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 Gifts de le Beast Court et ses Auspices

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Date d'inscription : 07/12/2014

Gifts de le Beast Court et ses Auspices Empty
MessageSujet: Gifts de le Beast Court et ses Auspices   Gifts de le Beast Court et ses Auspices EmptyLun Jan 05, 2015 12:23 am

Creating Beast Court Characters
Characters sworn to the Beast Courts of the Emerald Mother are mostly generated as is standard for their Changing Breed, but there are a few small twists, detailed below:
• Beast Court characters may exchange one of their starting Gifts (player’s choice) for a General Hengeyokai Gift.
• In addition to any natural Auspice, Aspect, etc, that the character might have, he also has a Beast Court Auspice (Lantern, Fist, Mirror, Leaf, Pillar, or Courtier). (Plus d’infos sur les auspices de la BeastCourt cliquez ici.) Characters almost always take the Auspice that best matches any natural Auspice role they might have — an Ahroun is almost always a Fist. Exceptions are rare, and still always somehow tie into a character’s role in her sentai. For example, a Hakken Ahroun might act as her sentai’s Pillar, while a Khan serves as its Fist.
• Beast Court characters may exchange one of their starting Gifts (an Auspice or Aspect Gift, if the character has such things) for a Gift from his Beast Court Auspice list.
• Beast Court characters may buy additional Gifts from the General Hengeyokai list and their Beast Court Auspice list for (Level x 4) experience points.
 


General Hengeyokai Gifts
These general Gifts are widely employed throughout the Beast Courts — any hengeyokai may learn them from spirits generally allied to the Beast Courts as a whole.
 
Balance (Level One) — As the Stargazer Gift. — The Stargazer is able to walk across any ledge, rope, or other narrow causeway, no matter how thin or slippery. Wind-spirits teach this Gift.
System: Difficulties for climbing decrease by three, and attempts to maintain balance automatically succeed. This Gift’s effects are permanent.

Create Element (Level One) — As the metis Gift. — The metis may create a small amount of one of the four Western classical elements — fire, air, earth, or water. She could make a rock to throw, fill a bathtub with no faucet, light fires without matches, or provide air in an airtight room. She cannot create specialized forms of any element. Precious metals (especially silver), lethal gases, and acid are beyond her reach. Elementals teach this Gift.
System: The player spends one Gnosis point and rolls Gnosis. Each success allows the character to create roughly one cubic foot (.3 cubic meter) of the desired element, to a maximum weight of 100 lbs (45 kg), anywhere she can see within 60 feet (18 m). The element remains in existence until used up (breathed, in the case of air, or burned up, in the case of fire without any fuel to keep it going). The flames created by this Gift inflict one health level of damage per success, to a maximum of three levels of damage.

Mindspeak (Level One) — As the Galliard Gift. — 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.

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.

Blaze Talons (Level Two) — The hengeyokai can cause his hands, claws, or wings to burst into flame. This Gift is taught by a fire elemental.
System: The player spends a point of Gnosis and rolls Strength + Primal-Urge. Each success causes the flames to last for two turns. The Gift adds one automatic level of aggravated damage to any damaging attack made with the character’s forelimbs. Same-Bito, Zhong Lung, and Nagah must learn this as a level Three Gift due to their attunement to water.
 
Courtly Speech (Level Two) — As the homid Gift: Speech of the World.— This Gift allows Gaia’s warriors to read and wield the spirit of speech, bypassing the need to learn different languages and dialects. The Garou may speak and understand any human language she encounters, though she speaks with an obvious accent, marking her as an outsider. Speech of the World doesn’t convey literacy, nor is it an encyclopedia of cultural information. An ancestor-spirit teaches this Gift.
System: The player rolls Intelligence + Academics (difficulty 7). The effect lasts for one scene.
 
Resist Temptation (Level Two) — As the Stargazer Gift.— Using a series of ritual gestures to equalize the flow of energy through her chakra points, the Stargazer can resist worldly, material, and spiritual temptations, including corruption. This Gift is taught by an earth-spirit.
System: The player rolls Wits + Rituals and spends one Gnosis point. Each success raises others’ difficulties to ensorcel or supernaturally coerce the character by one for the rest of the scene. This Gift is automatically successful against non-supernatural coercion.
 
Sense Balance (Level Two) — As the Level Three Philodox Gift.— As the arbitrators of the Garou Nation, the Philodox have developed an attunement with the cosmic forces that balance the Tellurian. The werewolf may sense an overabundance of Wyrm, Wyld, or Weaver energies in a location. A catspirit teaches this Gift.
System: The player spends a Gnosis point and rolls Perception + Enigmas (difficulty Cool to detect the spiritual balance of an area, if any. Wyrm manifestations feel dense and oily, Weaver presence feels cold and unyielding, and Wyld energies feel hot and trembling. The Philodox must be at peace and without distraction to use this Gift.
 
Clarity (Level Three) — As the Stargazer Gift. — This Gift grants the ability to see through fog, pitch darkness, and invisibility, and to recognize illusions. A wind-spirit teaches it.
System: The player rolls Perception + Enigmas (difficulty 7). If the Stargazer attempts to see someone else’s illusion, the number of successes rolled by the creator must be matched or beaten by the Garou; otherwise, this Gift negates visual penalties.
 
Part the Wall (Level Three) — This Gift allows hengeyokai that cannot normally gain easy access to the Yang World to do so as easily as the Garou.
System: The character may step sideways as if she were Garou. This Gift’s effects are permanent.
 
Waking Dream of Unity (Level Three) — This Gift sends waking dreams into the minds of a group of hengeyokai, making communication easier than with Mindspeak. A Chimerling or spirit-servant of the Ministers of Heaven teaches this Gift.
System: The player spends one Willpower point and can place up to 30 willing individuals into silent communication. Only those present at the time of the activation of the Gift are included.
 
Exorcism (Level Four) — As the Level Three Theurge Gift.— This is the Gift of ejecting spirits from places, objects, or even people, whether they are bound or in voluntary possession. Any Incarna avatar can teach this Gift.
System: The werewolf must concentrate for three uninterrupted turns. If the spirit does not wish to leave, the player must roll Manipulation + Intimidation (difficulty of the spirit’s Willpower). If the spirit was bound to its lodging, the exorcist must gain more successes than the binder did when tying the spirit to its location. This Gift can be used to “cure” fomori, although doing so inflicts ten levels of aggravated damage at a rate of one level per turn as the Bane tears free of its fleshly home. This ensures the host’s swift demise unless a powerful healer manages to preserve his life during the exorcism.
 
Mindblock (Level Four) — As the Silver Fang Gift.— The Garou fortifies her will against mystical influences of all sorts. A falconspirit teaches this Gift.
System: The difficulties of any direct mental attacks or attempts to control the Garou’s mind, as well as more insidious psychic assaults (mind-reading, illusions, possession, and so forth) are raised to 10. The effects of this Gift are permanent, but do not apply to magic which sways the Garou’s emotions.
 
Walking the Bone Road (Level Four) — Assuming the character is able to step sideways, she may step sideways into the Yin World as easily as she normally does the Yang World. A death-spirit teaches this Gift.
System: This Gift’s effects are permanent; the character chooses which world she enters when stepping sideways from the physical realm.
 
Elemental Gift (Level Five) — As the lupus Gift.— Gaia herself steps in to lend a hand, offering part of herself to the character. The werewolf gains the power to command his surroundings, directing the elemental forces of the world. Elementals teach this Gift.
System: The player spends one Gnosis point and rolls Gnosis (difficulty Cool. If successful, the Garou calls an elemental, who then grants her the ability to control a large volume of air, earth, fire, or water — approximately 20’ by 20’ (6 m x 6 m) per success. The effect lasts for one scene, or until the elemental leaves or is destroyed. Elementals summoned by this Gift are roughly as powerful as a Nexus Crawler (see p. 444).
 
Way of Ten Thousand Cities (Level Five) — As the homid Gift: Assimilation.— A werewolf with this Gift blends smoothly into any culture, no matter how strange or unfamiliar he might normally find it. He could slip among Bedouin nomads as if he were one of them, or he could shop in a Chinese market without anyone noticing that he doesn’t belong. The Gift doesn’t hide racial differences, but it does allow the werewolf to mimic the behaviors and mannerisms of a native. It also grants the ability to speak and understand the culture’s language, although this knowledge vanishes as the Gift ends. It is taught by Ancestor-spirits. 


Auspice Gifts
The Beast Court sentai Auspices are similar, but not identical, to the Auspices of the Garou. Each has its own list of traditional powers, which characters are free to explore or ignore as the needs of their sentai dictate.

Lantern/Lanterne
 
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).

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.”

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.
 
Command the Gathering (Level Two) — As the Philodox Gift.
 
King of the Beasts (Level Two) — As the Philodox Gift.
 
Strength of Purpose (Level Two) — As the Philodox Gift.
 
Mental Speech (Level Three) — As the metis Gift.
 
Wisdom of the Ancient Ways (Level Three) — As the Philodox Gift.
 
Roll Over (Level Four) — As the Philodox Gift.
 
Take the True Form (Level Four) — As the Philodox Gift.
 
Geas (Level Five) — As the Philodox Gift.
 
Strength of Will (Level Five) — As the Ahroun Gift.
 


Fist/Poing
 
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.

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.

Pack Tactics (Level One) — As the Ahroun Gift. — While the Ahroun’s role as the overall leader of Garou is questionable, there’s no doubt at all who should take control of the pack in battle. By taking the lead and coordinating pack actions, the Ahroun gifts all her packmates with great competence in the heat of battle. A wolf-spirit teaches this Gift.
System: The player spends a Willpower point before initiating a Pack Tactics maneuver (see p. 300) and divides a pool of extra dice equal to her Leadership score among everyone performing the maneuver. The dice should be divided as evenly as possible, although the player may choose where to distribute extra dice (or in case of the Ahroun’s Leadership score granting fewer dice than the number of packmates involved).

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.
 
Shield of Rage (Level Two) — As the Ahroun Gift.
 
Snarl of the Predator (Level Two) — As the Get of Fenris Gift.
 
Spirit of the Fray (Level Two) — As the Ahroun Gift.
 
True Fear (Level Two) — As the Ahroun Gift.
 
Combat Healing (Level Three) — As the Ahroun Gift.
 
Thunder of Susano’o (Level Three) — As the Get of Fenris Gift: Might of Thor.
 
Wind’s Returning Favor (Level Three) — As the Stargazer Gift.
 
Wrath of Gaia (Level Three) — As the Silver Fang Gift.
 
Full Moon’s Light (Level Four) — As the Ahroun Gift.
 
Stoking Fury’s Furnace (Level Four) — As the Ahroun Gift.
 
Kiss of Helios (Level Five) — As the Ahroun Gift.
 


Mirror/Miroir
 
Liar’s Face (Level One) — As the Ragabash Gift. — The Ragabash wraps herself in such a deceitful attitude that nothing she says can be trusted — not even the clear and unvarnished truth. The werewolf may make a single truthful statement, and no human who hears it will believe her. A platypus-spirit teaches this Gift.
System: After the character makes a truthful statement, the player spends one Willpower point and rolls Charisma + Subterfuge (difficulty 7). This Gift is automatically effective on humans, causing them to believe the Ragabash is lying. Supernatural listeners whose Willpower rating is lower than the Ragabash’s successes also refuse to believe the Ragabash’s words.

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).


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.

Spirit Speech (Level One) — As the Theurge Gift. — This Gift bestows understanding of the language of the spirit world, permitting the Garou to clearly understand and speak with any spirit he encounters. The Gift doesn’t influence spirits’ attitudes toward the werewolf in any way, nor ensure that they have any desire to communicate with him. Any spirit can teach it.
System: This Gift’s effects are permanent.

Umbral Tether (Level One) — As the Theurge Gift. — The Umbra is a shifting world where logic doesn’t always apply and losing one’s way is easy. Theurges ensure they can always find their way back to the point where they entered the Umbra with this Gift, which creates a silvery “umbilical cord” connecting the Garou to the point where they last crossed the Gauntlet. Only the werewolf who creates the tether can see it. This Gift is taught by a spider-spirit.
System: No roll is needed to create the thread. However, after each full day the character spends in the Umbra, a point of Gnosis must be spent to maintain the cord; otherwise, it slowly corrodes from the point of entry and toward the Garou.

Battle Mandala (Level Two) — As the Theurge Gift.
 
Call to Duty (Level Two) — As the Philodox Gift.
 
Command Spirit (Level Two) — As the Theurge Gift.
 
Name the Spirit (Level Two) — As the lupus Gift.
 
Liar’s Craft (Level Three) — As the Ragabash Gift.
 
Pulse of the Invisible (Level Three) — As the Theurge Gift.
 
Umbral Camouflage (Level Three) — As the Theurge Gift.
 
Web Walker (Level Three) — As the Theurge Gift.
 
Blurring the Mirror (Level Four) — As the Theurge Gift.
 
Grasp the Beyond (Level Four) — As the Theurge Gift.
 
Scent of Beyond (Level Four) — As the Philodox Gift.
 
Spirit Drain (Level Four) — As the Theurge Gift.
 
Spirit Ward (Level Four) — As the homid Gift.
 
Malleable Spirit (Level Five) — As the Theurge Gift.
 
Ultimate Argument of Logic (Level Five) — As the Theurge Gift.
 


Leaf/Feuille
 
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.

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.

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).

Whisper Catching (Level One) — As the Shadow Lord Gift. — What good purpose could there be to keep secrets from Gaia’s protectors? This Gift allows the werewolf to supernaturally eavesdrop on whispered conversations—what she does with the information learned is, of course, up to her own onscience. A crow- or bat-spirit teaches this Gift.
System: The player spends a point of Willpower. For the rest of the scene, all whispers within 200 feet are fully audible to the Shadow Lord as though they had been spoken clearly just next to her.

Blissful Ignorance (Level Two) — As the Ragabash Gift.
 
Pulse of the Prey (Level Two) — As the Ragabash Gift.
 
Spider’s Song (Level Two) — As the Ragabash Gift.
 
Taking the Forgotten (Level Two) — As the Ragabash Gift.
 
Monkey Tail (Level Three) — As the lupus Gift.
 
Pathfinder (Level Three) — As the Ragabash Gift.
 
Umbral Camouflage (Level Three) — As the Theurge Gift.
 
Umbral Dodge (Level Four) — As the Ragabash Gift.
 
Whelp Body (Level Four) — As the Ragabash Gift.
 
Paws of the Newborn Cub (Level Five) — As the Silver Fang Gift.
 
Thousand Forms (Level Five) — As the Ragabash Gift.
 


Pillar/Pilier
 
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.

Call of the Wyld (Level One) — As the Galliard Gift. — 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.

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.

Infectious Laughter (Level One) — As the Ragabash Gift. — Laughter is the tool with which Gaia’s tricksters promote enlightenment and the knife that slashes through the veil of Rage. When the Ragabash laughs, those around her are compelled to follow along, forgetting their grievances. A coyote- or hyena-spirit teaches this Gift.
System: The Ragabash must make some comment mocking the present situation in which she finds herself, then laugh at it. The player then rolls Manipulation + Expres​sion(difficulty of the highest Rage rating of anyone listening). Success causes those who hear the Ragabash’s comment and laughter lose hold of their ire, and forget what it was that had them upset in the first place — although their temper will return if they are reminded of what the New Moon has made them forget.

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.

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.
 
Call of the Wyrm (Level Two) — As the Galliard Gift.
 
Command the Gathering (Level Two) — As the Philodox Gift.
 
Distractions (Level Two) — As the Galliard Gift.
 
Dreamspeak (Level Two) — As the Galliard Gift.
 
Sight From Beyond (Level Two) — As the Theurge Gift.
 
Eye of the Cobra (Level Three) — As the Galliard Gift.
 
Song of Heroes (Level Three) — As the Galliard Gift.
 
Song of Rage (Level Three) — As the Galliard Gift.
 
Song of the Siren (Level Three) — As the Galliard Gift.
 
Bridge Walker (Level Four) — As the Galliard Gift.
 
Gift of Dreams (Level Four) — As the Galliard Gift.
 
Fabric of the Mind (Level Five) — As the Galliard Gift.
 
Wall of Granite (Level Five) — As the Philodox Gift.
 


Courtier
 
Breath of the Wyld (Level One) — As the Black Fury Gift. — Furies embrace the energy of creation, and they can share that passion with others. With this Gift, the Black Fury instills a feeling of vitality, life, and lucidity in another living being. It is taught by a servant of Pegasus.
System: The Fury must touch her target’s skin. The player rolls Gnosis (difficulty 5 against Garou and Kinfolk; difficulty 6 for others). Success grants the recipient a rush of mental vitality — in game terms, one additional die on all Mental rolls for the rest of the scene. It also adds one to the difficulties of any Rage rolls made during the scene.

Lightning Reflexes (Level One) — As the Get of Fenris Gift. — Fenrir are Gaia’s ultimate warriors, effortlessly switching from offense to defense as the needs of battle demand. A mongoose-spirit teaches this Gift.
System: The player reflexively spends one Willpower point. For the next day, the character need neither make a Willpower roll nor spend a Willpower point to abort to a defensive action.

Master of Fire (Level One) — As the homid Gift. — Fire-spirits were among the very first to make pacts with humanity, allowing men to warm themselves, drive off wild beasts, and clear the land. The cornerstones of civilization were laid in these simple acts, granting the spirits of flame much prestige. Homid Garou remember and continue to call upon these ancients pacts to protect themselves as the final fires of the Apocalypse loom. An ancestor-spirit or fire elemental teaches this Gift.
System: The player spends one Gnosis point. For the rest of the scene, fire inflicts bashing rather than aggravated damage to the Garou.

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.

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).
 
Flame Dance (Level Two) — As the Fianna Gift.— Pushing the fire in his heart into his limbs, the Fianna hurls himself unharmed through the ranks of Gaia’s foes. A mongoose-spirit teaches this Gift.
System: The player reflexively spends one Rage point, allowing the character to dodge one attack with his full dice pool, regardless of what other actions he has taken during the round. Alternately, a Rage point may be spent to enhance a normal dodge action, adding three dice to the defense.
 
Sight From Beyond (Level Two) — As the Theurge Gift.— This is a Gift of prophecy. The werewolf becomes an oracle, prone to dreams and visions which hint at future opportunities, challenges and threats to come. These visions are always veiled in symbolism — an impending war against the local vampires might be presaged by visions of skyscrapers weeping blood from their upper stories, while a death in the sept might be heralded by dreams of a chorus of mournful howls rising to a ghost-pale moon. Owl-spirits teach this Gift.
System: Visions are entirely under the Storyteller’s control and are best handled through roleplaying, though a truly stumped player might ask for a Wits + Occult (difficulty 7) roll to help interpret a particularly puzzling vision.
 
Staredown (Level Two) — As the homid Gift.— Rage burns in a werewolf’s eyes, striking fear into the hearts of mortals and animals, causing them to flee for their lives. Used against another werewolf, the target will freeze in place rather than run. A ram- or snake-spirit teaches this Gift.
System: This Gift affects only one target at a time. The player rolls Charisma + Intimidation (difficulty 5 + the target’s Rank, if applicable). The victim flees for one turn per success, though he may spend a point of Willpower to resist the effects of the Gift for one turn. Should the player roll five or more successes, the victim flees for the rest of the scene. Garou and other shapeshifters with Rage do not flee, but may not attack while the Gift is in use.
 
Wuxing (Level Two) — As the Stargazer Gift.— The Stargazer exploits the mystical resonance between the Asian elements of water, fire, earth, metal, and wood, transforming one element into another. An avatar of Chimera teaches this Gift.
System: The player rolls Manipulation + Enigmas (difficulty 7). Each success allows for one square foot of a particular element (water, earth, fire, metal, or wood) to be changed into an alternate type of the same group of elements: Fire may become wood, water may become earth, and so on. The dimension and shape of the element doesn’t change — a fire in a fireplace still retains its “shape,” but may now be made of wood, or even water (which retains the same shape, becoming liquid held fast to a specific contour). The effect lasts for a number of turns equal to the character’s Gnosis rating.
 
Exorcism (Level Three) — As the Theurge Gift.— This is the Gift of ejecting spirits from places, objects, or even people, whether they are bound or in voluntary possession. Any Incarna avatar can teach this Gift.
System: The werewolf must concentrate for three uninterrupted turns. If the spirit does not wish to leave, the player must roll Manipulation + Intimidation (difficulty of the spirit’s Willpower). If the spirit was bound to its lodging, the exorcist must gain more successes than the binder did when tying the spirit to its location. This Gift can be used to “cure” fomori, although doing so inflicts ten levels of aggravated damage at a rate of one level per turn as the Bane tears free of its fleshly home. This ensures the host’s swift demise unless a powerful healer manages to preserve his life during the exorcism.
 
Open Moon Bridge (Level Three) — As the Ragabash Gift.— The werewolf has the ability to open a moon bridge, with or without the permission of the totem of that caern. A Lune teaches this Gift.
System: The player spends one Gnosis point. See the Rite of the Opened Bridge (p. 207) for more information on opening moon bridges. The maximum distance that can thereby be covered is 1,000 miles (1600 km).
 
Scent of the Oathbreaker (Level Three) — As the Philodox Gift. — Oaths sanctified before a Philodox are a serious matter indeed, so this Gift grants the judges of the Garou nation the ability to know when an oath has been broken and to track down the oathbreaker to correct him personally. A dog-spirit teaches this Gift.
System: The Philodox may spend one Gnosis point to sanctify any oath or promise he personally witnesses, no matter how formal or informal. If at any point in the future one of the individuals sworn to the oath breaks it, the Philodox immediately becomes aware of this, and all rolls for the werewolf to track the oathbreaker by scent rop to difficulty 4. This benefit lasts until the Philodox next stands in the oathbreaker’s presence.
 
Song of the Siren (Level Three) — As the Galliard Gift. — The Garou’s song or howl can entrance anyone who hears it. A songbirdspirit teaches this Gift.
System: The player rolls Charisma + Performance (difficulty equal to the target’s Willpower) and spends one Gnosis point. Packmates resist the Gift automatically; all others in earshot whose Willpower is exceeded are affected. Enchanted targets can’t perform any actions for a number of turns equal to the successes rolled, unless one Willpower point is spent per turn of free action.
 
Attunement (Level Four) — As the Bone Gnawer Gift, but when learned, the Courtier must decide whether the Gift functions in the city or the wilderness. The “city” version is identical to the Bone Gnawer Gift; the “wilderness” version is similar, but the roll required is Perception + Survival. — The werewolf may commune with the spirits of a city or town and gain information about the area from them, including a rough population estimate, enclaves of Garou or other beings, and any secret tunnels. This Gift doesn’t function in the wilderness, since the Bone Gnawers have lost the knack for conversing with such spirits easily. A rat-spirit teaches this Gift.
System: The player spends one point of Gnosis and rolls Perception + Streetwise (difficulty 6). The amount and accuracy of the information depend on the number of successes rolled.

Beast Life (Level Four) — As the lupus Gift. — The werewolf can communicate with other wild animals and attract or even command them. Domesticated animals may speak with the Garou, but they have given themselves over to the ways of humans and will provide no aid beyond information. Any animal spirit can teach this Gift, although lupus prefer to learn it from lion- or wolf-spirits.
System: The character gains the permanent ability to communicate with all animals, regardless of the form she wears. To attract animals, the player spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). All animals within 10 miles (16 km) per success respond to the summons, and will follow any requests the Garou makes. It is considered customary to pay homage to the spirit of any animal ordered to sacrifice itself with this Gift; to do otherwise risks angering the spirit world.
 
Bridge Walker (Level Four) — As the Galliard Gift.— The Galliard may create minor moon bridges through which she alone can travel. Such travel takes one percent of the time the journey would take normally, allowing the werewolf to disappear from in front of a foe and reappear behind it instantly. These moon bridges are not protected by Lunes, and may attract the interest of spirits. A Lune teaches this Gift.
System: The player spends one Gnosis point to create the bridge. The moon bridge lasts for only one passage, unless the player spends an additional three Willpower, in which case it lasts until the next full moon. The maximum distance that can be traversed by the bridge is the Garou’s Gnosis in miles (1.6 km per Gnosis dot).
 
Head Games (Level Five) — As the Galliard Gift.— Emotions become a palette with which the Galliard may paint whatever picture takes her fancy. She may change the target’s emotions as she pleases, from love to hate and back again. A coyote-spirit teaches this Gift.
System: The player rolls Manipulation + Empathy (difficulty equal to the target’s Willpower). Success allows the Garou to steer the emotions of any one individual for the rest of the scene. These emotions don’t last beyond the end of the Gift’s duration unless events naturally reinforce them (such as the Galliard acting friendly toward an individual she has forced to regard her warmly).
 
Geas (Level Five) — As the Philodox Gift.— This Gift binds an individual or group to a sacred oath. While the geas cannot force and individual to act against her nature (such as to allow herself to be killed), it also doesn’t allow her to act against the task the Philodox has set before her. This Gift is taught by an Incarna avatar.
System: The player spends one Gnosis point and rolls Manipulation + Leadership (difficulty of the opponent’s Willpower, or the highest Willpower in a group). The compulsion to complete the task set out in the geas lasts until the task is completed or the target is harmed to the point of incapacitation in pursuit of the quest.
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Gifts de le Beast Court et ses Auspices
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