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 Nagah / Were-Serpent (RESTREINT, sous l'acceptation du MJ seulement)

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Date d'inscription : 07/12/2014

Nagah / Were-Serpent (RESTREINT, sous l'acceptation du MJ seulement) Empty
MessageSujet: Nagah / Were-Serpent (RESTREINT, sous l'acceptation du MJ seulement)   Nagah / Were-Serpent (RESTREINT, sous l'acceptation du MJ seulement) EmptyDim Déc 07, 2014 3:27 pm

Cette race est restreinte car elle est délicate à jouer. On ne donne pas un Nagah à n'importe qui ! 

RESTREINT

RESTREINT

RESTREINT







Nagah / Were-Serpent (RESTREINT, sous l'acceptation du MJ seulement) Nagah_by_snoo_snoo-d4r9ck2


Deadly assassins, the Nagah survive to ply their trade in Gaia’s service only because they faked their own extinction thousands of year ago. Now they sit in judgment of human and Changing Breed alike, executing those who turn their back on Gaia’s purpose.

Histoire

Before the War of Rage, the Nagah played the role of Gaia’s mystics — an individual weresnake might present herself as a scholar, a sacred dancer, or an ascetic monk. They held territory throughout what is now north Africa, the Middle East, and Asia, with a few clutches venturing further, ostensibly to share their knowledge. Other shapeshifters who valued esoteric lore would travel far to learn their secrets, though few could bear to be around the wereserpents for any length of time due to the Nagah’s emotionless nature and serpentine demeanor. This suited the Nagah well, as it kept other Breeds from discovering the truth: that they were actually Gaia’s executioners, merciless killers charged with secretly eliminating anyone — human or shapeshifter — who posed a threat to Gaia. While the Garou hunted down obvious enemies and openly killed them, the Nagah dealt with the secret dangers — including corrupt or traitorous Garou. In that role, the wereserpents travelled across the world in service to the Mother, though they took great care that other Changing Breeds did not divine their true purpose. Some of the most observant shapeshifters didn’t trust the Nagah, but very few ever learned their true purpose — and fewer still survived to tell others. The oldest and most powerful weresnakes whisper stories of how, in ancient times, their kind killed several prominent Garou in an attempt to curb the werewolves’ drive to dominate the Fera. Unfortunately, their plan backfired — the Garou blamed these murders on other shapeshifters. The anger of the Garou at these murders was the spark that ignited the war of Rage. Very few Nagah actually died in the War of Rage. When their mistake became clear, and the early battles began, they retreated en masse into the Umbra. There, away from the fighting, the wereserpents faked their extinction — not just in the eyes of other shapeshifters, but to the Umbra itself, severing their ties with the spirits they once served and been mentored by. Without spiritual allies, and outside of the pact of kinship between Gaia’s children and the spirit world, the Nagah prepared for the future.
When they finally returned to the physical realm, the weresnakes concealed their presence and activities even more carefully than before. In order to maintain their charade, nobody could know of their existence. Since then, the Nagah have been sufficiently careful that almost every other shifter still believes that they became extinct during the War of Rage. Even in the Beast Courts of Asia — where a small group of wereserpents revealed their existence in the belief that the Hengeyokai would make strong allies — most shifters remain unaware of their existence. The few Hengeyokai who do know of the Nagah are bound by honor not to tell of the Nagah’s existence to those outside of the Courts.

Kinfolk Cults
Because they hide their true natures from almost everyone else, most Nagah become quite close to their human Kinfolk — often a wereserpent’s Kin are the only people who know that she truly exists. A few maintain ties to their old human lives, but even then they need a tight network of allies to maintain an illusion of normalcy. Because of that, and to keep their existence a closely guarded secret, weresnakes keep careful track of their Kinfolk. The Nagah have an ulterior motive to their careful records — they can also make certain that none of their kind undergoes their First Change someplace where one of the other Changing Breeds might notice them. For thousands of years the Nagah have used their Kinfolk to create secret serpent-worshipping cults and carefully hidden clans of assassins. When a wereserpent discovers new Kin — either through Samskara or tracing families thought lost to the records — she attempts to recruit any them into a local Kinfolk cult. She can arrange offers of lucrative work, while existing sect members act as mysterious patrons and new friends who gradually bring the new Kinfolk into their social and spiritual circle. To preserve secrecy, the cult reveals only a few hints about their existence before the outsider formally agrees to join. The weresnakes watch from the shadows and protect those who seems like they would refuse if they knew the truth. Despite being pitiless assassins, they never kill their Kinfolk, unless that particular Kinfolk has betrayed them — not out of an emotional sense of loyalty, but because Kinfolk are a valuable commodity. A Kinfolk cult or criminal organization can aid their shapeshifting relatives in a more direct fashion. They guard nests of Nagah, especially young weresnakes who may not be able to defend themselves. The most skilled and reliable help with assassinations, cleaning up evidence of the Nagah’s presence or collecting data on targets. Others perform more mundane feats: managing the cult’s finances, gathering necessary resources, or working as drivers and personal assistants. Their elders teach young Kinfolk that weresnakes are sacred beings who receive divine commandments to slay wrongdoers. Despite being relatively solitary creatures, Nagah often grow up surrounded by dedicated relatives. This upbringing also helps to insure that both weresnakes and Kinfolk alike understand the importance of secrecy.

Paranoia
Being a Nagah means living with secrets, including the most important and sacred secrets of all — their duties and the fact of their continued existence. The Beast Courts of Asia know that the weresnakes exist and have some understanding of what they do, but even then the Nagah limit what outsiders know. The Hengeyokai significantly underestimate the numbers of wereserpents, and know little of their methods, tactics or goals. Even one of the few Nagah to join a sentai will only go so far as to discuss her own life, never revealing her people’s secrets. In the rest of the world, the Nagah must be far more secretive, preserving the myth of their extinction. While most shapeshifters only worry about protecting the Veil, the Nagah go much further. They must minimize all evidence of their presence — calling on Kinfolk to help sanitize a crime scene, disposing of bodies in hidden spaces where neither Garou nor mortal authorities can find them, and silencing or killing witnesses. Doing any less would endanger the Sacred Secret. The level of paranoia necessary for a Nagah to live her life would overwhelm most people, but not the wereserpents. A young Nagah manifests serpentine personality traits long before her First Change: she’s hyper-vigilant to her surroundings and doesn’t care who knows that she’s watching them. She’s usually quiet and reserved even when emotion would overcome most people, and she’s always planning. When she does act, she’s swift and decisive, executing what she believes is the most efficient plan based on the information available to her. Outside observers see a neat, fastidious person who acts with an economy of motion, never seeming to put in more effort than is necessary for any given task. That’s not to say that a Nagah is utterly devoid of emotions — some fall in love and even have children with humans or Kinfolk. However, their spouses will never know the truth of what the wereserpent is up to, only the information that she believes they need to know to help her plans and keep her secret safe.

Organization
The weresnakes adhere to a stricter hierarchy than most other Changing Breeds, observing stations and roles that go beyond mere rank and Renown. Their true leaders are the Wani, the Dragon Kings who dwell in Xi Wang Chi. The Nagah’s bond with the Wani is especially important to the Breed, for they lack pacts with other spirits as a result of their Sacred Secret. Instead, they must rely upon the servants of the Wani to summon other spirits and learn their Gifts. Sitting beneath the Wani are the Sesha, the nine highest-ranking Nagah who dwell Nandana, their vast and opulent Ananta. The Sesha oversee the affairs of all weresnakes and by law must dispense justice to any who betray their breed. They also regularly review the behavior and success of each nest, awarding increased rank to deserving weresnakes, and answering petitions from Nests to summon spirits that the Nagah may learn new Gifts. Beneath the nine Sesha are the Crowns, the wereserpents’ regional councils. Each Crown oversees a specific region, and is composed of three high-ranking weresnakes, who administer the various nests within their region. Each Crown works with nests of Nagah and Kinfolk cults in their region to monitor threats to Gaia, and pass on suitable targets to other nests. A Crown must use the resources available to them — the Zuzeka sit in judgment over the Americas, but most of their nests spend their time in the rainforests of South and Central America. When they decide to act against a threat in North America, the Crown may only have one or two nests capable of reaching their target in time. The Crown will hear about any Nagah who betray their Breed — unless, of course, the traitor is part of the Crown — but must pass the matter to the Sesha. Traitors are poison to the wereserpents as a whole, not just one region, and thus are a matter for higher sanction than any individual Crown can muster. At the lowest level of the hierarchy is the nest, a small group of Nagah who work together when the situation requires it. Members of a nest may be as close to one another as beloved siblings, or exhibit a friendly rivalry. Although the Nagah are more solitary than the Garou and members of a nest may spend periods away from their fellows, the nest is a sacred bond. Even the most paranoid weresnake shares almost all of his secrets with his nestmates. While the Nagah are most populous in South and Southeast Asia, some nomadic nests go wherever the Sesha or Crown sends them. Others make their home in a specific region, including South and Central America, Africa, and parts of Australia. A few nests make their base in the cities of Europe and North America, but the Nagah remain rare in places that are too cold for their serpent Kin to thrive.

The Hunt
A Nagah’s most sacred task is to hunt down and assassinate the enemies of Gaia. A nest may receive missions from their region’s Crown, based on a wide net of information that points to a single target. A few nests receive their sacred duties directly from the Sesha, tasked to kill those seen as a threat to all Nagah. More often, a nest Nagah uncovers their targets using Samskara. They combine this with information from Kinfolk cults and detailed research to identify their targets and obtain justification for killing them. With this obtained, the weresnake’s hunt is on. She studies her victim, learning his habits, weaknesses and flaws. How long she takes depends on her victim’s importance, and whether he possesses any supernatural defenses. She may only spend a day observing a low-level corporate functionary, but a well-protected CEO — or a high-ranking Garou — could take weeks or even months to analyze. Once the weresnake sufficiently knows her target, she can use what she has learned to come up with a plan to execute him. Aside from planning a successful strike, her main concern is how to avoid leaving any evidence of her presence. Especially when hunting other Changing Breeds, the latter is just as important as the former. Many Nagah decide on both the method of the kill and how they frame the death based upon their victim’s crimes. A wereserpent will likely make some kills look like accidents, especially if a murder might draw suspicion to the involvement of the Nagah. More often, the assassin makes obvious kills, framing the victim as a warning to others who commit similar crimes. Whenever possible, she arranges her kill so that another enemy of the Nagah or threat to Gaia appears to be the perpetrator, focusing the enemy’s allies’ urge for vengeance to take down another victim. Some Nagah specialize in hunting down targets, like Black Spiral Dancers, fomori, and other powerful Wyrmspawn, although such creatures often draw the ire of less subtle killers, like the Garou, as well. The wereserpents only involve themselves with such victims when other Changing Breeds do not have a presence in the area, or then the victim is so well-hidden that only the Nagah have uncovered his crimes. Other daring weresnakes hunt traitorous shapeshifters — especially the Garou — or those whose incompetence or blindness aids the Wyrm while a few of the Nagah’s most skilled assassins hunt vampires, mages, and other supernatural threats.

THE SACRED LAWS
Preserve the Sacred Secret at All Costs
Honor The Three Mothers — Earth, Moon, and River
Punish Those Who Betray Their Duties
Never Hunt Alone
Remain Humble
Abhor Imbalance
Strike Against the Corruptor if the Opportunity is True

Dans la Beast Court
The existence of the wereserpents is public knowledge among the Beast Courts, but they remain the most secretive of the Eastern Changing Breeds. Nagah are the judges and enforcers of the Beast Courts and often remain outside the mainstream of Court society, ever watchful but rarely personally involved in politics or as members of sentai. Although the other members of the Beast Courts know little about the Nagah’s true role as Gaia's assassins, many other hengeyokai regard them as somewhat sinister, though devoted to the Courts. Most Nagah don't join mountain sentai, and many prefer working solely with their own kind to even the short-term cooperation of belonging to a wave sentai. However, the few who join sentai are as loyal and devoted to their fellows as members of any other Changing Breed. Most of those Nagah who join a sentai choose the Leaf or the Pillar Auspice. The other hengeyokai know that the Nagah must keep their presence secret from any of the Sunset People. That they support and uphold the sacred secret is one of the bonds that helps keep the Nagah fiercely loyal to the Beast Courts.

Nagah secrecy
With an increasing number of Westerners living in Hong Kong and other Asian cities, and Beast Courts thriving in cities in the United States, Canada, and Australia, some members of the Beast Courts wonder why the Sunset People, and especially the Western Garou have not learned that the Nagah still exist. In part, the reason is that almost all members of the Beast Courts take their oath to keep knowledge of the Nagah from the Sunset People very seriously. However, the other reason is the Garou themselves.
Almost all of Western werewolves are certain that the Nagah died out during the War of Rage, and dismiss suggestions that the weresnakes still exist as mistakes, tales by supposedly ignorant and gullible Asian Fera or even deception by vampires or mages who can take on the shape of serpents. Of course, the fact that the Nagah don't hesitate to kill any Western Garou who learns of their existence also helps keep their existence secret.

Organization
The Nagah of the Beast Courts prefer the company of other wereserpents and Kinfolk to the outside world. Most dwell with others of their own kind and their human loyal Kinfolk, close to rivers or lakes that can hold the nest’s shared Ananta. Some instead choose to live in one of the Beast Courts, where they remain as quiet and watchful guardians. Those who do not join sentai are most often courtiers who protect the Dragon Nest and keep a careful watch for both traitors and outside threats. A disproportionate number of Nagah died during the War of Shame, and for centuries only a handful of their nests survived in the Beast Courts, but their numbers have steadily grown over the past couple of hundred years.

 
 
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 "Nagah".
- Ensuite, en dessous, vous inscrivez votre breed. C'est à dire la forme que vous avez à votre naîssance. Balaram, Ahi ou Vasuki. Plus d'informations sur les breeds sont décrit plus bas.
- La derniere, inscrivez votre auspice: Kamakshi, Kartikeya, Kamsa ou Kali.
 
- 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 "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 Nagah ont 5 transformations.
 
Form Statistics
(Information sur les formes plus bas.)
Human
SilkaramAzhi DahakaKali DahakaVasuki
Str: +2Str: +3Str: +2Str: –1
Dex: +0Dex: +2Dex: +2Dex: +2
Sta: +2Sta: +3Sta: +2Sta: +1
App: –2App: 0App: 0
Man: –2Man: –3Man: –3Man: 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 general Nagah Gift, un breed Gift et un auspice Gift.)
Rage = (Dépend de votre auspice. Voir plus bas)
Gnose = (Dépend de votre breed. Voir plus bas)
Willpower = 4
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 / 2
Gnose / 2
Willpower / 1
Mérite / 1
 
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Traits
 
As non-mammalian shapeshifters, Nagah have significant physical (and spiritual) differences from many of the other Changing Breeds.
Nagah are partly amphibious and can hold their breath twice as long as Garou. Nagah in Kali Dahaka form (see below) possess gills and can breathe water as easily as air.
In all forms, a Nagah has keen eyesight and color vision. Their senses of taste and smell become increasingly acute as they shift from Balaram to Vasuki form. For each form removed from Balaram, reduce the difficulty of Perception rolls involving taste and smell by –1 (to a minimum difficulty of 3). In Kali Dahaka form, the Nagah also gains the benefits of the lupus Gift: Scent of Sight.
Wereserpents also have somewhat poor hearing. In Kali Dahaka form, Nagah gain a +3 difficulty to all hearing-based Perception rolls. In Vasuki form, Nagah are deaf to all airborne sounds.
All Nagah begin with Willpower 4.
 
Rage
Nagah regain one point of Rage for each hour spent underwater or partially submerged. However, their cold-blooded nature means that their capacity for Rage increases slowly.
Nagah pay double the freebie point cost (2 per point) and experience point cost (current rating x 2) to increase their Rage. For each point a Nagah’s Rage exceeds his Willpower, he loses one die on all Social dice pools. Humans can feel the presence of this cruel and ruthless creature, and avoid prolonged contact. Nagah are subject to frenzy (but not the Thrall of the Wyrm), but require six successes on a Rage roll to lose control.
 
Umbra and Totems
Weresnakes do not have easy access to the Umbra. A Nagah can only step sideways in the immediate presence of the Ananta to which it and its nest-mates are dedicated. If a Nagah carries the Ananta within himself (see Background Ananta) he can attempt to step sideways anywhere, leading his other nest-mates across the Gauntlet with him. Any Nagah can step sideways in the Serpent Waters — aquatic Glens where the Umbra bleeds into the physical world. Nagah have neither individual nor pack Totems. However, Nagah who belong to the same nest share a powerful spiritual bond. Nagah can lead their nest-mates into the Umbra as though they were a pack. This bond also allows them to use Pack Tactics (W20, p. 300) as though they had a totem.
 
Venom
In any form other than Balaram, a Nagah can inject a chosen victim with supernaturally potent venom. A Nagah can deliver this poison when her bite inflicts at least one health level of damage. Her poison causes an additional seven health levels of aggravated damage that the victim soaks separately from the bite. Her venom cannot affect spirits (even materialized spirits) or other Nagah. A Nagah can store three doses of venom in her poison glands, and each dose takes 24 hours to replenish itself. In Azhi Dahaka form, Nagah can attempt to spit venom into a target, poisoning and perhaps blinding him. Spitting venom uses up the equivalent of two doses of poison. Roll Dexterity + Athletics, difficulty 7 (difficulty 9 when targeting the eyes). If the attack hits, the victim has until the Nagah’s next turn to wash it off. If he cannot, the venom inflicts seven levels of aggravated damage as normal. If the attack hits the eyes, the venom also blinds the victim for a number of rounds equal to (10 – victim’s Stamina; minimum 3 rounds).
 
 
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Breeds
 
Nagah have three breeds: balaram (a weresnake born as a human), ahi (a Nagah “metis”), and vasuki (born as one of a clutch of young serpents). Female Nagah always know if they are carrying a wereserpent or one of the Kinfolk. If she is bearing Kinfolk, a pregnant Nagah can choose to give birth to a human child or a clutch of snakes using the Rite of Bearing — a choice she must make if the father is also Nagah. If she does not use the Rite, her offspring share the breed of their Nagah parent.
 
Balaram: Human relations are important to the Nagah; without information networks and clean-up crews, the assassins would be much less effective as a whole. Those Nagah born into a Nagah cult or crime family are often considered specially blessed, as they begin learning their nature very early; weresnakes who grow up knowing nothing about their heritage are often horrified to suddenly become a monstrous serpent. Long ago, most balaram were the children of human nobles, but for the last few centuries Nagah have bred predominantly with humans they admire, regardless of their paramours’ mortal standing.
Beginning Gnosis: 1
Beginning Gifts: Persuasion, Prehensile Body
 
Ahi: Ahi are not deformed or stigmatized. Instead, Nagah particularly prize and cherish the children of two of their breed, seeing them as creatures born to maintain harmony — only one in every ten children born to two Nagah parents is ahi. The parents of an ahi almost always belong to the same nest. A female Nagah can only bear a single ahi at a time, and must give birth in an Ananta or in Serpent Waters. As the child is born in Ahzi Dahaka and cannot shapeshift for the first few years of life, the parents raise ahi in the Umbra away from prying eyes. The child must enter the physical world at least once every three months or else he becomes a spirit. Because of their upbringing, ahi Nagah are the most dedicated to their nests, and the most familiar with the spirit world.
Beginning Gnosis: 3
Beginning Gifts: Weaver Sense, Wyld Sense, Wyrm Sense
 
Vasuki: Born as part of a clutch of a dozen or more eggs, vasuki grow up living as snakes. Only a single member of a clutch ever becomes a weresnake; the rest are Kinfolk. Both the human world and the spirit world can be very strange for newly changed vasuki. Seemingly simple tasks like walking or holding a weapon can be a challenge to a creature born with no limbs or appendages, and teaching a vasuki to integrate can require considerable time and effort. However, vasuki are also by far the most comfortable with wild areas and the natural world, and thus an important part of the Breed.
Beginning Gnosis: 5
Beginning Gifts: River’s Gift, Treesnake’s Blessing
Restricted Abilities: Beginning vasuki 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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Auspices

A Nagah’s role and temperament depends upon the season of the year they were born in. Moon phase has no relation to this, nor does where the Nagah was born. Each season is also associated with one of the four classical elements.

Kamakshi (Spring): In the spring, serpents wake and leave hibernation. This is also the breeding season for many snakes. Many Kamakshi excel in medicine, teaching and raising children, and helping others. They tend to be active, but somewhat less inclined to violence than most other Nagah — though still merciless killers, a Spring Nagah is more likely to regret a needless death.
Their elemental association is to Earth.
Beginning Rage: 3
Beginning Gifts: Ganga’s Caress, Resist Pain

Kartikeya (Summer): Snakes are most active and aggressive in the summer. Many Kartikeya are warriors who love battle, allowing their Rage to change them into bloodthirsty monsters. They are more impulsive and inclined to acts of extreme violence than other Nagah.
Their elemental association is to Fire.
Beginning Rage: 4
Beginning Gifts: Eyes of the War God, Scent of the True Form

Kamsa (Autumn): Snakes prepare for hibernation in autumn. Kamsa reflect that, being careful planners and exceptionally devious. They are more inclined than other Nagah to indulge in complex machinations, both in the course of their lives and when hunting targets to assassinate. Most are intellectuals who love riddles and mysteries, and many are extremely introspective.
Their elemental association is to Air.
Beginning Rage: 3
Beginning Gifts: Executioner’s Edge, Slayer’s Eye

Kali (Winter): Winter is a difficult time for snakes and the Kali use difficulty to motivate them to do their best. They are the most ruthless and persistent of the four types of Nagah, preferring simple and direct action to complex schemes or impulsive violence.
Their elemental association is to Water.
Beginning Rage: 4
Beginning Gifts: Guided Strike, Iron Coils

_____________________________________________________________
 

Forms


 Nagah / Were-Serpent (RESTREINT, sous l'acceptation du MJ seulement) NagahForms

Nagah can assume five different forms.
 
• Balaram: In human form, the Nagah tend towards lithe forms of sinuous grace and wiry muscle. Many are of East Indian or Asian descent, but as the Breed has expanded across the globe, it has assimilated new humans into the family, and now contains members of all races.
 
• Silkaram: In Silkaram, the Nagah becomes a scaled humanoid with serpent eyes, and claws that do Strength + 0 lethal damage. Silkaram Nagah are slightly taller than in their Balaram form, and increase in mass between 10% and 30%.
 
• Azhi Dahaka: Like a cobra poised to strike, this hideous, serpentine battle form can stretch to 25 feet, but is capable of upright posture and movement. While otherwise snake-like, to better serve their holy directive Naga in the Azhi Dahaka form also have flexible, muscular arms that end in viciously clawed hands (Strength +1 aggravated damage). All Nagah can manifest hoods like cobras in Azhi Dahaka, regardless of the species of their natural snake form.
 
• Kali Dahaka: In Kali Dahaka, the Nagah becomes a huge snake, stretching up to 30 feet long and as thick around as a strong man’s leg. Unlike Azhi Dahaka, a Nagah in this form moves like a natural serpent, and appears to be an unnaturally large version of the breed of snake the Nagah assumes in his Vasuki form.
 
• Vasuki: While in Vasuki form, a Nagah looks like a large, poisonous snake. While most Nagah were originally cobras, the wereserpents can breed with any large, poisonous serpent, including mambas, rattlesnakes, cottonmouths and vipers. The patterning and look of her Vasuki form carries through to her other forms except Balaram, influencing the look of her scales and coloration.
 
 
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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.
 
General Nagah Gifts
 
Eyes of the Dragon Kings (Level One) — The Nagah gains perfect clarity of vision in any circumstances — fog, smoke, murky water, even total darkness fail to impede her. It takes a solid object to block her line of sight.
System: The player makes a Gnosis roll, difficulty 6. For the rest of the scene, the character is immune to penalties to visual Perception rolls from any source.
 
Lizard’s Favor (Level One) — The Nagah gains the ability to masquerade as a Mokolé by adding lizardlike characteristics to her body.
System: The player spends a Willpower point and rolls Stamina + Primal-Urge. Each success allows the character to add one trait — legs, a royal crest, a frilled neck, fins, a back sail, etc. — to any forms she desires. Only legs are fully functional; features such as wings or horns are vestigial and have no mechanical impact.
 
Scent of Running Water (Level One) — As the Ragabash Gift. — The werewolf can mask her scent completely, making herself virtually impossible to track. A fox-spirit teaches this Gift.
System: The difficulties of all rolls to track the Garou increase by two. This Gift’s effects are permanent, though the Ragabash may temporarily suppress them at will (which may be necessary to blend in with wolf packs).
 
Sense Wyrm (Level One) — As the Theurge Gift. — The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Wyrm’s spiritual emanations as a stench. This Gift doesn’t necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense Wyrm requires active concentration; the spiritual sense it provides doesn’t function passively. The Gift may be taught by any Gaian spirit.
System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence: sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.
 
Slayer’s Eye (Level One) — As the Shadow Lord Gift: Fatal Flaw. — The Shadow Lord can spy a target’s weakness, gaining an advantage in combat. A Stormcrow teaches this Gift.
System: The Shadow Lord concentrates for one full turn, then the player rolls Perception + Empathy (difficulty equals the target’s Wits + Subterfuge). Success grants the Garou an extra die of damage during combat with that target. Additional successes grant knowledge of further weaknesses, but not more dice.
 
Snake’s Skin (Level One) — As the metis Gift: Shed. — 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.
 
Breed Gifts

Balaram Gifts
 
Cold Blood (Level One) — The Nagah may make her Balaram form cold-blooded, rendering it invisible to infrared scanners, increasing the ease of passing as a vampire, and reducing the chance of heat stroke in unusually hot environments.
System: The player rolls Stamina + Primal-Urge. The change lasts for one hour per success.
 
Persuasion (Level One) — As the homid Gift. — This Gift imbues a homid’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.
System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).
 
Prehensile Body (Level One) — In forms other than Balaram, the Nagah can grasp and manipulate objects with her tail (or coils) as easily and deftly as she can with her hands in human form.
System: This Gift’s effects are permanent.
 
Ahi Gifts
 
Bones as Coils (Level One) — As the metis Gift: Rat Head. — Metis are born into a world where they metaphorically don’t belong; it seemed only natural to rat-spirits to teach them to get into such places in the literal sense as well. This Gift renders the metis’s bone structure collapsible, allowing her to squeeze through any gap she can fit her head into.
System: The player spends one Gnosis and rolls Dexterity + Athletics (difficulty 7). For the rest of the scene, the metis may squirm through any gap she can fit her face into, moving at her walking speed to do so.
 
Weaver Sense (Level One) — The ahi is sensitive to the works and emanations of the Weaver and her minions. He may also be able to notice patterns when there should be randomness, order where there should be chaos, and times and places where these forces are out of balance. From the physical world, he can behold Weaver-spirits and the Pattern Web in the Penumbra.
System: The player rolls Perception + Enigmas (difficulty of the local Gauntlet). In addition to sensing Weaver influence, the character an also “peek” into the Penumbra, but may only see Weaver-spirits and constructs. This Gift lasts for one scene.
 
Wyld Sense (Level One) — As Naga Ahi Gift: Weaver Sense, but detecting Wyld-spirits and energies, as well as chaos, creation, and primordial forces (raw Gnosis, etc.) It also reveals powerful passions like love, anger, and hatred in mortals.
 
Wyrm Sense (Level One) — As Naga Ahi Gift: Weaver Sense, but detecting Wyrm-spirits and energies, as well as mortal forces of corruption, destruction, death, and decay.
 
Vasuki Gifts
 
River’s Gift (Level One) — Normally, a Nagah is amphibious only in Kali Dahaka form, breathing water as easily as air. With this Gift, the Nagah may perform the same feat in any form.
System: This Gift’s effects are permanent.
 
Treesnake’s Blessing (Level One) — The Nagah with this Gift is unusually swift and sure when climbing trees, mountains, cliffs, and even rough walls.
System: The character permanently adds three dice to climbing rolls, and may climb at her full ground movement speed.
 
Sense Vibration (Level One) — As the lupus Gift: Scent of Sight. — The werewolf can compensate for her vision completely by using her sense of smell. She can attack invisible creatures normally or navigate in absolute darkness. Wolf-spirits teach this Gift.
System: The werewolf fully substitutes her sense of smell for her vision, enabling her to distinguish identity and location flawlessly (color and fine details, such as letters printed on a page, remain beyond her). A Perception + Primal-Urge roll may be required to detect things which actively obscure their scent.
 
Auspices Gifts
Vous pouvez remplacer votre gift de Path par un gift d’auspice de la Beast Court en cliquant ici.

Kamakshi (Spring) Gifts
 
Ganga’s Caress (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.
 
Resist Pain (Level One) — As the Philodox Gift. — Fortifying herself with purpose and will, the werewolf shuts out the pain of her wounds. A bear- or badger-spirit teaches this Gift.
System: The player spends one Willpower point; the character ignores all wound penalties for the rest of the scene.
 
Welcome Assassin (Level One) — As the Children of Gaia Gift: Brother’s Scent. — Drawing upon the universal brotherhood of all creatures of Gaia, the werewolf seems to fit in wherever he goes. Those given no reason to suspect the Child’s presence simply overlooker. A servant of Unicorn teaches this Gift.
System: The player spends a Gnosis point and rolls Appearance + Empathy (difficulty 6). All individuals not specifically on guard against intruders overlook any incongruity in the Garou’s appearance — for example, a naked man covered in blood and carrying a grand klaive walking through a high-society ball would draw no particular notice, nor would a wolf wandering through a residential neighborhood. The Garou isn’t invisible, he simply doesn’t stand out when he otherwise should, and his appearance is considered unremarkable even when he’s interacted with. If the werewolf’s actions alone would draw attention to himself (shouting, starting a fight, attempting to kick down a locked door) the Gift’s illusion is immediately broken. Those specifically on the lookout for individuals who don’t belong (security guards at a private facility, for example) don’t succumb to this Gift unless their Willpower is lower
 
Kartikeya (Summer) Gifts
 
Brief Sensation (Level One) — The Kartikeya may project a brief, illusory sensation into a target’s mind — the scent of baking bread, a lover’s voice heard in a crowd, a flash of sun on metal from a window. Such simple tricks are generally all a truly skilled assassin needs.
System: The player spends one Gnosis point and rolls Wits + Subterfuge (difficulty 6). The Nagah may induce one phantom sensation per success in her target over the course of the next scene.
 
Eyes of the War God (Level One) — Like their divine namesake, the Nagah watches the world as though he had six faces, and can never be surprised.
System: The player rolls Wits + Alertness (difficulty 6). For the rest of the scene, the Nagah gains full 360-degree vision, and adds one die per success to all rolls to notice enemies and attacks.
 
Scent of the True Form (Level One) — As the Philodox Gift. — The Philodox is able to scent the truth of those she meets, literally sniffing out an individual’s true form. A vulturespirit teaches this Gift.
System: The Garou can smell Kinfolk or a fellow werewolf automatically. In all other cases, the player must roll Perception + Primal-Urge (difficulty 6). One success will identify a normal human or animal; two successes will detect a vampire, changeling, demon, mummy, or Fera; four successes are needed to sniff out a mage, ghoul, or fomor. The Imbued register as normal humans to this Gift. Unfamiliar scents aren’t automatically recognized: A Philodox that has never encountered any Rokea might not immediately recognize the scent she detects as “wereshark.”
 
Kamsa (Autumn) Gifts
 
Executioner’s Edge (Level One) — As the Shadow Lord Gift: Seizing the Edge. — Shadow Lords don’t acknowledge the idea of the draw. If neither competitor wins, then they both lose. This Gift allows the Garou to swing the balance, ever so slightly, in her favor. A spirit servant of Grandfather Thunder teaches this Gift.
System: Whenever the Shadow Lord is involved in an opposed roll with another being, any ties go to the Shadow Lord. This Gift’s effects are permanent, but invoking them more than once in a scene costs one Gnosis per additional tie broken.
 
Lightning Reflexes (Level One) — As the Get of Fenris Gift. — Fenrir are Gaia’s ultimate warriors, effortlessly switching from offense to defense as the needs of battle demand. A mongoose-spirit teaches this Gift.
System: The player reflexively spends one Willpower point. For the next day, the character need neither make a Willpower roll nor spend a Willpower point to abort to a defensive action.
 
Predator’s Patience (Level One) — The Nagah may remain absolutely motionless for endless hours when waiting for her prey, without cramping or growing tired.
System: The Nagah permanently adds one automatic success to Stealth rolls that rely on absolute stillness.
 
Kali (Winter) Gifts
 
Guided Strike (Level One) — The Nagah strikes with deadly and unerring accuracy.
System: The player rolls Rage (difficulty 5) and spends one Willpower point. Each success adds one die to the next roll to hit a target.
 
Iron Coils (Level One) — As the Silver Fang Gift: Falcon’s Grasp, save that it increases the Nagah’s coil strength, not that of his hands or jaws. — The werewolf’s hands or jaws tighten in a mighty death-grip, making it nearly impossible to escape. A falcon-spirit teaches this Gift.
System: The player spends one Rage point. For the rest of the scene, the Garou’s grip (with both hands and jaws) is much stronger — her Strength is considered three points higher for grappling or maneuvers such as the jaw lock (see Special Maneuvers, p. 299). This extra Strength does not apply to damage rolls.
 
Wyrm Sense (Level One) — As the ahi Gift.
 
_____________________________________________________________
 

Mérites
Cliquez ici pour la liste.


Dernière édition par Dragon le Dim Juil 05, 2015 5:31 pm, édité 14 fois
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Messages : 88
Date d'inscription : 07/12/2014

Nagah / Were-Serpent (RESTREINT, sous l'acceptation du MJ seulement) Empty
MessageSujet: Re: Nagah / Were-Serpent (RESTREINT, sous l'acceptation du MJ seulement)   Nagah / Were-Serpent (RESTREINT, sous l'acceptation du MJ seulement) EmptyLun Jan 05, 2015 7:15 pm

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

Backgrounds
  

Ananta
Précision du MJs, un Ananta est déjà à la disposition des joueurs et ils y sont lié, ou non. (à votre discrétion)

A Nagah’s Ananta is similar to the Den-Realm of a Bastet, save that Nagah nests may pool their Background points to share a single Ananta, or each have their own personal Ananta (but not both; a wereserpent may only carry a single Ananta within herself at a time).
The rating of this Background determines the Ananta’s size and ability to provide food and drink. In the physical world, the Ananta has almost no actual presence — only a small space nominated as a “doorway,” through which the Nagah may step sideways to enter the pocket-realm. This portal is invariably at the bottom of a river or other source of fresh water. Other Nagah are capable of sensing the presence of an Ananta’s doorway; it is otherwise undetectable. The difficulty to step into an Ananta is equal to the local Gauntlet, -1 for every two points in the Background (minimum difficulty 2). Ananta are invisible from the Umbra. An Ananta’s interior can resemble anything its owner desires.
Once the wereserpent has created his (or his nest’s) Ananta, he may “swallow” it to move it from place to place at any time, and may regurgitate it at any future time. While the Ananta is within him, the Nagah may step sideways as the Garou do. However, if the Ananta is destroyed for any reason, each Nagah to which it belongs loses a permanent Gnosis point.
• A small and meagerly appointed Ananta. No refreshments are available.
•• A modest Ananta, roughly the size of a guest bedroom, with enough food and drink to entertain a visitor or two.
••• An Ananta well-suited to a nest, roughly the size of a townhouse or hotel suite, with enough food and drink for the whole nest.
•••• A spacious nest, about house-sized, with abundant food.
••••• A luxurious Ananta, the size of a small mansion, with gourmet delicacies for all.

 
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.
 
Ancestors
Ancestral memory in humans is no more than pseudoscientific nonsense. To the Garou, who can contact the spirits of their ancestors, it’s a fact of life. Many werewolves carry some of the memories of a distant ancestor; some even allow their forebears to take over their bodies. Once per game session, the player of a Garou with this Background may roll his Ancestors Background (difficulty 8, or 10 if he’s trying to contact the spirit of a specific ancestor). Each success allows the character to increase any Ability by one for the purposes of a single die roll, even if he has no dots in the Ability — and he doesn’t suffer the penalty for not having the Ability. For example, young Emil, a pure flatlander, must scale an immense cliff to come to the aid of his embattled pack. Emil has an Ancestors rating of 4 and Athletics 0. He calls on his forebears to guide him, and Emil’s player rolls four dice at difficulty 8. He scores three successes. Emil contacts his great-great-great granduncle Cragtamer, who guides him over the sheer face and over the top. Now the player has an effective Athletics rating of 3 to make his climbing roll. If the Garou had an Athletics rating of 2, then his effective dice pool would be 5. All effects last for the rest of the scene.
While it is more difficult to contact a specific ancestor, successful contact provides either useful advice or precognitive visions at the discretion of the Storyteller. Botching an Ancestors roll may indicate that the character becomes catatonic for the remainder of the scene as he’s overwhelmed by the memories of thousands of lives. Alternatively, the ancestral spirit refuses to relinquish the body. How long the ancestor stays depends on the Storyteller.
 
• You have brief, hazy visions from the distant past.
•• You remember faces and places from past lives just as you remember those of your early childhood.
••• You put names to faces among your ancestors.
•••• Ancestors converse with you on a regular basis.
••••• Your ancestors watch your adventures with interest, and they often come to counsel you.
 
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 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.
  
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
.

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

Existing as they do outside of the Pact, Nagah are limited to rites which call upon spirits that directly serve the Wani. Being less social creatures than Garou, Nagah make use of few social rites; their intimacy with their nestmates is generally already so intense that rites could do nothing to cement it further.

Forked Tongue
Level One, Mystic
The ritemaster enacts the rite while licking an item representative of the target — a photograph, or a sample of hair, skin, or blood. If successful the victim cannot help but lie about even the most trivial things. Nagah use this rite to help distance their intended victims from their social supporters.
System: If this rite is successful, the victim must succeed on a Willpower roll (difficulty equal to the Gnosis of the ritemaster) in order to tell a single truth. Every other word out of her mouth is a falsehood, no matter how innocuous or simple the truth. The rite’s effects last a day per success rolled when enacting the rite.

Rite of Bearing
Level One, Mystic
When a Nagah becomes pregnant, she instinctively knows whether or not her child will be a wereserpent. If the father is also Nagah and her child is not ahi, then she must use the Rite of Bearing to determine which form she will take for the pregnancy, and thus whether she will birth a human child or a clutch of snake eggs. Nagah egg clutches tend to be smaller than is the norm for cobras, and for Nagah human births often produce twins. If this rite isn’t performed within a week of conception, her inchoate pregnancy is reabsorbed back into her body and terminated.
The Nagah’s nestmates are the ones that actually perform this ritual, invoking Lunes and river-spirits to bless the new life growing within her while she chants a mantra that lists all the strengths of the breed form she has chosen. Once the words no longer make sense, the Nagah slips into a river while taking the form in which she intends to remain for the duration of her pregnancy.
System: Those enacting the rite must roll Charisma + Rituals, difficulty 6 (7 if only one nestmate performs the ritual, 8 if the mother must perform it alone).
Nagah who take human or cobra mates bear children according to their breed form as usual, but may also use this rite within a week of conception to change their Kinfolk children’s nature as if the father were also Nagah. The difficulty, however, rises by one in addition to any other modifiers.

 

Naming the Target
Level Three, Mystic
A nest performs this rite when it is ready to conduct an assassination. When their last mission has been concluded with the Votive for the Dead (see below), they gather in a dark room or near a river, join hands or coils, and chant a mantra to invoke the Wani. If the rite succeeds, the Wani grant flashes of insight about the nest’s next target, as well as some clues to the nature of the target’s offenses against Gaia, his current location, and other facts relevant to the hunt.
System: The ritemaster rolls Perception + Rituals (difficulty 7). The more successes rolled, the more information is gained about the target and the nature of his transgressions.

Votive for the Dead
Level Four, Death
After completing an assassination, the nest must ritually review why the victim’s death was justified, reaffirming their actions. The ritualist chants the victim’s crimes against Gaia, gradually repeating them until they become a simple mantra. This rite must be performed before the nest can begin another hunt or enact the Naming the Target rite.
System: The ritemaster must score at least one success; failure necessitates that the nest spend at least a week in meditative insight, reviewing their mission in greater detail, which is likely to slow the nest’s advancement in rank.


Dernière édition par Dragon le Sam Avr 25, 2015 1:49 pm, édité 3 fois
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Date d'inscription : 07/12/2014

Nagah / Were-Serpent (RESTREINT, sous l'acceptation du MJ seulement) Empty
MessageSujet: Re: Nagah / Were-Serpent (RESTREINT, sous l'acceptation du MJ seulement)   Nagah / Were-Serpent (RESTREINT, sous l'acceptation du MJ seulement) EmptyLun Jan 05, 2015 7:26 pm

Lexique Nagah

Ananta: A secret realm in the Umbra. It’s portable if dedicated to a specific Nagah.

Crown: A regional council of wereserpents.

Devi: An aspect of the Earth Mother or “Emerald Mother.” Where Gaia is an aspect of the Earth Mother known for Her love, Devi is known for Her wrath.

Khurah: The Nagah’s term for other shapeshifters.

Nandana: The Ananta of the Sesha, the spiritual realm where the nine elders of the wereserpents meet in secret.

Nemontana: A Crown of Nagah that judges the shapeshifters of Europe.

Nest: A nomadic group, usually two or three Nagah, linked by bonds closer than family or lovers; akin to a pack of Garou. Sacred Secret: The ultimate secret: that the Nagah still exist. Kept from the Garou at all costs. Some of the Hengeyokai know the secret, and the Mokolé suspect it (as they do not remember the Nagah’s extinction).

Samskara: Nagah rites, often performed in a river or in a place sacred to their serpentine Kin because Nagah do not hold Caerns.

Sannyasin: A Nagah who does not belong to a Nest. Nagah custom forbids a wereserpent from hunting alone, so to be a Sannyasin is to become a hermit or ascetic, retired from a life of sitting in judgment on others. Some Nagah choose to become Sannysain to atone for losing their Nests.

Serpent Waters: Aquatic Glens, purified areas of the Umbra claimed by the Nagah, sometimes called “Jeweled Pools” by young Nagah. Wereserpents can step sideways in Serpent Waters, at least until the Wyrm corrupts them or another Changing Breed rededicates them.

Sesha: The ruling council of the Nagah, nine wereserpents who are the highest governing body of their kind.

Vrita: A Crown of Nagah judging the shapeshifters of India and Asia.

Wani: The great dragon-spirits that act as patrons to the Nagah, the only spirits who know the Sacred Secret. Also known as “Dragon Kings” or “Lu Lung.” These spirits are distant relatives to the ancestor spirits of ancient Mokolé. Nagah serve the Wani in lieu of totems or patron spirits.

Yamilka: The Crown that judges the shapeshifters of the Middle East

Xi Wang Chi: The spiritual realm of the Wani, the spiritgods of the Nagah. Only Nagah and Mokolé can reach this Umbral realm, and even then only briefly.

Zuzeka: A Crown of Nagah sitting in judgment of the shapeshifters of the Americas.
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