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
BLOQUÉHistoireRaw 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 | Sokto | Crinos | Chatro | Feline |
| Str: +2 | Str: +3 | Str: +4 | Str: +3 |
| Dex: +1 | Dex: +2 | Dex: +2 | Dex: +2 |
| Sta: +2 | Sta: +3 | Sta: +3 | Sta: +2 |
| Man: -1 | Man: -3 | Man: -3 | Man: -3 |
| App: -1 | App: 0 | | |
| | | | |
Diff: 6 | Diff: 7 | Diff: 6 | Diff: 7 | Diff: 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
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TraitsBastet 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.
YavaTraditionally, 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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BreedsHomid 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.)
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FormsSeul image de werechat que j'ai trouvé, dsl pas de tigre. XDBastet 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.
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PryioA 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.
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GiftsVous pouvez remplacer un de vos gifts de dépars par un gift commun de la Beast Court. Voyez la liste en cliquant
ici.
General 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 GiftsHomid 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.
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MéritesCliquez
ici pour la liste.