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 Kumo / Were-Spider

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

Kumo / Were-Spider Empty
MessageSujet: Kumo / Were-Spider   Kumo / Were-Spider EmptyDim Déc 07, 2014 2:59 pm

Kumo / Were-Spider CBAn




Histoire Kumo

In the aftermath of the War of Shame, the Kumo abandoned their previous ties to the other Changing Breeds and turned their back on the Emerald Mother. Instead, the vast majority of Asian werespiders now serve the Wyrm. To the shapeshifters of the Beast Courts, the Kumo are terrifyingly familiar — both as honorable enemies that they meet in open battles and as silent and deadly killers who leave behind shriveled corpses swaddled in foul silk. Kumo live in all portions of Asia. Most prefer to make their lairs in dimly lit regions, especially abandoned buildings, deserted caves or forgotten ruins. Unlike the Western Black Spiral Dancers, the Kumo have not given themselves to the Wyrm in body and soul. Instead, each Kumo makes the deliberate choice to follow the corruptor. Of course, it's far from a freely made choice. Any Kumo who shows too great an interest in the Beast Courts or the Emerald Mother risks its parents or fellows devouring her. Beyond their lack of tolerance for traitors in their midst, the Kumo reserve a special level of animosity for any of their kind who leave their ranks to dwell among their enemies. Despite the formidable risks, a few Kumo throw their lot in with the Beast Courts to serve the Emerald Mother. Some flee their werespider cousins at the first opportunity and petition for entry into one of the local Beast Courts. Since the number of truly devoted Kumo is dwarfed by the liars and double agents who try to infiltrate the Courts, the Beast Courts use every magic at their disposal to make certain that the petitioner is honest in their desire. If the Kumo passes their tests, the Court accepts the individual, but usually regard her with suspicion — and any Nagah in the court will keep the werespider under close observation. Other Kumo seemingly remain loyal to their own kind, but pass warnings and other useful information to allies among the Beast Courts. At least some Kumo regard these efforts as a complex game where they deliver a mixture of invaluable warnings, half-truths, and dangerous lies. Out of deference to the position they once held, any Kumo can appear at a Beast Court under the tense boundaries of diplomatic immunity when a greater threat looms.



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

Comment la remplir?

- Vous remarquerez qu'il y a plusieurs "type here". Nous procéderons pas colonne verticale.
- La première colonne, celle du milieu, vous inscrivez votre race. Dans votre cas c'est "Kumo".
- Ensuite, en dessous, vous inscrivez votre breed. C'est à dire la forme que vous avez à votre naîssance. Humain, Métis ou Arachnide. Plus d'informations sur les breeds sont décritent plus bas.
- La derniere, vous n'inscrivez rien. Les kumos n'ont pas de factions ni 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 privé et seul les MJs auront accès à ces infos. Pour plus d'informations cliquez ici.
- Au milieu, juste au dessu de "Gnose", inscrivez "Blood" et cochez 10 carré. C'est votre quantité de sang. C'est votre essence magique. Plus d'information a ce sujet en bas.

- 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 kumos n'ont que 4 transformations.

Form Statistics
(Information sur les formes plus bas.)

HumanAucunLilianPithusCrawlerling
xStr: +2Str: +4Str: 0
xDex: +3Dex: +1Dex: +5
xSta: +2Sta: +3Sta: 0
xMan: –1Man: –3Man: 0
xApp: 0App: 0App: 0
Diff: 6xDiff: 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: Ananasi/Hatar/Gaillard)
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
Gnose / 2
Willpower / 1
Mérite / 1

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Traits
(note : Les Kumos ne vénèrent pas Queen Ananasa. Les informations plus bas sont destiné aux Ananasi (were-spider) en générale. Les kums sont une race Ananasi)

Teinté par le Wyrm
Parce que les kumos sont marqué par le Grand Destructeur, tous sont teintés par le wyrm, même ceux qui on tourné le dos au wyrm. 
 
EVERYWHERE
Ananasi has taught his children well. Walking on two legs — or eight — they live, hunt, breathe, and breed amongst humanity every day and every night. No home, warehouse, shop, park, school, or office is entirely devoid of their presence. They are everywhere.
Unlike most of the Changing Breeds, whose animal Kin cause quite a stir when appearing in human-dominated areas, spiders are ubiquitous. Some studies estimate that there are 130 spiders for every square yard of land on the earth — and that human beings are rarely more than three feet away from one at any given time. Includingwhile they sleep.
How many of those are “mundane” spiders, and how many are actually spider-Kin, or Crawlerling-formed spider-shifters? No one can be certain.
And to those who have stopped to think about it, that — more than their blood-drinking, venom, or emotionless dedication to their alien Queen — is the most terrifying thing about the Ananasi.
many ways. Some are obvious — no other living Changing Breed has the ability to separate themselves into thousands of parts like the Ananasi’s Crawlerling forms, for example. Other differences are more subtle, but no less significant.
 
Blood
Unlike other Changing Breeds, the Damhàn are not driven by Rage. Instead, they possess a supernatural blood pool and may use the blood points within that pool for supernatural abilities such as extra actions and healing. Regardless of their breed or form, Ananasi can hold up to 10 blood points (each one about the equivalent of a health level of damage), although some Gifts enable them to exceed this maximum. Werespiders may eat normal food (for humans or spiders), but they gain their real sustenance and power from ingesting blood. Taking five blood points from an average human will hospitalize him, and more will certainly kill him. For Ananasi who are not worried about the after-effects of their meal, the average human can be siphoned for ten points of blood before he’s drained completely dry. Animals provide blood in varying quantities depending on their size: a Husky may provide six or seven blood points, a Siamese, only one. Ananasi are, of course, not limited to mammalian meals. For those who prefer discretion (or simply have no other options) cold-blooded animals — or even insects — can serve, however a vast quantity of spiders or other insects must be consumed to refresh a single blood point.
Running out of blood in her blood pool does not weaken an Ananasi, but until she has regained blood,
she may not use any of the special abilities granted by her blood pool.
Ananasi can accomplish the following by using blood points:
 
• Spending one blood point allows a werespider to shift reflexively into a chosen form.
• Spending one blood point gives an Ananasi an extra action in a turn.
• Ananasi use blood points to power certain Gifts and rites.
• Ananasi may spend blood to heal wounds (see Healing, below).
• Blood points fuel an Ananasi’s ability to create webs (see Webs, below).
 
Unlike vampires, werespiders cannot employ blood to boost their Physical Attributes, nor do they gain extra bonuses from the blood of Changing Breeds or other supernatural creatures (though they may enjoy the taste and potency). Unless using the Gift: Blood Pump, a werespider may spend blood for only one benefit per turn — although she may spend more than one blood point to achieve her goal. Note that spending blood on extra actions precludes the werespider from using blood to do anything else during those actions, including using certain Gifts, healing wounds, or creating webs. Ananasi may not expend blood and Gnosis in the same turn, except when using a Gift that requires both.
 
Healing
Ananasi do not regenerate like most other Changing Breeds. Instead, they use the blood from their blood pool to heal both normal and aggravated wounds.
To heal bashing and lethal damage, Damhàn spend one blood point per level of damage, and the healing takes one turn. In order to heal one level of aggravated damage, an Ananasi must spend a total of five blood points, at a rate of one point per turn. The aggravated damage is healed at the end of the turn in which the last blood point is spent. Unless a werespider uses blood to heal damage, she heals at the same rate as normal humans do. Ananasi may spend blood for healing while in any form but Crawlerling. Diseases may also be healed as if they were aggravated damage, with more serious diseases, equating to more “levels” of damage. Spending five blood points, or the equivalent of healing one level of aggravated damage, can purge common ailments such as the flu. Serious illnesses such as AIDS, lupus or Crohn’s disease count as three to five levels of aggravated damage (15 to 25 blood points). Ananasi seeking to purge their systems of serious diseases must, therefore, consume blood in large quantities.
 
Vulnerability
Perhaps because they are not Gaian offspring, Ananasi possess no vulnerability or allergy to silver, nor to any other substance as a Breed. They often point this out as proof of their superiority to the Ovid.

Kumo differ from western Ananasi in several noteworthy ways. First, unlike the Ananasi, Kumo have a supernatural weakness to the sacred wood known as hong mu. This causes them damage and affects their Gnosis in exactly the same manner that silver debilitates the Garou.
 
 
Physical Peculiarities
Once they have progressed through their Metamorphosis, even human-born Ananasi share many physical traits with natural spiders. Their circulatory, digestive, and respiratory systems all shift to accommodate the processing of blood in addition to solid food. Although these changes may be difficult to notice for the casual observer, they are a physical manifestation of how decidedly different even homid Ananasi are from the humans they so deftly emulate. (See Homid, p. 64, for additional details.)
As well, in all forms other than Homid, Ananasi have eight eyes. This allows them greater peripheral vision (up to 240º, at the Storyteller’s discretion based on specific forms and individual physiques), although they must still make a Perception + Alertness roll to notice specific details within that expanded peripheral vision.
Most of the Ananasi forms have multiple limbs, but they are bound by the same penalties for taking extra actions as any other character. However, they may use their extra hands to carry more items (including weapons) and should they lose the use of a limb in battle, they still have a spare or two in reserve.
 
Venom
Even if the spider species they emulate does not, Ananasi also possess venom-producing glands (and fangs capable of delivering this venom via a bite). These are present in all forms (including Homid), allowing a werespider to bite with poisonous effect regardless of his current shape.
The Damhàn’s current form does, however, affect the venom’s potency. Ananasi in Pithus form produce full strength venom; in Lilian form, their poison is somewhat diluted. Storytellers should determine for themselves the exact amount of damage (and any extra effects) based on the particular “spider” species, but venom always deals aggravated damage that can only be healed through medical attention or magical healing. Left unattended, the damage will never heal.
 
Webs
Not all natural spiders build webs. As a whole, however, the Damhàn are connected to Grandmother Spider, the greatest web-mistress of all. Thus, even if an Ananasi bears the visage of a non-spinning species, his ties to Queen Ananasa provide him with the ability to create webs.
When in Pithus form, Ananasi can spin webs that are almost as strong as steel (an effective Strength of 9) and yet as flexible as natural spider webs. Pithus webs take four health levels of damage before they break. Creating webs costs a Pithus Ananasi one blood point to create a web large enough to block an industrial sized doorway, fill a small closet, or ensnare a large human (or Crinos Garou). In Crawlerling form, all Ananasi can spin webs that have the strength of ordinary spider webs — this does not require the expenditure of blood.
 
Rage, Shapeshifting, and Frenzy
Unlike their more volatile Ovid cousins, the coldhearted and emotionless Damhàn do not possess Rage, and thus do not rely upon it for shapeshifting. To move from any one form to any other, a werespider must succeed in a Stamina + Primal-Urge roll, or spend a blood point to reflexively shift to her chosen form.
Ananasi inherently experience emotions differently from most other beings. Although they are capable of feeling joy, sorrow, anger, and the like, they do so in a muted and distant fashion. This can sometimes make it difficult for them empathize with more emotion-driven creatures, which can be a blessing or a curse depending on the situation. However, because of this distance, and because they do not possess Rage, they do not normally frenzy. They can be induced to frenzy through supernatural means, but the difficulty to do so is raised by 2.
 
Entering the Umbra
The Ananasi’s relationship with the Web (which other shapeshifters call the Gauntlet) is unique. In order to cross into the Umbra, werespiders must assume their Crawlerling form and make their way through the Web’s strands. Once they have crawled across, they may assume any form they wish, but they may only successfully enter or leave the Umbra under their own power as Crawlerlings.
 
Because of their Queen’s relation to Grandmother Spider, the Ananasi find it easier to cross into the Umbra where the Weaver holds firm control.


Area Difficulty
Server Room 2
Office Building/Metro Area 4
Suburb/Small City 6
Farmland/Large Park/Rural Area 8
Untouched Wilderness 9
 
Where the Wyrm’s taint is significant, kumo can enter the Umbra in Wyrm-infested areas at no penalty. 

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Breeds


Ananasi admit to two distinct breeds: arachnid and homid. No metis Ananasi are known to exist. Whether this is because Ananasi/Ananasi pairings produce no issue or because any “child” born of such a match dies — or is killed — at birth, the Ananasi do not say.
 
Homid: Homid Ananasi, born from human parentage, have an early life that differs little from most human children. As they near the time of their First Change, however, they notice significant differences between themselves and their human friends. By the time they fully undergo their physical transformation (see Forms, p. 64) they have undergone the psychological and emotional changes necessary to not only accept their true nature, but to hide it from outside eyes.
Beginning Gnosis: 1
 
Metis: Kumo are capable of producing metis, and consider doing so a great and rare honor. Kumo metis are living symbols of absolute dedication to the Wyrm, for they eat their way out of their mother’s womb.
Beginning Gnosis: 5
 
Arachnid: Arachnid Ananasi, born from a spider spawning, hatch from an egg sac. Due to spiders’ short natural lifespan (and inherent fragility), they begin the Metamorphosis more quickly than their homid Kin, sometimes within hours of their hatching. Compared to their homid brethren, arachnid Ananasi also have a distinct disadvantage — their diminutive size. They must literally eat their way to a body mass that can accommodate their change in form, usually feasting on their sac-mates and any other spiders in the area before working their way up to larger prey. Arachnid Ananasi usually share breed forms with one of their dominant local spider population — tarantulas, recluses, black widows, wolf spiders, or the like — and these unique physical characteristics show up across all their non-Homid forms.
Beginning Gnosis: 5
Restricted Abilities: Beginning Arachnid characters cannot take the following Skills and Knowledges with their initial dots. You may, however, use freebie points to purchase them, perhaps as a result of your character’s prelude. Similarly, you can use experience points to add these Abilities as a result of training or “life experience” in the course of the chronicle.
Skills: Crafts, Drive, Etiquette, Firearms, Larceny
Knowledges: Academics, Computer, Law, Science, Technology

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Forms

Kumo / Were-Spider Ananas10

Ananasi possess four distinct forms. Even the forms that seem most “normal” have their own oddities and unique characteristics, and each serves its own purpose in Queen Ananasa’s scheme.
 
Homid: The Ananasi’s Homid form outwardly resembles the human body in size, shape and other external physical characteristics. While it does not possess extra eyes or limbs, this form still differs from human in some distinctive ways. Its internal organs are no longer precisely human; the blood chemistry alters to accommodate both human hemoglobin (or iron-based) and spider hemocyanin (or copper-based) molecules. The Homid form also possesses venom glands, vestigial fangs, and pedipalps in its mouth (see Venom).
 
Lilian: Stronger, more enduring, and more dexterous than Homid, this form serves as the Ananasi’s primary combat form. Lilian forms vary in a horrifying testimony to the infinite variety of ways that human and giant spider physiques can be combined. All, however, are terrifying to human eyes, inciting full Delirium. Ananasi can alter their Lilian form through practice (and the consumption of particular spider types to give them the desired appearance) or through the Gift: Alter Lilian. Bite and claw maneuvers can be used in this form.
The Lilian form increases in height and weight from the human form by about 50%, most of it in the form of elongated (and additional) limbs, exoskeleton, and abdominal mass.
 
Pithus: The Ananasi’s Pithus form is that of a giant spider. The werespider’s weight doubles compared to its Lilian form, producing a spider with a body mass of between 500 and 700 pounds. Size varies drastically; a short, stout wolf-spider Pithus might be roughly the size of a small car, while a long-limbed harvestman-esque Pithus might have smaller body mass but a two-story leg span. Pithus flesh and chitin becomes tougher and more powerful. The circulatory system becomes more hydraulic, allowing the Pithus to shift her weight about and increase her strength where it matters most. The Pithus form is ideal for producing webs with the tensile strength of steel (see Webs, p. 61). The Ananasi can use bite and claw maneuvers in this form, and, like the Lilian form, it invokes the full Delirium.
 
Crawlerling: The most misunderstood of all Ananasi forms, the Crawlerling “form” involves the breakdown of the Ananasi into hundreds or thousands of normal-sized spiders equal in mass to the Ananasi’s human body mass. When an Ananasi assumes this form, some of the spiders serve as leaders, others as followers. These “leaders” possess the sum of an Ananasi’s memories and consciousness split between them, and direct the movement of their followers.
This form is best for escape, hiding, or infiltration. If even a few Crawlerling spiders survive, the Ananasi can eventually reconstitute herself, given time and the consumption of protein (normally other spiders) to rebuild her mass. If a “leader” dies, the portion of memories and personality contained by that individual spider dies with it. If a significant portion (1/3 or more) of the Crawlerlings perish, the reconstituted Ananasi may appear (and act) quite different from the original individual. Crawlerlings can produce webs as normal spiders do. Although the form itself does not invoke the Delirium, any mortal who happens to see the breakdown of an Ananasi into Crawlerling form (or its reformation from Crawlerling to another form) suffers the full effect of Delirium.

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Gifts
 
Vous pouvez remplacer un de vos gifts de dépars par un gift commun de la Beast Court. Voyez la liste en cliquant ici.
Any ’copied’ Ananasi Gift which calls for a Rage expenditure substitutes blood points instead, and any Rage rolls use Gnosis instead.

General Ananasi Gifts
 
Balance (Level One) — As The Stargazer is able to walk across any ledge, rope, or other narrow causeway, no matter how thin or slippery. Wind-spirits teach this Gift.
System: Difficulties for climbing decrease by three, and attempts to maintain balance automatically succeed. This Gift’s effects are permanent.
 
Cling (Level One) — The werewolf’s hands and feet spout hundreds of tiny hooks, allowing her to climb across or cling to any surface — even sheer horizontal surfaces and ceilings. A gecko-spirit teaches this Gift.
System: The player spends one Gnosis. For the rest of the scene, the character can move across any solid surface at her normal walking speed. Staying attached to a vertical surface or ceiling while taking any more strenuous movement (fighting, moving faster than walking speed, attempting to dislodge a steam grate) requires a reflexive Stamina + Athletics roll, difficulty 7).
 
Many Eyes (Level One) — The Ananasi can see in 360 degrees around herself. Those looking directly at the werespider see nothing out of the ordinary, but if glimpsed from the corner of the eye, the Ananasi appears to have eyes all around her head.
System: The player spends one blood point. The Gift lasts for one scene.
 
Resist Pain (Level One) — Fortifying herself with purpose and will, the werewolf shuts out the pain of her wounds. A bear- or badger-spirit teaches this Gift.
System: The player spends one Willpower point; the character ignores all wound penalties for the rest of the scene.
 
Resist Toxin (Level One) — The werewolf’s body is hardened against toxins of all sorts. A rat-spirit teaches this Gift.
System: The werewolf is permanently immunized to mundane poisons, from arsenic to alcohol, and adds three dice to resist the effects of Wyrm-enhanced toxins. This Gift may be turned off and on at will (such as for enjoying alcohol).
 
Stolen Moments (Level One) — The Ananasi can rob a victim of the most recent few minutes of memories.
System: The werespider must touch the victim. The player spends one Gnosis point, and must succeed in a Gnosis roll (difficulty of the victim’s Willpower). Success steals the last 15 minutes of the target’s memories.
 


Hatar Gifts
 
Blood of Pain (Level One) — The Hatar turns her blood into debilitating poison.
System: When the werespider wills it, anyone who drinks her blood will fall helplessly ill, necessitating a Stamina roll (difficulty 6) to act each turn for the rest of the scene.
 
Wyrmling Kinship (Level One) — The Hatar can convince Wyrm-creatures that she is an ally or someone of no importance.
System: The difficulty of all Social rolls against Wyrm creatures is permanently reduced by 2, and they become inclined to believe the werespider to be an ally if given the slightest justification to do so.
 
Spider Scurry (Level One) — 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.
 
Shadow Sway (Level One) — The Kumo seems to blink from one location to another; in reality, she hasn’t moved at all. A spirit-minion of Nareau teaches this Gift.
System: The player spends one Gnosis point and rolls Wits + Subterfuge (difficulty 6). The character appears to be up to (Rank) yards from her true location per success. Those who realize her duplicate is fake suffer a +3 difficulty penalty to attempts to strike her; Heightened Senses or similar reduces this penalty to +1. This Gift lasts for (Gnosis rating) turns, or until the Kumo strikes an opponent; it can only be used once per scene.
 
 
Ragabash Gifts
Vous pouvez remplacer votre gift de Ragabash par un gift d’auspice de la Beast Court en cliquant ici.
 
Blur of the Milky Eye (Level One) — The werewolf’s form becomes a shimmering, indistinct blur, as though seen through heavy cataracts — even in the midday sun. The Ragabash is not truly invisible, however, and if spotted, this Gift’s protection fails until the observer is distracted. A chameleon- or ermine-spirit teaches this Gift.
System: The player rolls Manipulation + Stealth (difficulty Cool. Each success increases the difficulty of all Perception rolls made to detect him by one for the rest of the scene.
 
Infectious Laughter (Level One) — Laughter is the tool with which Gaia’s tricksters promote enlightenment and the knife that slashes through the veil of Rage. When the Ragabash laughs, those around her are compelled to follow along, forgetting their grievances. A coyote- or hyena-spirit teaches this Gift.
System: The Ragabash must make some comment mocking the present situation in which she finds herself, then laugh at it. The player then rolls Manipulation + Expres​sion(difficulty of the highest Rage rating of anyone listening). Success causes those who hear the Ragabash’s comment and laughter lose hold of their ire, and forget what it was that had them upset in the first place — although their temper will return if they are reminded of what the New Moon has made them forget.
 
Liar’s Face (Level One) — The Ragabash wraps herself in such a deceitful attitude that nothing she says can be trusted — not even the clear and unvarnished truth. The werewolf may make a single truthful statement, and no human who hears it will believe her. A platypus-spirit teaches this Gift.
System: After the character makes a truthful statement, the player spends one Willpower point and rolls Charisma + Subterfuge (difficulty 7). This Gift is automatically effective on humans, causing them to believe the Ragabash is lying. Supernatural listeners whose Willpower rating is lower than the Ragabash’s successes also refuse to believe the Ragabash’s words.
 
Open Seal (Level One) — The werewolf can open nearly any sort of closed or locked physical device. A raccoon-spirit teaches this Gift.
System: The player rolls Gnosis (difficulty of the local Gauntlet rating). If the object is sealed with magic, the player must spend a Gnosis point before making the attempt.
 
Scent of Running Water (Level One) — The werewolf can mask her scent completely, making herself virtually impossible to track. A fox-spirit teaches this Gift.
System: The difficulties of all rolls to track the Garou increase by two. This Gift’s effects are permanent, though the Ragabash may temporarily suppress them at will (which may be necessary to blend in with wolf packs).
 
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Mérites
Cliquez ici pour la liste.

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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 assets everywhere, and can hobble the Wyrm’s activities with a ten-minute phone call. You can live at the three-dot level indefinitely if you ignore your fortune; higher if you put a little effort in to it.
 
Rites
Rituals are an important part of Garou life. This Trait denotes how many rites the character knows at the beginning of the game. The rating represents levels of rites, so a character with four dots in this Background may have a Level Four rite, one Level One and one Level Three rites or any other combination. Remember that to learn a rite the character needs a Rituals Knowledge rating at least equal to the level of a given rite. While Rank is not necessarily a factor, many Theurges would need a pretty convincing reason to teach a Level Five rite to a Rank 1 Garou. Note that two minor rites can be purchased in place of one Level One rite.
 
• You know one level of rites.
•• You know two levels of rites.
••• You know three levels of rites.
•••• You know four levels of rites.
••••• You know five levels of rites.
 
Spirit Heritage
The Garou are creatures of duality — torn between man and wolf, and between flesh and spirit. The Garou share a kinship with inhabitants of the spirit world, but some have a stronger connection than others. For some reason, perhaps an ancestral tie to a household of spirits, certain types of spirits react more positively to you than others. This doesn’t need to be a friendly relationship — spirits may be fearful and respectful of you, in awe of you, or feel a sense of duty to you. No matter what the relationship, one group of spirits is more likely to cooperate with you. When you select this background, choose one type of spirits. Examples of possible groups are animal spirits, plant spirits, elementals, urban spirits, and even Banes. When dealing with spirits of this type, the player may add his Spirit Heritage rating to any Social rolls, or rolls involved in challenges. Spirits whom you are attuned to view you, to some degree, as one of their own — a daunting prospect for those attuned to Banes, when other Garou discover their heritage. If you act against such spirits or ignore their plights, you may be seen as betraying them.
 
• Spirits can smell their scent on you, though no one else can
•• The spirits note your arrival. You bring your chosen spirits to mind in others when they look at you, though few understand why.
••• In the Umbra, you emanate an intangible, though noticeable, sense of your aligned spirit type.
•••• In the Umbra, you have visible hints of your aligned spirit type. Those attuned to nature spirits may have tiny twigs emerge from their fur, for example.
••••• Some question if you really are only half spirit.
 
Totem
Totem is a Background that applies directly to the character’s pack, rather than the individual. Unlike other pooled Backgrounds, the pack spends all of the points that members have invested in this Trait to determine their totem’s power. Each totem has a Background cost rating; the pack must spend that amount to ally with that totem. Some totems are willing to lend great powers to their adherents; their point costs are correspondingly greater. See Pack Totems (p. 373) for a list of possible totems. In addition to their Totem bonuses, all beginning totems have a base of eight points to divide among Rage, Willpower, and Gnosis. The totem also begins with the Airt Sense and Re-form Charms. Apart from bestowing power, totems start out somewhat aloof from the pack, and they have little influence among spirits, unless the players buy a closer connection with Background points. With time, roleplaying, and experience points, pack totems can grow in power as their pack grows in Rank and influence. Some totems can even become the totems of whole septs or — in legendary circumstances — even tribes.
Most of the powers that totems bestow are available to only one pack member at a time. At the end of each turn, the Garou with the power declares who the power may be given to next turn (assuming that she doesn’t keep it). After spending the initial cost of the totem, the players can spend any remaining Background points to add to the totem’s strength and abilities.
 
Cost Power
1 Per three points to spend on Willpower, Rage, or Gnosis
1 Totem can speak to the pack without the benefit of the Gift: Spirit Speech.
1 Totem can always find the pack members.
2 Totem is nearly always with the pack members.
2 Totem is respected by other spirits.
2 Per charm possessed
3 Per extra pack member who can use the totem’s powers in the same turn
4 Totem is connected mystically to all pack members, allowing communication among them even at great distances.
5 Totem is feared by agents of the Wyrm. Either minions of the Wyrm flee from the pack, or they do their best to kill the pack.
The listed cost is in Background points, which can be bought through experience (see Spending Experience Points, p. 244) at the rate of two experience points per Background point. (Therefore, three points of Rage would cost two experience points.) The Storyteller should allow increases in totem powers only when it fits in to the story, such as when pack members gain a higher rank, a new member joins the pack, or when pack members gain new insight into the nature of their totem. When the totem is affiliated with a more powerful spirit, the greater spirit might grant the strengthening of its servant (pack totem) in return for a great service done it by the pack.


Secrets
The character possesses information that would be considered desirable — or damaging — by someone else. While such knowledge can sometimes place the character in danger, mostly it gives her leverage and advantages. What the character does with these secrets (bartering them for favors or cash, using them to take down minions of the Wyrm, or something else entirely) is up to her. The player and Storyteller should work together to determine what sort of secrets the character possesses. The Background’s rating determines the value and number of secrets the character knows. This Background is normally the province of Corax and Bastet, though other Changing Breeds (and even the odd Shadow Lord!) occasionally pick it up as well.
 
• A small but noteworthy secret — a secret affair, a hidden sexual orientation, a minor crime.
•• A moderate secret. The human identities of a Garou pack, the whereabouts of a criminal on the run, a significant crime, or evidence of two Garou sleeping together. Alternately, a few minor secrets.
••• A substantial secret, or equivalent amount of lesser secrets. A matter of life and death or utter ruination for someone. The location of a lost fetish that someone needs to stay lost. The identity of a murderer of one or more Fera.
•••• A heavy secret, or equivalent amount of lesser secrets. The location of a national fugitive, a vampire’s “little black book” of contacts, the location of a Gurahl.
••••• An enormous secret, or equivalent amount of lesser secrets. A high-level Pentex plot. The location of a legendary cursed fetish. The secret weakness of an Incarna.
 
Umbral Maps
The character possesses a wealth of experience and received information about Umbral navigation. These “Umbral maps” are not physical objects, but rather the collected lore of symbolic navigation among spirit paths, the entry methods for safe havens and refuges, the cycles of natural spirit paths, and reliable methods to bypass various obstacles along the way.
This Background is normally the province of Corax and Nuwisha, though other Changing Breeds occasionally pick it up as well.
 
• A few safe paths and refuges. The character enjoys –1 difficulty to rolls to navigate the Umbra.
•• Several routes to common destinations. As Level One, plus once per story the character can re-roll a failed attempt to navigate through the Umbra.
••• Safe zones, routes to virtually any place, and knowledge of where not to go. –2 difficulty to rolls to navigate the Umbra, plus one re-roll per story.
•••• Several safe places and refuges, extensive knowledge of Umbral paths and dwellers in those areas. –2 difficulty to rolls to navigate the Umbra, plus two re-rolls per story.

••••• No one knows the Near Umbra like the character. –3 difficulty to rolls to navigate the Umbra, plus three re-rolls per story.


Dernière édition par Dragon le Sam Avr 25, 2015 1:52 pm, édité 9 fois
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Messages : 88
Date d'inscription : 07/12/2014

Kumo / Were-Spider Empty
MessageSujet: Re: Kumo / Were-Spider   Kumo / Were-Spider EmptySam Déc 20, 2014 12:16 pm

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


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


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


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


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


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


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


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


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


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


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


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


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

_____________________________________________________________

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


The Master’s Needs
Level Four, Mystic
Many Ananasi sit at the center of webs and pull the strings of others to achieve their goals. This rite ensnares humans into the spider’s (usually unwilling) service. The Ananasi can only use this rite on a human who has been injected with her venom without her assistance. The spider then spends an hour spinning a web cocoon over the mortal and waits for him to awaken. The Ananasi must wait patiently to see if her rite succeeds. Over a number of days the victim suffers horrific nightmares as his mind fights the venom.
System: After each day the victim makes a Willpower roll (difficulty equal to the Ananasi’s Gnosis). If he fails, he owes the werespider a service. Regardless of the result, his body heals one health level of the venom’s damage after each roll.
When the victim has fully healed, he wakes and pushes his way through the cocoon. The werespider can call on a service by spending a Blood Point per service owed by the victim, which cannot be refilled while services are owed. The Ananasi may call upon each service once in one of the following ways:
• She may use the servant’s senses as her own for a scene.
• She may take control of the servant and direct his actions for a number of turns equal to her Gnosis. The Anansi uses her own dice pools to resolve tasks, even if they differ from the servant’s pools.
• She may grant the servant the use of one Gift. He instinctively knows how the Gift works but decides when it is used (unless the Ananasi takes control of his actions, using another service). The Gift draws upon the Ananasi’s Gnosis and Blood Points when used.
• She can release the servant from all remaining services.
• She may use two services give the servant one specific goal that he will try to accomplish however long it takes and regardless of the cost to himself, even if it results in his death. This must be a simple instruction such as ‘kill this person’, ‘break into that facility’, ‘plant these explosives’, or ‘protect this person against all harm’.
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