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“Every morning in Africa, a Gazelle wakes up.
It knows it must run faster than the fastest lion or it will be killed.
Every morning a Lion wakes up.
It knows it must outrun the slowest Gazelle or it will starve to death.
It doesn't matter whether you are a Lion or a Gazelle...
when the sun comes up, you'd better be running.”
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- Seven - I am a majestic creature, aren't I? For that, I will allow you to continue to scratch behind my ears.
- Van - A Dog who doesn't bark all the time. That's really all it takes to get on my good side.
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General RP Hooks
- Adrenaline Junkie: Honestly, if it gets his heart pumping, he will do it. No questions asked.
- Bouncer: He's got a sweet job kicking people out of clubs. Maybe you want in, but you aren't on the list? Come see me and we might be able to work something out.
- Come up with something: We can work something out, just page me!
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General Gifts
- Catfeet (Rank One) - This gift makes the Bastet immune to falls under 100 feet (he lands on his feet just right). He also has perfect balance even on the most slippery of surfaces, and the difficulties of all combat actions involving body slams and grappling decrease by two. (Innate Ability)
- Lick Wounds (Rank One) - This gift heals normal or aggravated wounds (on either the user or a target). This gift may be used as many times as the Bastet likes, but each healing "lick" costs another Gnosis point. Some substances like silver or wyrm-poison may damage the user on a one-to-one basis if they're still in the wound.
Simba Gifts
- Submit (Rank One) - One trick in a ruler's arsenal is the ability to make his subjects obey whether they want to or not. By mastering their bodies, a Simba can force others to fall to their knees or roll over on their backs in submission. They can say whatever they like, but their reactions betray their cowardice! (Spend two Gnosis. The Gift won't change minds, but will master bodies if the player rolls at least three successes in a resisted Willpower roll (Diff 7). Lasts one turn per success. Simba are immune to this gift.)
Rites of Need
- Rite of Fear (Rank Three) - The Rite of Fear requires two Rage points and a standard roll, and spreads one mile for every success. Every additional cat can add to the total, but anyone close by is at risk, including the other cats. A werecat enacting the rite is considered to be in a frenzy until the ceremony ends; when it ends, she falls asleep. (Full Moon = Diff 5, Gibbous Moon = Diff 6) Savage nightmares and anxiety attacks plague every living thing for a night and a day; any characters in the area must make willpower rolls (Diff 8) to get through the day without acting irrationally.
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