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 Tengu / Were-Corbeau

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

Tengu / Were-Corbeau Empty
MessageSujet: Tengu / Were-Corbeau   Tengu / Were-Corbeau EmptyDim Déc 07, 2014 2:34 pm

Tengu / Were-Corbeau Tengu_by_jisuk-d2y7gkz

Le mot "Corax" est utilisé pour représenter la race de l'ouest des were-Corbeaux, cependant elle s'applique autant aux Tengus.

Histoire

Like their Western relatives, the Tengu are the Beast Courts' scouts, messengers and information gatherers. Like the Hakken, most Tengu take a keen interest in humans and their lives and customs. Being what they are, Tengu are fascinated with human secrets and enjoy talking with any human who can spare the time. Tengu often take great pleasure in talking to humans about the Changing Breeds and other supernatural terrors. They spin a mixture of lies and half-truths to mislead the curious and frighten away potential threats. Their fatal lies about the Changing Breeds’ weaknesses render the  ore determined threats harmless.
Recently, a group of Tengu calling themselves the Grey Clouds Temple has found another use for curious humans. They abduct promising humans and train them to hunt threats like Kumo and Bakemono, providing them with both knowledge of the creatures' weaknesses as well as specialized weapons and training. Most of these so-called goblin-slayers do not survive more than one or two encounters with their foes, but a few have become skilled monster hunters — and have begun to wonder about their mysterious mentors.

Organization
Most Tengu live alone, occasionally gathering for group meetings where they gossip and share information. They rarely join mountain sentai, preferring to avoid the loss of privacy that that comes with that sort of commitment. Wereravens instead prefer the mercurial wave sentai, and those who join either wave or mountain sentai learn to find joy in being part of a group. Tengu also regularly acts as advisors to the various courts. Their skill at gathering information puts any court lucky enough to have a wereraven counselor at a distinct advantage.
Tengu society is as egalitarian as that of the Corax worldwide, with no Auspices or particular deference based on rank. Those who serve the Beast Courts adhere to the rank system of the Way of Emerald Virtue and most often take on the Leaf Auspice when they join a sentai. Among their own kind, Tengu settle disputes using games rather than physical combat. Often, these games use unknowing human pawns. The competing wereravens manipulate two or more humans into taking part in some competition, where each wereraven bets on and perhaps secretly aids a particular human contestant. Even once the contest is over, the humans rarely have any idea that their contest was anything more than a drunken rivalry or a series of unfortunate coincidences.



Téléchargez la fiche ici.
*Attention, vous ne pouvez pas sauvegarder votre fiche après modification. Vous ne pouvez que l'imprimer. Vous pouvez aussi bien écrire sur la fiche avec un crayon.

Comment la remplir?

- Vous remarquerez qu'il y a plusieurs "type here". Nous procéderons par colonne verticale.
- La première colonne, celle du milieu, vous inscrivez votre race. Dans votre cas c'est "Tengu".
- Ensuite, en dessous, vous inscrivez votre breed. C'est à dire la forme que vous avez à votre naîssance. Homid ou Corvid. Plus d'informations sur les breeds sont décritent plus bas.
- La derniere ligne ne sert à rien. Les Tengu n'ont pas d'auspices.

- La seconde colonne, celle de droite, est réservé à votre nature et demeanor. Mais dans la partie Hengeyokai Alma nous ne jouons pas avec ses traits. Cependant, vous utiliserez la première ligne pour indiquer votre Auspice au sein de la Beast Court. Pour infos sur ces auspices, cliquez ici.

- En bas, Renown, n'inscrivez rien pour l'instant. Les informations sont privées et seul les MJs auront accès à ces infos. Pour plus d'informations cliquez ici.
- Au milieu, juste au dessus de "Gnose", inscrivez "Rage".

- Sur la deuxième page, vous avez 5 colonnes. Chaqu'une d'elle représente une de vos formes de bête. De l'humain, proche-humain, crinos, proche-animal et animal.
- Les Tengu ont 3 transformations.

Form Statistics
(Information sur les formes plus bas.)
Human
XCrinosXCorvid
XStr: +1XStr: -1
XDex: +1XDex: +1
XSta: +1X
XApp: 0X
XMan: -2XMan: -3
XPer: +3XPer: +4
Diff: 6XDiff :6XDiff: 6
.

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)(Parce que vous êtes proche de l'esprit Raven, vous commencez avec un point en Subterfuge, Enigmas et Dodge gratuitement.)
Backgrounds = 5
Gifts = 3 (Choisissez 3 Gifts de liste de Gifts Corax plus bas dépendamment de votre Breed.)
Rage= 1
Gnose = 6
Willpower = 3
Renown = 3

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

_____________________________________________________________

Traits

First of all, we’re made to fly. Our bones are delicate — but dense for their size. Everyone knows birds have hollow bones, but when you go birdman and Crinos out — I’ll explain that in a minute, let’s stay on track now… Anyway, when you’re walking around, your skeleton is still all skinny but strong. That makes it easier to, say… leap from one rooftop to another… but harder to stay upright if some clumsy mutt shoulder-checks you. [Athletics rolls in all forms are –1 difficulty; soak rolls for bashing damage in all forms are at +2 difficulty]

Also, since we’re supposed to be spies — sorry, I mean, information gathering specialists — we also have supersharp senses. Now, not all of them are boosted — beaks weren’t really made for smelling — but we can see like we’ve got a sniper scope in each eye.

Oh, and we’re immune to silver. I thought that might get your attention. It’s one of the perks of being handed off from Luna to Helios back in the day. What? You don’t know that one? I’ll tell you later. But the end result is we can wear all the silver toe rings we want. Now, gold, on the other hand, is verboten, at least in feathered forms. Yeah, it kind of sucks, and we are pretty careful not to share that little tidbit with folks who might start melting down their bling into bullets, but at least anyone coming hunting for us is going to end up going broke before they outfit an arsenal, ya know?

Speaking of things we try not to talk about in public. Outsiders tend to get kinda creeped out over the wholewhole eye-drinking thing, so… What do you mean, what am I talking about? The thing? Where you drink the stuff from a corpse’s eye, and you see the last thing it saw before it died? Oh, come on now; don’t make that face. You’ll take to it quick enough. It’s one of the things Raven gave us, to do what we do as well as we do it. There’s no better way to get information on what killed some poor schmuck, or why it was done. Just settle down on the dead guy’s forehead and dig in. But, think before you drink, kid — you can only drink one eye from a corpse, and you see different things from each. The left eye shows you all the crappy repercussions of the guy’s death, while the right eye shows you what’s good about him buying the farm. But, like I said, folks get kinda touchy about it, so… you might want to kind of use your own discretion about that one. I mean, if you can. [Eye-drinking requires a successful Perception + Empathy roll (difficulty 7)]

See, that’s another thing about being one of us. That whole discretion thing? Not so much. We can’t shut up. Hey, don’t tell me you noticed: that’s disrespectful. But it’s also true. It’s part of what we do, but sometimes it backfires, so… don’t be surprised if some time you find yourself looking down the blade of some flea-hound’s Grand Klaive because you just let it slip that you saw his Kinfolk doing the nasty with his pack beta. Information wants to be free, and it’s hard as hell for us to hold back when we know a juicy tidbit.

Oh, and while we’re talking about weaknesses… If it sparkles, we’re there. The only thing that draws a Corax more than a secret is a shiny. Just try to keep your wits about you when you come in for a landing, okay? Sparklies are bad-guys’ favorite bait for us, so next time you do a power dive to scoop up a dime, take a peek around, even if it’s hard [Willpower roll, difficulty 7] to look away.

All Corax begin play with “Raven’s Gifts” — an additional dot of Subterfuge, Enigmas and Dodge, representing their bond with Raven.

All Corax also begin with the same Traits: Rage 1, Gnosis 6, Willpower 3.

_____________________________________________________________


Breeds

Oh, one last thing — there’s no such thing as a metis Corax. We can have kids with each other — don’t look at me like that, kid, I don’t mean you and me, specifically, just Corax with other Corax. Anyway, we can inter-breed and all; the kids just can’t become Corax themselves. You can’t tie a fetish egg to the spirit of a Corax-Corax crossbreed, because Raven’s a slippery cuss and he likes us to spread the wealth. Bear that in mind when you’re thinking about nesting. It can be heartbreaking: believe me, I know.

Corvid: Corvids are born ravens, like you. If someone’s set you up with the Spirit Egg Rite, y’all generally undergo your First Change when you’re about 8 or 10 months old. The bad news is, that means you don’t tend to know much about a lot of human stuff. You can fly like the dickens, though.
[Corvid Corax cannot buy Computer, Law, Linguistics, Medicine, Politics ore Science at character creation, other than with freebie points. They begin play with two free dots in the Hobby Talent: Flight.]
And the other good news is, you’re not going to die of old age at fifteen or twenty. If you keep your beak out of trouble — and good luck with that — you can live as long as a normal human does, rather than as short as a bird.
Let’s see, what else. Y’all are usually pretty cliquish, talkative — even by our standards — and a little fuzzy on the notion of property rights where shiny things are concerned.
[Starting Gifts: Enemy Ways, Raven’s Gleaning, Scent of the True Form, Spirit Speech, Truth of Gaia, Voice of the Mimic and Word Beyond]

Homid: As for my kind? We tend toward the twitchy loner type. Most of us are tallish, and skinnyish, and we’ve to a tendency to have noses that politer folks call “sharp” or “aquiline”. Honestly, we look kind of like walking can-openers, if you ask me… but folks usually don’t. We get kind of focused — normal folks call it obsessive-compulsive, but we know it’s just paying attention. And we like to move around a lot. Homids like me get screwed in the flight department but pretty much have the rest of the spectrum to play with.
[Homid Corax cannot buy the Hobby Talent: Flight at character creation, other than with freebie points.]
[Starting Gifts: Enemy Ways, Morse, Open Seal, Persuasion, Spirit Speech, Voice of the Mimic and Word Beyond]



_____________________________________________________________


Forms

Tengu / Were-Corbeau CBCo

There’s a whole schmear of other shifters out there, and we’ve got some similarities, and some differences, from all of them. Most of them have four or five forms they can change into. We only need three: Corvid, Homid, and Crinos. And, truth be told, we don’t like going into Crinos much. It looks kind of goofy, and you walk funny while you’re in it.

Homid: Black hair, black eyes, black clothes. Most of us are thin and don’t tan well, which makes us kinda look like underfed Goths. But if you want to spot a Corax in a crowd of wanna-be ghoulies, look at the fingers. No, not the jewelry — although we do have a soft spot for that as well. Check out the hands… Our ring fingers tend to be longer than our middle ones, for some reason. It’s not a sure-fire giveaway, but it can be a clue.

Corvid: Corvid’s gonna come natural to you, cuz it’s what you were born to: big freakin’ raven. Hold your head high. We’re not talking wimpy crow here; we’re ravens, not some wussy short-tailed, blunt-winged, flatbilled corn-eater. We’re big, we’re smart, we’re fast, we’re beautiful: what’s not to love?
Oh, and by the way, if you get in a fight when you’re in Corvid, go for the eyes, then fly like hell. Trust me on this one. It’s good advice.

Crinos: Like I said, Crinos form just plain looks weird, there’s no two ways about it. While we’re in it, we’ve got feathers — sort of. And a beak — sort of. Human body and legs, but we’ve got wings, rather than arms, and our fingers are claws. And the feet? I don’t even want to talk about the feet.
The only reason to go into Crinos form is to fight; the claws — on both hands and feet — are nasty business. [Corax in Crinos can claw for aggravated damage]. But unless it’s life or death? Most of us don’t pop Big Bird. It’s hard to talk (at least to anyone who isn’t one of us) and hard to walk without flapping your wings around to keep your balance. It’s just… humiliating.

_____________________________________________________________


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

Corax possess no breed, auspice or tribe Gifts — they have only a unified Corax list.

- Homids may begin with three Gifts selected from among Enemy Ways, Morse, Open Seal, Persuasion, Spirit Speech, Voice of the Mimic and Word Beyond.

- Corvids may begin with three Gifts selected from among Enemy Ways, Raven’s Gleaning, Scent of the True Form, Spirit Speech, Truth of Gaia, Voice of the Mimic and Word Beyond.

Enemy Ways (Level One) — The Corax gains an acute and accurate danger sense. This Gift is taught by one of Grandfather Thunder’s Stormcrows.
System: The player rolls Perception + Primal-Urge, difficulty 7. Success grants knowledge of the number and nature of hostile entities within (Wisdom x 20) yards, with more successes granting clearer information.

Morse (Level One) — By tapping out his message onto a nearby hard surface, a Corax can make sure that someone out there gets his message. This Gift is taught by a machine-spirit.
System: The player spends a Gnosis point, ensuring that the nearest Corax will hear (and understand) the message clearly. With a difficulty 8 Wits + Expression roll, the message can instead be directed to the nearest Gaian shapeshifter of any breed.

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.

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).

Raven’s Gleaning (Level One) — The Corax may tell, at a glance, whether or not a shiny object is worth obtaining. A raven-spirit teaches this Gift.
System: The player spends a point of Gnosis, bestowing instinctive knowledge of whether or not a specific object the Corax can perceive is of value (this may indicate financial or practical value, or that it will be in some way useful in the future — the Corax doesn’t know which).

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  hilodox that has never encountered any Rokea might not immediately recognize the scent she detects as “wereshark.”

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.

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.

Voice of the Mimic (Level One) — The Corax may perfectly mimic any voice or sound she has ever heard. A mynah-spirit teaches this Gift.
System: This Gift’s effects are permanent.

Word Beyond (Level One) — This Gift allows the Corax to create a message out of any available materials while in the Umbra, which can be instinctively understood by other wereravens. One of Coyote’s brood teaches this Gift.
System: The player rolls Wits + Expres​sion(difficulty 6) to create a marker out of nearby Umbral materials. The number of successes indicates the complexity of the message that can be encrypted into the marker; one success would suffice for simple concepts such as “danger” or “safe haven,” while five successes could convey complex concepts equivalent to a short essay. Non-Corax cannot read these markers.

_____________________________________________________________


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

Tengu / Were-Corbeau Empty
MessageSujet: Re: Tengu / Were-Corbeau   Tengu / Were-Corbeau EmptySam Jan 10, 2015 4:17 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
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 assetseverywhere, 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.


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
.

_____________________________________________________________


Rituel Corax
(Pour la liste complète de Rites, cliquez ici.)

Eyes of the Flock
Level Two, Mystic
The Corax using this rite can use the eyes of other corvids to see everything.
System: When the rite is successfully performed, the rite-master and any other participants can see through the yes of every raven, crow, rook, and other corvid within (Gnosis) miles. The sensory load is enormous but can be shared among the participants. The Corax leading the rite rolls Perception + Enigmas (difficulty 9, -1 for every two additional participants) to sift through the overwhelming visual input to find what she is looking for.

Rite of the Sun’s Bright Ray
Level Two, Mystic
After twenty minutes of somber dancing and chanting prayers to Helios, the Corax brings the light of the sun into the world. Helios’s warm radiance blooms into life around the Corax — even in the dead of night, deep underground, or in the middle of a vampire-owned nightclub.
System: This rite has no cost. The player makes a standard Wits + Rituals roll (difficulty 7). The borrowed sunlight shines out from the point where the Corax stands at the conclusion of the rite, illuminating everything within a 20 yard (20 meter) radius. It lasts for one hour per success on the activation roll, and persists even if the Corax leaves the area.

Rite of the Fetish Egg
Level Two, Mystic
The most important of all Corax rites, the Rite of the Fetish Egg births a new wereraven into the world. The binding requires a feather or hair from the “parent” with which to bind the spirit egg to the Corax-to-be. If anything happens to the egg or the binding before the First Change, the results are spiritually and psychologically devastating.
System: This rite can only be performed in the Umbra, and requires a witness of the breed opposite that of the Corax “parent.” The Corax spends three hours and three permanent Gnosis creating the spirit egg, then another hour binding it to the soul for which it is intended. If the rite is interrupted at any point, the Gnosis is lost and the rite fails.

Rite of Memory Theft
Level Four, Punishment
This rite is reserved for only the greatest of all Corax screw-ups. It requires a small, empty wooden box, preferably painted with scenes from the target’s life. At least three Corax, including the one performing the rite, must surround the target (who is generally bound or subdued). The box is then opened and a litany of the victim’s deeds is sung. As each event is named, the memories of that moment fly from the victim into the box, along with all associated memories, until the victim’s mind is emptied of everything beyond his First Change. The rite is all-or-nothing — it cannot be used to excise only specific memories. The ritemaster must then seal and crush the box, at which point all of the memories contained within become his.
System: This rite costs a point each of Gnosis, Willpower, and Rage, and lasts for as long as it takes to sing away the deeds of the victim. It also requires a contested Willpower roll (difficulty Cool between the ritemaster and the victim, though each additional Corax present lowers the ritemaster’s difficulty by 1, to a minimum of 3. This rite may only be used on other Corax.
Of all Gaia’s children, none are more attuned to the cycle of life, death, and rebirth than her ursine brood, and they alone were trusted with Her greatest gift — the power over life and death itself.
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