4
• Ground stories and projects
• Broadcast fake stories (local only)
5
• Kill small local articles or reports completely
.


Occult
The hidden world of the supernatural teems with secrets, conspiracies and unusual factions. Obviously, a Garou is aware that there are strange things out there by dint of his very existence (after all, if werewolves exist...), but hard knowledge of such things is a function of Abilities. By using Occult Influence, you can dig up information to improve your knowledge, get inside the occult community and find rare components for rituals. Cult leaders, alternative religious groups, charlatans, occultists, New Agers and a few more dangerous elements can be found here.
CostEffect
1
• Contact a make use of common occult groups and their practices
• Know some of the more visible occult figures
2
• Know and contact some of the more obscure occult figures
• Access resources for most rituals and rites
3
• Know the general vicinity of certain supernatural entities and (possibly) contact them
• Access vital or rare material components
• Milk impressionable wannabes for bucks ($250)
• Access occult tomes and writings
• Research a Basic rite
4
• Research an Intermediate rite
5
• Unearth Advanced rites
.


Police
“To protect and serve” is the motto of the police, but these days, Garou and mortals alike may have cause to wonder who is being protected and served. That said, Police Influence can be very handy to assist with the Veil, to protect one’s holdings or to raid the assets of another. After all, attitude won’t save the Glass Walker whose townhouse is the target of a police raid. Police of all ranks, detectives, clerical staff, dispatchers, prison guards, special divisions (such as SWAT or homicide) and local highway patrol make up these ranks.
CostEffect
1
• Learn police procedures
• Hear police information and rumors
• Avoid traffic tickets
2
• Have license plates checked
• Avoid minor violations (first conviction)
• Get “inside information”
3
• Get copies of an investigation report
• Have police hassle, detain or harass someone
• Find bureau secrets
4
• Access confiscated weapons or contraband
• Have some serious charges dropped
• Start an investigation
• Get money, either from the evidence room or as an appropriation ($1000)
5
• Institute major investigations
• Arrange setups
• Instigate bureau investigations
• Have officers fired
.


Political
Garou don’t do well in deals with bloodsucking leeches; they tend not to work with vampires, either. Altering party platforms, controlling local elections, changing appointed offices and calling in favors all falls under the purview of Political Influence. Well-timed blackmail, bribery, spin doctoring or any sundry tricks are stock in trade on both sides of this fence. Some of the likely contacts and allies include pollsters, lobbyists, activists, party members, spin doctors and politicians from rural zoning committees to the mayors of major cities or Congressional representatives.
CostEffect
1
• Minor lobbying
• Identify real platforms of politicians and parties
• Be “in the know”
2
• Meet small-time politicians
• Gamer inside information on process, laws and the like
• Use a slush fund or fundraiser ($1000)
3
• Sway or alter political projects (local parks, renovations, small construction)
4
• Enact minor legislation
• Dash careers of minor politicians
5
• Get your candidate in a minor office
• Enact encompassing legislation
.


Street
Ignored and often spat on by their “betters,” those in the dark alleys and slums have created their own culture to deal with life and any outsiders who might come calling. When calling on Street Influence, you use your connections on the underside of the city to find the homeless, gang members of all sorts, street buskers, petty criminals, prostitutes, residents of the slums or barrios and fringe elements of so-called “deviant” cultures.
CostEffect
1
• Open an ear for the word on the street
• Identify most gangs and know their turfs and habits
2
• Live mostly without fear on the underside of the city
• Keep a contact or two in most aspects of street life
• Access small-time contraband
3
• Get insight into other areas of Influence
• Arrange some services from street people or gangs
• Get pistols or uncommon melee weapons
4
• Mobilize groups of homeless
• Panhandle or hold a “collection” ($250)
• Get hold of a shotgun, rifle or SMG
• Have a word in almost all aspects of gang operations
5
• Control a single medium-sized gang
• Arrange impressive protests by street people
.


Transportation
Most Garou have very little need for any sort of transportation other than their own two feet or four paws. However, when traveling across metropolises and other highly populated areas where Leeches have control, Transportation can mean the difference between a major skirmish and riding through town unmolested. Getting access to special supplies and services can also take measure of Transportation. Most all of these things can be controlled with a bit of sway over truckers, harbors, railroads, airports, taxis, border guards, pilots and untold hundreds.
CostEffect
1
• Know what goes where, when and why
• Travel locally, quickly and freely
2
• Track an unwary target if he uses public transportation
• Arrange passage safe (or at least concealed) from mundane
• threats (robbery, terrorism, hunters, etc.)
3
• Seriously hamper an individual’s ability to travel
• Avoid most supernaturaldangers when traveling (such as Leeches)
4
• Shut down one form of transportation (bus lines, ships, planes, trains, etc.) temporarily
• Route money your way ($500)
5
• Reroute major modes of travel
• Smuggle with impunity
.


Underworld
The world of crime offers lucrative possibilities to strong-willed or subtle leaders. Guns, money, drugs and vice -such delicious pastimes can be led by anyone talented or simply vicious enough to take them. Underworld Influence lets you call on such favors for all manner of illegal dealings, and the Mafia, La Cosa Nostra, and drug dealers, bookies, Yakuza, tongs, hit men, fences and criminal gangs fill its ranks.
CostEffect
1
• Locate minor contraband (knives, small-time drugs, petty gambling, scalped tickets)
2
• Obtain pistols, serious drugs, stolen cars
• Hire muscle to rough someone up
• Fence stolen loot
• Prove that crime pays (and score $1,000)
3
• Obtain a rifle, shotgun or SMG
• Arrange a minor “hit”
• Meet someone in “the Family”
4
• Make white-collar crime connections
5
• Arrange gangland assassinations
• Hire a demolition man or firebug
• Supply local drug needs
.


University
Institutions of learning and research are the purview of the University Influence. Access to the halls of learning can help you with any number of resources, from ancient languages to research assistance to many impressionable young minds. School boards, students from kindergarten through college, graduate students, professors, teachers, deans, Greek orders and a variety of staff fill the ivy-covered halls.
CostEffect
1
• Know layout and policy of local schools
• Have access to low-level university resources
• Get records up to the high school level
2
• Know a contract or two with useful knowledge or Abilities
• Have minor access to facilities
• Fake high school records
• Obtain college records
3
• Call in faculty favors
• Cancel a class
• Fix grades
• Discredit a student
4
• Organize student protests and rallies
• Discredit faculty members
5
• Falsify an undergraduate degree
.


_____________________________________________________________

Rites Kitsune 
(Pour la liste complète de Rites, cliquez ici.)
Few Kitsune-created rites exist. The Foxes are more than happy to borrow rites from their fellow Changing Breeds and adapt them to their own needs.
 
Proprieties of Conduct
Level Two, Accord
The Kitsune serve a central role within the Beast Cours, smoothing tensions between the different Breeds and ensuring visitors to the Courts follow behavioral expectations. This simple rite helps the foxes smooth things over.
System: The rite-master addresses a gathering and announces the expected standards of behavior. Among a group of familiar acquaintances this can be as simple as declaring that everyone must observe ‘standard norms;’ she has to give more detail if guests are present. The rite does not have to be repeated if attendees arrive late; any latecomers remain bound by the rules as long as they remain among the gathering.
Anyone attempting to breach the agreed etiquette must make a Willpower roll (difficulty 6). At the point that she would make the roll, the transgressor well aware that she is about to break the rules, and she may choose not to break the accepted etiquette. The rules of polite society also sooth the tempers of everyone — all Rage rolls are made at +2 difficulty.
 
Rite of the Crossroads
Level Three, Renown
The Rite of the Crossroads serves much the same purpose for Kitsune as the Beast Courts’ Rite of the Opened Way. In it, the Foxes use the power of the four directions to celebrate a kit’s first — and only — choice of path. The rite is always performed in a transitional place; crossroads are both traditional and particularly auspicious, but bridges and even doorways will also do. The ritemaster purifies the young kit, then brings her to the site of the rite. After proper obeisance is made to the Emerald Mother, the Silver Lady, Bai-Mianxi, and Prince Inari, the ritemaster asks all four to bless their newest child’s arrival into adulthood.
The ritemaster then lays out four empty bowls before the kit, one at each direction. The kit, however, sees each bowl as filled with one of the four Paths’ elements — clay, lightning, lava, mist. The kit must then reach into the proper bowl, thus choosing her path. Rather than burning young Eji or Doshi, the contents of the bowl fill them with a rush of power and confidence. Once the choice has been made, all can see the Kitsune’s paw drip with the symbol of her path. The ritemaster then ends the rite, and the new Yakan begins her training.
System: No rolls are necessary. The kit is officially Rank One at the rite’s end. It is a great honor to perform this rite, and successfully sponsoring a new Kitsune grants the ritemaster two points of temporary Toku Renown.
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