Zahru/Gifts

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GIFTS

Alms To The Poor - The player spends a point of Gnosis and rolls his Gnosis against difficulty 6. Each success creates a handful of food or cheap copper coins (no bills, silver or gold). Most Bubasti disguise this “miracle” by reaching into a sack or box before sharing this wealth.

Banish Sickness - Curing a simple illness like the flu requires a Manipulation + Medicine roll (difficulty 6). Severe diseases and venoms demand a Gnosis point and a roll against difficulty 7. Chronic illnesses or really lethal poisons demand two Gnosis points and a difficulty of 8 or higher. Vicious diseases that eat a victim alive, like AIDS, leprosy, etc. may demand three Gnosis, or even remain incurable by magical means.

Catfeet - This Gift gives the werewolf the agility of a cat, making him immune to falls under 100 feet (he lands on his feet just right). He also has perfect balance even on the most slippery surfaces, and the difficulties of all combat actions involving body slams and grappling decrease by two. Cat-spirits teach this Gift.

Command Attention - The player rolls Manipulation + Expression (difficulty 7) to get everyone’s attention for one turn. This Gift also reduces the difficulty of his next Social roll by 1 for every success he rolls for the Gift. This bonus only applies once, upon entering the space.

Hare's Leap - The player rolls Stamina + Athletics (difficulty 7). If successful, she may double her normal jumping distance.

Kitten's Cry - The Bastet's player rolls her Manipulation + Expression; the difficulty depends on the circumstances and the target. If the roll succeeds, the target immediately stops whatever he's doing and offers sympathy for the werecat's pain. Some folks, of course, have no pity in their hearts. The Gift inspires hard-souled enemies to torment the Bastet even more than they normally would.

Relationship: Difficulty Lover/relative: 4 Friend: 5 Passerby: 6 Total Stranger: 7 Rival: 8 Enemy: 9 Foe in combat: 10

Lick Wounds.......01/01

Mark As Mine......01/01

Open Seal.........01/01

Pathfinder's Pride01/01

Scent Of The True 01/01

Scholar's Friend..01/01

Sense Wyrm - System: The player rolls Perception + Occult. The diffifculty depends on the concentration and strength of the Wyrm 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 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher

Silent Stalking...01/01

Spirits' Sight....01/01

Treeclimber.......01/01

Truth Of Gaia.....01/01

NUMINA

Alchemy (numina)..03/03

RITES

Jamak Promise Bond01/01

Rite Of Talisman D01/01