Ever Changing/Totem
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MEROS
Source: Rage Across the Heavens, page 58
Rage 6, Gnosis 7, Willpower 7
Members: Iris (10), Trey (10), Stephen (10)
Children of Meros find it easier to navigate the Dark Umbra, each one gains -1 difficulty to any die rolls dealing with the land of the dead or its inhabitants. They cannot lose their way, and can find their way to any destination given time (although the route is not necessarily the shortest or safest). The pack gains 3 dice to Enigmas and Occult rolls, and each pack member gains 2 points of temporary Wisdom.
Points spent on:
- 7 - Base (+3 Enigmas and Occult; +2 Temp Wisdom)
- 6 - (2) extra wielders
- 2 - Totem is respected by other spirits
- 1 - Totem can always find pack members
- 0 - Charm: Airt Sense (WtA pg.#237)
- 2 - Charm: Materialize (WtA pg.#239)
- 2 - Charm: Quit Reality (BotWeaver pg.#126)
- 2 - Charm: Scent of Safety (AM pg.#158)
- 2 - Charm: Blast (WtA pg.#238)
- 0 - Charm: Reform (WtA pg.#238)
- 2 - Totem is nearly always with pack members
- 4 - (+12) Rage (4), Gnosis (4), Willpower (4) to Totem
Total Spent = 30 of 30
Ban: Meros expects his packs to travel, in order to broaden their minds. Packs of Meros must spend four months out of every year “on the road.”