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 Khan / Were-Tigre (BLOQUÉ)

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

Khan / Were-Tigre  (BLOQUÉ) Empty
MessageSujet: Khan / Were-Tigre (BLOQUÉ)   Khan / Were-Tigre  (BLOQUÉ) EmptyDim Déc 07, 2014 2:41 pm

Cette race est bloqué car elle est présentement en surnombre. Yen a même un qui est mort et ils sont toujours en surnombre!! XD

BLOQUÉ

BLOQUÉ

BLOQUÉ







Khan / Were-Tigre  (BLOQUÉ) Weretiger_by_theoggster-d5nlfbt

Histoire

Raw power defines a Khan. Neither subtle nor patient, they are infamous for their explosive tempers. But their strength is that of mountains, and their fury knows no bounds. Accustomed to being worshipped as gods, the Khan are the strongest of the Bastet and they are well aware of this fact.
But they know something else as well — that they are the champions of the Folk. As the greatest, their duty is to protect all who are lesser. While the Khan may be insufferable bastards, filled with arrogance and Rage, there is no one better to have at your side when the world comes apart beneath you.


A few other werecats live in Asia, but none belong to the Beast Courts in the way that the Khan do. The other tribes of Bastet are far too clannish to waste their time with other Changing Breeds. The Khan, however, believe the Emerald Mother gave them a sacred duty as her protectors, and as the protectors of the Beast Courts. Because the Hakken are rare outside of Japan, the powerful and deadly Khan are the premier warriors in most Beast Courts. These weretigers are exceedingly proud oftheir martial prowess and their importance to the Beast Courts. However, they are also the least numerous of the hengeyokai. Tigers are near extinction, and the feline Breed of Khan is rarer still. Most only exist because daring Khan sneak into well-guarded tiger reserves to breed with captive tigers. Although almost all Khan are of the Homid Breed, their ties to humanity considerably less close than those of the Hakken.

Organization
When they are away from their court, most Khan live solitary lives, rarely seeing others of their own kind except when an elder is teaching a cub their ways. They are less social than most of the other hengeyokai, to avoid giving an opportunity for the Wyrm's forces to kill several of them at once. Khan only tend to mingle with the other shapeshifters in their Court and their sentai, where they traditionally take the role of Fist or Pillar. Although the vast majority of weretigers are as skilled and knowledgeable about warfare as the Hakken, their tactics and methods are quite different. The Khan do not care to fight with honor, grace, and discipline; they know that the only thing that matters is how quickly they can kill their enemies. While the Hakken always strive to balance victory and honor, if the battle is important, Khan choose victory over honor. Hakken and Khan are often at odds with one another; many werewolves believe the weretigers are barbarians, and most Khan see the Hakken are far too human.



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 "Khan".
- Ensuite, en dessous, vous inscrivez votre breed. C'est à dire la forme que vous avez à votre naissance. Homid, Métis ou Feline. Plus d'informations sur les breeds sont décritent plus bas. (À noter, la race Feline est extrêmement rare chez les Khan. Nous avons donc mis au point un petit jet de chance en % pour determiner si vous êtes un heureux qui pourra jouer un Feline. Sur le jet de dé il vous faudra avoir entre 1 et 5% pour réussir.)
- La derniere ligne, choisissez votre Pryio. Daylight, Twilight ou Night. Plus de détails sur les pryios plus bas.

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

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

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

Form Statistics
(Information sur les formes plus bas.)
Human
SoktoCrinosChatroFeline
Str: +2Str: +3Str: +4Str: +3
Dex: +1Dex: +2Dex: +2Dex: +2
Sta: +2Sta: +3Sta: +3Sta: +2
Man: -1Man: -3Man: -3Man: -3
App: -1App: 0
Diff: 6Diff: 7Diff: 6Diff: 7Diff: 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)
Backgrounds = 5
Gifts = 3 (Choisissez 1 Gifts de chaque liste plus bas: un de Bastet, un de Khan et un de Breed)
Rage= 5
Gnose = (Dépend de votre breed. Voir plus bas)
Willpower = 2
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

Bastet do not have auspices. They do, however, have Pryio (see below), a designation that tends to influence or represent their dominant personality traits and world-views.
Bastet determine Gnosis based upon their breed, while their tribe determines their beginning Rage and Willpower.
All Bastet regain one point of Rage each sunset.
Bastet cannot step sideways without a Gift.

Yava
Traditionally, Bastet give their cubs a year’s training in what it is to be Bastet and members of their particular tribe. The nature of that training differs depending on the teacher, student, tribe, and Pryio, but the symbolism of the First Year transcends boundaries. Before leaving the yearling to their own devices, a kuasha shares with her student several crucial tribal secrets — assuming they believe the cub to be ready for the burden thereof. These secrets, known collectively as the Yava, must never be revealed to those outside of the tribe. Any outsider who learns a tribe’s Yava is a threat to the entire tribe. Anyone who knows a tribe’s Yava could control — or kill — a tribe with ease, as the Ajaba found out when their Yava were discovered by the Simba, Black Tooth (see Ajaba, p. 42 for more on the werehyena’s plight). Mechanically speaking, an individual who knows all of the Yava of a particular tribe reduces his difficulties by two when he uses supernatural powers of any sort against members of that tribe. Bastet add two to the difficulties of any magical actions taken against someone who knows all of their tribe’s Yava.
Fortunately for the Bastet, the nature of the Yava is such that it can only be passed on willingly (although the definition of “willing” is a broad one). No magic, no matter how strong, can pry the secret from a cat who does not wish to reveal it; no mystic power can rip the Yava from their minds.
However, as some hunters have discovered, willingness can be coerced by physical, psychological, or emotional means. Some say the early Garou resorted to such measures during the War of Rage, torturing the Yava out of their Bastet captives, and then using the knowledge to decimate the tribes.

VOS 3 YAVAS VONT SERONT DÉVOILÉ LORSQUE VOUS AUREZ COMPLÉTÉ ET ACCEPTÉ VOTRE PERSONNAGE KHAN.

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Breeds

Homid is the most common Bastet breed, by a margin that widens each year as more and more of their wild- Kin are driven towards extinction. As they tend towards independence rather than social pack-groups, metis are less common than among the Garou, but not unheard of.

Homid: Homid Bastet come from all walks of life. In Africa and South America, they are typically villagers or people with a strong affinity for the wilderness. In the United States and Asia, they are often naturalists and outdoorsy folk, with a recreational, educational, or vocational conservationist bent.
Beginning Gnosis: 1
Starting Gifts: Cat Claws, Sweet Hunter’s Smile

Metis: Metis Bastet (the offspring of two Bastet mating) are rare, more due to the werecat’s scarcity than to prohibition within the Breed. Despite bearing physical (or psychological) flaws, they do not suffer persecution from amongst their own kind. After all, when you rarely see others of your kind, what time do you have for prejudice? Metis Bastet are judged by their deeds, and are valued as much as their homid and feline cousins, despite their defects.
Beginning Gnosis: 3
Starting Gifts: Create Element, Sense Primal Nature

Feline: Bastet try to breed with the strongest feline Kin they can find, but due to loss of habitat and excessive poaching, their pickings are often slim. Despite the popularity of wild cat exhibits in zoos around the world, most Bastet breed only with wild Kin. Condemning another to a life behind bars is seen as a deplorable act, and should a mating with a captive-Kin breed true rescuing a newly changed Bastet cub from the public’s eye could prove dangerous to everyone involved.
Beginning Gnosis: 5
Starting Gifts: Heightened Senses, Pounce
Restricted Abilities: Beginning feline 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
(À noter, la race Feline est extrêmement rare chez les Khan. Nous avons donc mis au point un petit jet de chance en % pour determiner si vous êtes un heureux qui pourra jouer un Feline. Sur le jet de dé il vous faudra avoir entre 1 et 5% pour réussir.)

_____________________________________________________________


Forms

Khan / Were-Tigre  (BLOQUÉ) CBB
Seul image de werechat que j'ai trouvé, dsl pas de tigre. XD

Bastet can change into five forms: Homid, Sokto, Crinos, Chatro, and Feline. They function in most respects like their Garou counterparts, and the difficulties associated with shifting forms for the Garou apply to the Bastet as well.

Homid: Bastet in Homid form tend to be attractive, but are indistinguishable from normal humans.

Sokto: The Sokto form is a hybrid of human and feline characteristics, with the emphasis on the human traits. The Bastet’s limbs lengthen, claws extend from her fingers upon command, and her facial features, eyes, and teeth become more catlike. Her body hair thickens, and she becomes disturbingly inhuman.

Crinos: This form is an anthropomorphic blend of cat and human, built for battle. The Crinos form offers the Bastet the greatest protection, while still allowing him to manipulate weapons and equipment. Bastet in Crinos form invoke the Delirium, although to a lesser degree than normal (Delirium is reduced by two ranks on the Delirium Chart).

Chatro: The primordial war-form, Chatro takes the feline form and super-charges it. This form is stronger than any of the other forms, massively built, and utterly terrifying. The Bastet’s canines extend to a length of 3-5 inches, allowing her to inflict an extra die of damage with Bite attacks. The Bastet evokes the Delirium at full strength in this form.

Feline: The Bastet’s Feline form is like that of her normal feline Kin. It is more useful for movement than any of the other forms.

_____________________________________________________________


Pryio

A Pryio is a subtle indicator of a Bastet’s true personality; it determines how the cat approaches life and handles the challenges thrown their way. While it is often determined by the time of day in which the Bastet achieved her First Change, Pryio can shift if the Bastet undergoes a severe life change. A Bastet regains Willpower whenever they do something particularly in keeping with her Pryio.

Daylight: Bastet with the Daylight Pryio are typically open and direct in their dealings. They can be taken at their word, and prefer straightforward battles if conflict is necessary. Daylight Bastet tend to be diplomats, warriors, lawgivers, and protectors. They have an optimistic take on the world and the events therein. Those with a Daylight Pryio regain Willpower when they face serious challenges head-on, and win through courage or good nature.

Twilight: Twilight cats have a penchant for mysteries and magic, and tend to see the world in shades of grey. They are questioners and questers, seeking the truth behind the scenes. They are often detectives, lawyers, spies, or mystics, searching for hidden meanings in all of their endeavors. Twilight Bastet are often driven by their emotions and are insatiably curious. They regain Willpowerby solving mysteries, thinking rather than  reacting, or creating puzzles or riddles that can lead others to truth.

Night: Night Pryio Bastet often possess a sinister or hidden nature. Most Bastet with this Pryio withdraw from others, concentrating on their own business unless interrupted. Although they might not be actively malignant, they often have short tempers, quiet ways, and fiercely guard their privacy. Night Bastet gravitate towards occupations such as assassin, scholar, scientist, and practitioners of dark magics. In the wilderness, the Night cats are hidden hunters and man-eaters, with nasty dispositions and eerie reputations. Activities that cause others discomfort, reinforce their private space, or protect a valuable secret from outsiders can refresh their Willpower.

_____________________________________________________________


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 Bastet Gifts

Banish Sickness (Level One) — With a lick and a purr, the Bastet can cure minor diseases and chase venoms away.
System: The player spends a Gnosis point and rolls Manipulation + Medicine. The difficulty depends on the severity of the illness. Incurable maladies such as cancer or AIDS are beyond this Gift’s power.

Catfeet (Level One) — As the lupus Gift. — The werewolf gains the agility of a cat, making him immune to falls under 100 feet (91 m). He also has perfect balance even on the most slippery surfaces, and the difficulties of all combat actions involving body slams and grappling decrease by two. Cat-spirits teach this gift.
System: This ability becomes innate to those who learn the Gift.

Diamond Claws (Level One) — As the Ahroun Gift: Razor Claws. — 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.

Lick Wounds (Level One) — As the Theurge Gift: Mother’s Touch. — The Theurge channels spiritual power through her hands, mending the wounds of any other living creature. This Gift may not heal the werewolf herself, spirits, or the undead. A bear- or unicorn-spirit teaches it.
System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty is the target’s current Rage, or 5 for those with no Rage). Each success heals one level of lethal, bashing, or aggravated damage. The healer may even heal fresh Battle Scars (see p. 259) in this manner, if the Gift is applied during the same scene in which the scar is received and an extra Gnosis point is spent.

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.

Sense Magic (Level One) — As the Uktena Gift. — The werewolf can sense the pulse and flux of mystic energies, whether the righteous Gifts of the Garou, the arrogant wizardry of mages, the debased powers of vampires, or even the black arts of the Wyrm’s minions. A spirit-servant of Uktena teaches this Gift.
System: The player rolls Perception + Enigmas. The difficulty is based on the strength and subtlety of the magic. The Uktena cannot tell the exact nature of the magic, although clues such as “Gaian,” “dreamcraft,” or “blood magic” might be granted with three or more successes. The radius is 20 feet per success.

Sense the Truth (Level One) — As the Philodox Gift: Truth of Gaia. — As judges of the Litany, Philodox may easily separate truth from falsehood. A Gaffling of Falcon teaches this Gift.
System: The player rolls Intelligence + Empathy (difficulty equals the subject’s Manipulation + Subterfuge). This Gift reveals only which of the words that have been spoken are true and which are false. It doesn’t reveal the truth behind a lie unless the speaker utters it. If the speaker is uncertain whether his words are true or false, the Gift identifies them as neither.

Sense Unmaker’s Hand (Level One) — As the metis Gift: Sense Wyrm. — The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Wyrm’s spiritual emanations as a stench. This Gift doesn’t necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense Wyrm requires active concentration; the spiritual sense it provides doesn’t function passively. The Gift may be taught by any Gaian spirit.
System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence: sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.

Silent Stalking (Level One) — The Bastet may move over any surface without making a sound for an entire scene.
System: The player rolls Dexterity + Stealth, difficulty 5. Failure renders the Gift unusable for the rest of the scene.


Breed Gifts


Homid Gifts

Cat Claws (Level One) — By calling on her heritage, a Bastet in Homid or Sokto form can unsheathe her claws and attack as if she were in Crinos.
System: The player need not spend a Willpower point to enact this particular partial transformation and the difficulty of the transformation is 6.

Sweet Hunter’s Smile (Level One) — As the homid Gift: Persuasion. — 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).

Urban Hunter (Level One) — As the homid Gift: City Running. — Humans are creatures of the city, raising their steel and glass nests high into the sky. This Gift allows a homid to easily scale the concrete canyons and navigate the tangled back alleys and rooftops of the urban landscape. Some lupus derisively refer to this Gift as “Climb Like an Ape.” It is taught by an ancestor-spirit or an urban city-spirit.
System: The player spends a point of Rage. For the rest of the scene, the character may climb urban features at her full movement speed, and the difficulty of all Athletics rolls to navigate through cities (running down cluttered alleys, climbing the side of buildings, leaping from rooftop to rooftop) is reduced by two.


Metis Gifts

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.

Sense Primal Nature (Level One) — As the metis Gift: Sense Wyrm, save that its difficulty is one higher and it can simultaneously sense and discern emanations of the Weaver, Wyrm, and Wyld. — The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Wyrm’s spiritual emanations as a stench. This Gift doesn’t necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense Wyrm requires active concentration; the spiritual sense it provides doesn’t function passively. The Gift may be taught by any Gaian spirit.
System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence: sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.

Shed (Level One) — As the metis Gift. — The metis can shed a layer of fur and skin, slipping from an opponent’s grasp or escaping from bonds with ease. A lizard-spirit or snake-spirit teaches this Gift.
System: The player rolls Dexterity + Primal-Urge (difficulty 7). If the roll succeeds, the character loses a tuft of fur or skin (revealing healthy new hide), allowing her to slip free of grapples or bonds such as ropes or chains.


Feline Gifts

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.

Mine (Level One) — Rubbing against an object, the Bastet magically claims it as her own.
System: The player spends one Gnosis point. Anyone attempting the steal the object at any point afterward must roll Willpower (difficulty 9) before doing so.

Pounce (Level One) — As the lupus Gift: Hare’s Leap. — The werewolf can leap impossible distances. Hare-spirits teach this Gift, naturally, though cat-, frog-, kangaroo-, and even fleaspirits occasionally do so as well.
System: The player makes a reflexive Strength + Athletics roll (difficulty 7) to activate this Gift. If successful, the character’s leaping distances are doubled for the scene — or tripled for a single turn with the expenditure of a Willpower point (see Jumping, p. 271).


Khan Gifts

Rhino’s Favor (Level One) — By calling on the spirit of the rhino, the Khan may grow a horn on her skull. Although unsightly, this protrusion makes for a fine weapon.
System: The player spends a Rage point to grow the horn. It lasts for one scene, and may be used to gore opponents for Strength + 2 aggravated damage. The attack is difficulty 7.

Skin of Jade (Level One) — Willing himself solid, the Khan’s skin obtains the hardness of jade.
System: The player spends a Willpower point and gains two additional dice to his soak rolls for the rest of the scene.

_____________________________________________________________


Mérites
Cliquez ici pour la liste.


Dernière édition par Dragon le Dim Juil 05, 2015 5:28 pm, édité 7 fois
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https://hengeyokaialma.forum-canada.com
Dragon
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Dragon


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

Khan / Were-Tigre  (BLOQUÉ) Empty
MessageSujet: Re: Khan / Were-Tigre (BLOQUÉ)   Khan / Were-Tigre  (BLOQUÉ) EmptySam Jan 10, 2015 2:55 pm

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

Backgrounds


Den-Realm
The Bastet has built or acquired (either by inheritance or duel) her own Den-Realm, a sanctuary where she and the land have become one. In the Umbra, a Den-Realm resembles a Domain, one which other travelers cannot pass through without permission. The appearance of this Domain is up to the Bastet who owns the Den- Realm — a proud Khan’s Den-Realm may resemble a maharaja’s fortress, while a Balam’s might resemble an impenetrable forest.
A difficulty 8 Perception + Occult roll is necessary to recognize a Den-Realm for what it is, and penetrating its walls uninvited requires a roll as though the intruder were stepping sideways (difficulty 9). This automatically alerts the Bastet that an intruder is coming in.
A werecat inside of his Den-Realm enjoys several benefits: He may step sideways at any time within his Den-Realm, against a Gauntlet of 3. A number of times per scene equal to his Gnosis rating, the Bastet may make a Gnosis roll (difficulty 6) to blink between two points in his Den-Realm without crossing the intervening space. Any attack on the Den-Realm (whether by banes in the Umbra or bulldozers in the Gaia Realm) registers as a cold bolt of pain in the werecat’s heart. The Bastet can freely peer through the Gauntlet from either side within her Den-Realm. Finally, the Bastet can lead any others she chooses across the Gauntlet while in her Den-Realm as though they were packmates.
A Den-Realm’s rating determines how big it is. The first rating is for urban Den-Realms, while the second is for the much larger Den-Realms possible in the wilderness.
• The size of a house/one square mile.
•• The size of a mansion/two square miles.
••• A city block/five square miles.
•••• Two city blocks/10 square miles.
••••• Five city blocks/20 square miles.


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.


Pure Breed
(Ne marche qu’avec votre race et kinfolks de votre race.)
Garou take great stock in ancestry, and the werewolf who is descended from renowned forbears has a definite advantage in Garou society. This Background represents your lineage, markings, bearing and other features of birth. Other Garou revere werewolves with high ranks in Pure Breed as heroes of yore come to life — and such werewolves are expected to act the part. The higher your Pure Breed score is, the more likely you are to impress elder councils or receive hospitality from foreign tribes. Each point of Pure Breed adds an extra die to formal challenges (such as Rank challenges) and to Social rolls involving other Garou (even Ronin or Black Spiral Dancers).
Pure Breed is a nebulous combination of bloodline and spiritual inheritance. A character with high Pure Breed looks and carries himself like an archetypal member of his tribe — however, if he does not join that tribe, any benefits of Pure Breed are removed by the tribe’s totem. Many werewolves with Pure Breed can trace their ancestry directly, while others resemble distant ancestors who cannot be connected without a degree of genealogical exactitude that is lost to the Garou.
Some tribes place more value on good breeding than others, but Pure Breed is almost universally respected. It’s a mystical trait, and werewolves can tell instinctively whose blood is particularly pure. Of course, Garou expect those of pure blood to live up to the standards set by their noble ancestors. They frown on those who can’t or won’t accept the challenge.

• You have your father’s eyes.
•• Your grandfather made a name for himself at the Battle of Bloody Ford, and you carry that name with pride.
••• Your pedigree is blessed with pillars of the Garou Nation, and the blood tells.
•••• You could be dressed as a beggar and still command respect.
••••• The greatest of heroes live on in you.

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.

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
.

_____________________________________________________________


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


Many Bastet rites mimic those of the Garou in effect, if not in form. As solitary creatures, Bastet are particularly fond of Mystic rites that may be performed alone.

Cat Calls
Level One, Accord
The Bastet tend to be solitary, but like to know what other werecats are up to. This rite is one way of keeping each other informed. With it a werecat enciphers his message into the seemingly random movements of nature. Other Bastet who see similar patterns will know the meaning within them. Some Bastet use this rite with non-natural movements, such as the flow of vehicles in eavy traffic or the turning of a ceiling fan.
System: The rite-master meditates, bringing the thoughts he wishes to share clearly to his mind and opens his eyes to the movements around him. For each success when activating the rite, the Bastet may place a message in a type of movement — the swirling of long grass, the swaying of tree leaves, or even the shifting shapes of clouds. The message can be anything that could be imparted in about a minute’s speech.
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