BearGiftsnRituals

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 ------------------------------- < Gifts > --------------------------------

Healing Tongue (Mother's Touch) System: The player spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual’s Rage, or 6 for non-Garou). Each success heals one health level. The Theurge may heal even Battle Scars in this manner if the Theurge uses the Gift in the same scene in which the scar was obtained and she spends a second Gnosis point. There is no limit to how many times this Gift may be used on a person, but each use requires the expenditure of one Gnosis

Nature's Plenty System: This Gift allows a Gurahl to locate sufficient food, healing herbs, or other useful vegetation to feed or tend to an individual creater in need of his ministrations. Regardless of season. To activate the player rolls Perception + Primal-Urge (difficulty 7). Once success is sufficient to lead the Gurahl to food or healing herbs. If a Gurahl seeks both at least two successes are required.

Persuasion System: The player rolls Charisma + Subterfuge. If successful, the Storyteller reduces the difficulties of all Social rolls by one for the remainder of the scene. In addition, any successful Social rolls may have significantly more impact than they would without the Gift. A werewolf could win arguments with hard line opponents, or cause a cold-hearted psychopath to relent (at least for a little while).

Razor Claws System: The player spends on Rage point, and the Ahroun takes a full turn sharpening her claws. All claw attacks do two additional dice of damage and are made at -1 difficulty for the rest of the scene.

Ignore Wounds (Resist Pain) System: The player spends one Willpower point; his character may ignore all wound penalties for the rest of the scene.

Ursa's Cleansing (Resist Toxin) System: The player rolls Stamina + Survival. Success nullifies the effects of most conventional poisons, and adds three dice to the Garou’s Stamina for purposes of resisting Wyrm-enhanced poisons. The effects last for the scene.

Sentinel's Warning System: This gift allows a Gurahl to become alert to the presence of threats or hostile forces in his protected lands. To invoke this Gift, a Gurahl must roll Perception + Alertness and spend a point of Gnosis. The Gift's effects last for one scene per success rolled. No successes means the Gift fails to function. A botch produces false triggers which can send the Bear on a wiled goose chase.

 ------------------------------- < Rites > --------------------------------

Rite Of Greeting And Leave-taking System: No roll is necessary unless there is some question as to whether or not one or both of the Gurahl involved in the rite have hostile or unfriendly intentions toward the other. If this is the case, the Gurahl who wishes to keep the greeting on a friendly basis rolls Charisma + Rituals (difficulty target's Willpower) to ensure the rite succeeds in averting trouble.

Rite Of Rending The Gauntlet System: The player spends a point of Gnosis and rolls Charisma + Rituals verus the difficulty of the local Gauntlet. The time it takes to open a hole in the Gauntlet and pass through dependson the number of successes gained in the roll. One success takes five minutes. Two successes shortens the time to 30 seconds. While 3 successes or more means instant travel.