Broadway Knights/Totem

From City of Hope MUSH
Revision as of 17:14, 15 February 2020 by BadAssUserName (talk | contribs)
Jump to navigation Jump to search

Zarok, Celestine of Jupiter, King of Kings

Rage: 9, Gnosis: 9, Willpower: 8, Power: 26
Description: The kingly Zarok is proud to lend a portion of his magnificence to packs who prove worthy. However, he is unlikely to do so unless convinced that the pack is well-respected among its peers; the presence of a Silver fang is always helpful toward this end.
Traits: Each member of Zarok's pack gains an effective level of Pure Breed when dealing with other Garou. Also, each one of Zarok's children gains an extra point of Willpower for purposes of resisting external domination, mind control or intimidation. The pack gains four additional dice in Leadership, and two additional dice in Intimidation. The pack may also draw upon five additional points of Willpower per story.
Ban: Zarok's children are not allowed to dishonor themselves. Any action which would lead to a loss of Honor renown will cause Zarok to abandon the pack.
Charms:
xxxxxBlast: (Lightning) (WWRev, p 238) This Charm allows the spirit to direct its Rage at opponents from a distance. Depending on the spirit, this effect may take different forms. Some spirits send bursts of fire at their targets, while others use glass, lightning, and even swarms of insects. The spirit causes its rage in dice of Aggravated damage; no roll to hit is required. However this attack drains a point of Power from the spirit.
xxxxxMoonbridge
xxxxxFreeze: (RARussia, p 126) The spirit can lower the temperature drastically in the immediate area. The spirit loses a point of Rage for the remainder of the scene, but everyone in the area of effect suffers the spirits new Rage in dice of Aggravated damage automatically. Using this Charm may have additional effects at the Storyteller's discretion. Some fire-spirits have similar abilities involving flame that are more powerful than the Create Fires Charm.
Minor Benefits:
xxxxxUnaffected By Cold: Packmembers are unaffected by winter's chill, though within 'normal' levels. +1 die bonus vs attempting to survive 'extreme cold' conditions.