Lydia/Gifts

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Revision as of 18:27, 24 October 2016 by imported>Faqirah (→‎RITES)
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Lydia Saliberg, rited Myrina's Vengeance, born on four legs under the full moon, an Athro of tge Black Fury Tribe, Beta Wolf of the Moonguard Hunters, and emissary of the Bacchantes in Delphi.

BLACK FURY GIFTS

(1) Sense Wyrm: 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 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher.

(1) Watchful Eyes: The player spends 1 Gnosis and rolls Perception + Investigation (difficulty 6). Success indicates the distance and direction to the nearest violator of Gaia’s laws (as interpreted by the Storyteller). Note that this Gift does not identify the lawbreaker, an it is somewhat vague: i has a margin of error of roughly 10% of the distance between the Garou and her quarry (that is, if the nearest violator is ten blocks away, the Gift will point out a one-block area). A botch causes this Gift to wrongly identify a potential target.

(2) Rend: System: Spend 1 Rage and roll Strength + Primal Urge (difficulty 6). For each success, the Fury gains the ability to rip through tough substances for one turn. When wearing any of the three “war forms” (Glabros, Crinos, or Hispo) and using hand-to-hand maneuvers, the character ignores the first three dice of the target’s soak pool – the target rolls three fewer dice to soak. This ability to pierce defenses also applies to inanimate objects such as walls and doors, making it considerably harder to hide from Black Furies inside buildings or underground. In case that a given object does not have a soak or armor rating, treat the Fury’s Strength as being three higher for purposes of the Feat of Strength needed to rip through the object. Successful uses of Rend to destroy a wall, door, or enemy add 3 dice to the Fury’s next Intimidation roll against those who saw her do so. *

(2) Sense of the Prey: Leads the garou to a known target. No roll is required unless the target is hiding actively (intent alone is not enough), in which case a Perception + Enigmas roll is made against a difficulty of the target’s Wits + Stealth. If the target is a spirit, the difficulty is the spirit’s Gnosis.

(2) Trail of Pain: The Garou must focus and spend a Gnosis point. At least one turn is required for the Gift user to attune herself to the mental anguish of the target. A Perception + Empathy roll discerns a single sufferer amongst many. The Fury can sense any living being in tremendous pain, physical or emotional , within 50 yards. The user senses only the general direction and urgency, but that’s typically enough for an angry Black Fury.

(3) Coup de Grace: The player spends one Willpower point and rolls Perception + Brawl (difficulty of the target’s Stamina + Dodge). If successful, the player doubles her damage dice on the Garou’s next successful attack.

LUPUS GIFTS

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

(1) Heightened Senses: The player spends a Gnosis point. The effects last for one scene. In Homid or Glabro forms, the werewolf’s Perception difficulties decrease by two, and he may roll Perception + Primal-Urge to perform sensory feats impossible for humans (such as tracking by scent). In Crinos, Hispo and Lupus forms, Perception difficulties decrease by three (which is not cumulative with the ordinary Lupus-form Perception bonuses), and the werewolf gains an extra die to Primal-Urge dice pools.

(3) 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. Possom-spirits teach the Bunyip version.

AHROUN GIFTS

(1) Razor Claws: System: The player spends on Rage point, and the Ahroun must take a full turn to sharpen her claws. For the remainder of the scene, her claw attack do an additional die of damage.

(2) Spirit of the Fray: Once the character learns this Gift, its effects are permanent. The Ahround may add 10 to all his initiative rolls, which will nearly always ensure that he strikes first. If he chooses, the Ahroun may spend a Gnosis point to add another 10 to his initiative roll. Remember, though, that doing so prevents him from spending Rage to gain extra actions; werewolves can’t use Rage and Gnosis in the same turn.

(3) Purity of Spirit: The Garou spends a number of Gnosis points and immediately receives this many automatic successes to soak damage from silver, even if she has no dice to roll. The effects lasts for a number of turns equal to the Gnosis spent, not including the remainder of the turn in which it was activated. The Gift does not take an action to activate, and indeed can be activated immediately if the Garou has been struck by surprise with a silver bullet or blade to help ameliorate the damage… as long as the user hasn’t spent any Rage that turn of course. This Gift cannot be active at the same time as Luna’s Armor; whichever is activated last cancels the prior Gift.

OTHER GIFTS

(1) Spirit Speech: Once learned, this Gift allows the Garou to understand the communication of spirits intuitively. Particularly alien spirits may be difficult — or, in the case of many Banes, outright painful — to understand.

(1) Truth of Gaia: The player rolls Intelligence + Empathy (difficulty of the subject’s Manipulation + Subterfuge). This Gift reveals only whether the target speaks the truth or lies.

(2) Spirit of the Bird: The player spends one Gnosis point. The Garou can fly at 20 mph and hover as she desires. The difficulties of all combat maneuvers increase by one. This Gift lasts for one hour.

(2) Luna's Armor: The Garou concentrates for one full turn, and the player spends a Gnosis point and rolls base Stamina + Survival (difficulty 7). The player may add one die per success to the Garou’s soak pool for the rest of the scene. These bonus dice may also be used to soak silver damage, but only these dice. For example, if the Garou’s Stamina is 4 and the player rolls three successes, the Garou has seven dice to soak non-silver damage and three to soak silver.

RITES

(1) Gathering for the Departed: This is a rite for the newly dead. It is most often performed by either a Galliard or a packmate of the departed Garou. This rite varies dramatically from tribe to tribe. For example, a Fianna ritemaster leads the sept in the telling of tales, both raucous and heroic, about the fallen Garou. In contrast stands the Wendigo's solemn rite, in which the ritemaster and all the fallen one's packmates stand on the highest peak available, tails to the wind, and howl out their pride and grief to speed their companion onward to her next life. What matters in not the exact form the rite takes, but the acknowledgment itself. The ritemaster leads the release of the Garou's combined emotions into the spirit world. Such emotions are said by the Uktena to have a real impact upon the Umbra and may help to ensure that the departed Garou remembers something of her previous lifetime (i.e., the character's next incarnation has the Past Life Background).

(1) Rite of Cleansing: This rite purifies a person, place or object, allowing it to be used without fear of contamination by the Wyrm. To perform this rite the Garou must inscribe a circle on the earth, walking widdershins (counterclockwise) around the afflicted person(s) or object(s) while holding a smoldering branch or torch. She must use a branch (preferably willow or birch) dipped in pure water or snow to asperge the object or person cleansed. As this is done, all Garou present release an eerie, otherworldly howl in an attempt to "frighten away" and thus banish the corrupting influence. Ideally, this rite is performed at dawn, but it can be performed at any time. This rite can be cast upon more than one person or object, but the leader must spend one Gnosis point on each extra thing or person in need of cleansing. The difficulty level equals the Gnosis of the spirit that inflicted the contagion (maximum of 10). Only one success is required. If the rite is performed at dawn, the difficulty level of the rite is reduced by one. Note that this rite cannot heal wounds or damage caused by contamination (see the Fianna Gift: Resist Toxin, pg. 127); it only removes any existing contamination.

(1) Rite of Wounding: This rite celebrates the first battle wound received by a Garou. Each tribe marks this moment differently, but all honor this sign of courage. Many tribes rub ash into at least part of the wound to form a scar of remembrance. The Get of Fenris always end this rite with a fierce all-night revel filled with drinking and fighting. By contrast, the Stargazers end their Rites of Wounding with long philosophical discussions on the nature of bravery and the spiritual significance of the Garou's place and manner of wounding. Only the wounded Garou and the ritemaster must be present for this rite, although it is normally performed in the presence of the Garou's pack and sept. The wounded Garou receives two points of Glory if this rite succeeds.