Difference between revisions of "Qualmi"

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[[File:Qualmi-body.png|center|200px]]
 
[[File:Qualmi-body.png|center|200px]]
 
</div>
 
</div>
Summary
+
 
 +
Witty and clever, the riddling cats are among the smallest of the Bastet, pensive and cryptic, more given to sly tactics than head-on battles. The remaining Qualmi are native to the northern areas of North America; all of the European Qualmi were destroyed during the War of Rage. Qualmi tend to stay in one place, and favor the wilderness. Wandering Qualmi are the exception rather than the rule. They're seldom found outside the colder lands, and they are vigorous, enjoying swimming, ice fishing, and other wintry pursuits. Their kinfolk can be found ranging further south and west at times.
 +
 
 +
They are good friends and allies but often end up alone, because their inscrutable nature can drive away even Kinfolk. They see their purpose as questioners; they are here to make others ''think'' about their own natures and purposes. In many ways, they are intellectually-focused tricksters, occupying a sacred but difficult role among the Bastet. Their lives are often solitary, with matings ending before the kittens are born. If a child breeds true, it is usually sent back to its Bastet parent, if there is one, for teaching, but their training 'year' only lasts about six months, because that's about as long as they can stand one another.
 +
 
 +
They tend to be dark-skinned, small of stature and compact with wiry builds, suited for cold climates. They are most often of Native American stock, but aren't purists about choosing mates from that group. In lynx form they resemble the Canada Lynx most, with grey fur. Often, they seem to age prematurely, and go grey young. They have an air of knowing something others don't, and usually choose practical clothing well-suited to the weather. All Qualmi wear something with an insignia of the moon at all times.
 +
 
 +
With "two eyes made out of wind," according to the tribe's own (most common) origin tale, it's said the Qualmi see far, farther than their neighboring Uktena and Wendigo -- but that theirs is a cold sight, one that assesses and analyzes rather than empathizing. It's said that's why lynx kits have blue eyes.
 +
 
 +
Unlike most Bastet, the Qualmi tend to enjoy the friendship of some of the Garou -- their link to the Uktena is long-standing, existing to this day. While the Qualmi are not quite as martial as their neighbors the Wendigo, the two tribes share many common magics, suggesting there is more common ground than it might seem. The Qualmi are also one of the three Bastet tribes that are partial to learning hedge magic in addition to their Gifts and Rites. They tend toward Healing as a favored path, but can choose any sorcery path.
 +
 
  
 
<nowiki>**</nowiki> <font size=1pt>''Pictures and Title all taken from Bastet Breedbook pg.# 63-65'' **</font>
 
<nowiki>**</nowiki> <font size=1pt>''Pictures and Title all taken from Bastet Breedbook pg.# 63-65'' **</font>
  
 
=Qualmi Gifts=
 
=Qualmi Gifts=
PGttCB 72-73, Bastet 113-114
+
PGttCB 72-73, Bastet 114-115
  
 
{|
 
{|
Line 99: Line 109:
 
* No Hidden Thing
 
* No Hidden Thing
 
* Wind from the West
 
* Wind from the West
<hr />
 
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 3'''
 
'''Level 3'''
Line 105: Line 114:
 
* Nighttime Web
 
* Nighttime Web
 
* Wisdom of the Ancient Ways
 
* Wisdom of the Ancient Ways
<hr />
 
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
| style="vertical-align: top; width: 20%; padding-right: 25px" |
 
'''Level 4'''
 
'''Level 4'''
Line 115: Line 123:
 
* Call Down the Stars
 
* Call Down the Stars
 
* Water's Vision
 
* Water's Vision
<hr />
 
 
|}
 
|}
  
Line 126: Line 133:
 
''(PGttCB p72, Bastet BB p114)''
 
''(PGttCB p72, Bastet BB p114)''
 
----
 
----
'''<font color=black style="text-shadow: 5px 5px 8px black;">Turned Fur</font>''' - As the Wendigo Gift Camouflage, save the cat must discard any clothing or gear before the Gift takes effect -- the Lynx is the only thing that changes color.  
+
'''<font color=black style="text-shadow: 5px 5px 8px black;">Turned Fur</font>''' - As the [[Wendigo_Tribe_Gifts#Level_One|Wendigo Gift Camouflage]], save the cat must discard any clothing or gear before the Gift takes effect -- the Lynx is the only thing that changes color.  
  
 
'''System:''' The difficulties to spot the Qualmi increase by three, provided that he is in the woods. The bastet invokes the effects at whim.
 
'''System:''' The difficulties to spot the Qualmi increase by three, provided that he is in the woods. The bastet invokes the effects at whim.
Line 150: Line 157:
  
 
{{collapse top|title=<font style="font-size: 12pt;">'''Rank 3'''</font>|padding=20px|bg=lightyellow}}
 
{{collapse top|title=<font style="font-size: 12pt;">'''Rank 3'''</font>|padding=20px|bg=lightyellow}}
'''<font color=black style="text-shadow: 5px 5px 8px black;">Bayou Slumber</font>''' - Deserts and mountains aren't the only places Pumonca roam. So-called "swamp cats" know the Southern wetlands well. By crooning to the spirits of the bayous and calling upon any favors owed, a Pumonca can call forth a swamp elemental, dropping with plants and ooze, to assist her. While the creature retains its own free will, a Shambler is disposed to be friendly to the cat and hostile towards anyone in her way.
+
'''<font color=black style="text-shadow: 5px 5px 8px black;">Drop of Sea</font>''' - Qualmi are renowned shapeshifters; this Gift, which allows them to take a variety of forms, demonstrates why.  
  
'''System:''' The player spends two points each of Rage and Gnosis to animate the Shambler, and rolls Willpower against difficulty 7. The resulting creature is semi-intelligent at best, but smells terrible, and lasts for three turns per success. Suggested Shambler traits are:
+
'''System:''' This Gift combines the powers of the Level Four Homid Gift Monkey's Uncle and the Level Five Swara Gift: All the Beasts Under the Sun, with the following differences: The roll is Manipulation + Subterfuge (difficulty 7); the animal shapes run from hare-sized to bear-sized; and an observer who makes a Perception + Enigmas roll (difficulty 9) may see the werecat for what she is. If he wants to undo the magic, he may ask the transformed werecat a riddle (Gamecraft); if she can't answer it, she changes back to her old form immediately.  
  
'''Attributes''': Strength 4, Dexterity 2, Stamina 5, Wits 1
+
''(Bastet BB p114)''
 
+
----
'''Abilities''': Alertness 1, Brawl 3, Stealth 3
+
'''<font color=black style="text-shadow: 5px 5px 8px black;">Nighttime Web</font>''' - As the Level Three Common Gift Cheshire Prank, except that it works in all forms and doesn't require a grin.  
 
 
'''Health Levels''': Two per success, and no penalties apply. Once its health levels are gone, the Shambler falls apart.
 
  
''(Bastet BB p113)''
+
''(Bastet BB p115)''
 
----
 
----
'''<font color=black style="text-shadow: 5px 5px 8px black;">Thunderbolt</font>''' - A pact with the spirits of the storm allows some Pumonca to call down a thunderbolt. So long as at least one cloud hangs in the air, the cougar can call down lightning. Most cougars learn this mighty spell from Thunderbird himself.
 
  
'''System:''' The cougar's player spends a point of Rage to summon a bolt of lightning, and rolls Dexterity + Survival to hit the target. Under normal conditions (partly cloudy skies, human-sized target), the roll's difficulty is 8; large targets or stormy skies can decrease it to 7 or 6, while dry conditions or unusually small targets can raise the difficulty to 9 or even 10. The bolt inflicts two health levels worth of fire damage for every point of the werecat's Gnosis. Even if the Thunderbolt misses its victim, it's still a terrifying experience to be on the receiving end of a lightning strike. Wound-be victims roll their Willpower against a difficulty 8 to avoid running in fear.
+
'''<font color=black style="text-shadow: 5px 5px 8px black;">Wisdom of the Ancient Ways</font>''' - As the [[Wendigo_Tribe_Gifts#Level_Three|Wendigo Gift]].
  
''(PGttCB p72, Bastet BB p113)''
+
''(PGttCB p73)''
 
{{collapse bottom}}
 
{{collapse bottom}}
  
 
{{collapse top|title=<font style="font-size: 12pt;">'''Rank 4'''</font>|padding=20px|bg=lightyellow}}
 
{{collapse top|title=<font style="font-size: 12pt;">'''Rank 4'''</font>|padding=20px|bg=lightyellow}}
'''<font color=black style="text-shadow: 5px 5px 8px black;">Call Elemental</font>''' - As the Garou Uktena Gift.
+
'''<font color=black style="text-shadow: 5px 5px 8px black;">Chill of Early Frost</font>''' - As the [[Wendigo_Tribe_Gifts#Level_Four|Level Four Wendigo Gift]].
  
''(PGttCB p72)''
+
''(PGttCB p73)''
 
----
 
----
'''<font color=black style="text-shadow: 5px 5px 8px black;">Element-Folk Favor</font>''' - Old Stone Face made many allies among the elemental spirits, and performed many favors for their kind before passing on. The ageless spirits remember his good deeds by aiding those who invoke their ancient ancestor. A Pumonca who performs this Gift can call up an elemental spirit for help. Once it arrives, the spirit will do what it can to assist the cat; after it finishes one task, the spirit departs.
+
'''<font color=black style="text-shadow: 5px 5px 8px black;">Dancing on Air</font>''' - As the Level Four Metis Gift: Moon's Gateway, except that the roll is Intelligence + Enigmas.  
  
'''System:''' The player rolls Manipulation + Enigmas and spends a Gnosis point to summon the elemental. The roll's difficulty is that of the local Gauntlet. The spirit, if it appears, will be friendly toward the cat, so long as she reminds him of her blood-link to Old Stone Face. No other tribe warrants the same kindness; in fact, Bubasti who have tried to swipe this Gift have been destroyed by the angry elemental spirits they called up. When the first service named has been finished or when one hour has elapsed, the elemental departs peacefully.
+
''(Bastet BB p115)''
 
 
''(Bastet BB p113)''
 
 
----
 
----
'''<font color=black style="text-shadow: 5px 5px 8px black;">The Hungry Earth</font>''' - The Mother is not at peace. Some Pumonca know how to rouse her enough to show her displeasure. When this Gift is employed, the ground shakes, opens or gives way, covering tracks, sealing passages or burying the cat's opponents alive.
+
'''<font color=black style="text-shadow: 5px 5px 8px black;">Still Breeze Blowing</font>''' - Like the Lupus Gift: Elemental Gift, this magic allows the Qualmi to conjure a spirit to shift the elements to her advantage. Dwelling in the North as they do, most members of this tribe favor air and ice elementals over fire and earth.  
  
'''System:''' Depending on the cat's environment, this Gift takes many different forms; among hills or mountains, it causes an avalanche; in the swamps it begets quicksand; in deserts and plains, it causes the ground to open up beneath a target. To invoke these disasters, the cat's player rolls Manipulation + Survival, with the difficulty being the area's Gauntlet +2 (maximum 10) and spends a Rage point. The exact effects are up to the Storyteller, but often affect a 100 foot radius for each success rolled. If the attack causes damage, assume that the victim takes two or three normal health levels for each success. Some attacks, like falling rocks, are more deadly, but may allow the target a Dexterity + Athletics roll (difficulty 6 - 8) to get clear.
+
''(Bastet BB p115)''
  
''(Bastet BB p114)''
 
 
{{collapse bottom}}
 
{{collapse bottom}}
  
 
{{collapse top|title=<font style="font-size: 12pt;">'''Rank 5'''</font>|padding=20px|bg=lightyellow}}
 
{{collapse top|title=<font style="font-size: 12pt;">'''Rank 5'''</font>|padding=20px|bg=lightyellow}}
'''<font color=black style="text-shadow: 5px 5px 8px black;">Earthspeaking</font>''' - By sifting dirt and calling on the spirits within the ground, a puma receives visions of things that have happened in the area. These insights can help her follow trails, "witness" past events, or learn where things came from or went. Bird spirits often pass this Gift along, but some worm and elemental chaya do their part too, especially if the Bastet's questions serve the spirit's ends.
+
'''<font color=black style="text-shadow: 5px 5px 8px black;">Call Down the Stars</font>''' - Sometimes the best answer to a riddle is force. This gift recalls the days of Strange Owl Woman, when the white man dragged iron monsters across the open lands. By confusing the spirits inside machinery with a staggering riddle, the lynx causes fires, power generators, and other sources of combustion to explode. This tends to fix most problems for good.  
  
'''System:''' The Pumonca concentrates while chanting a single question and a plea. While she does, the player rolls Perception + Enigmas to see into the past. Success reveals the answer. The more distant the event, the higher the difficulty, unless it left impressions so vivid that they never fade (like the Trail of Tears), which might reduce the difficulty by one or two. Events that occurred more than a year ago require a Gnosis point to "see". The vision comes from the perspective of the ground nearby, whichc might make details hard to read (imagine a worm's-eye view of a murder); some dreams pass emotional impressions, too, leaving moods that can last for hours.
+
'''System:''' The player rolls Manipulation + Enigmas (difficulty 7) and spends a Willpower point to drive the riddle home. If she succeeds, the power source -- be it gas, coal, wood, electricity, kerosene, whatever -- ignites. The exact effects are left to the Storyteller; small fires may flare for one or two Health Levels per success, while car gas tanks or steam train furnaces might blow for four Health Levels per success. Some combustion must be involved -- a canister of gasoline will not explode on its own. No Qualmi has ever dared to find out what would happen if the spirits of nuclear power plants were confused; the results might poison the entire land.  
  
{|class="wikitable" style="text-align: center;" width="25%"
+
''(Bastet BB p115)''
! style="min-width: 125px" | Time Elapsed
+
----
! style="min-width: 100px" | Difficulty
+
'''<font color=black style="text-shadow: 5px 5px 8px black;">Water's Vision</font>''' - With this Gift, the Qualmi can look through barriers to glimpse what lies beyond them. It doesn't matter if the barriers are mundane or spiritual -- all becomes like glass to Qualmi who wants to see past them.
|-
+
 
|A week
+
'''System:''' Seeing through barriers requires a Perception + Primal-Urge roll against the local Gauntlet rating. For each success, the lynx can see 100 feet without obstruction. Every object, living or not, appears translucent and immaterial. It's unfortunately rather difficult to focus on one thing when you can see through everything; it often requires a Perception + Alertness roll to notice details. The vision stops at ground level, but the Qualmi ccan see into basements or cellars if her sight extends far enough. This Gift lasts for one turn per success.
|4
 
|-
 
|A month
 
|5
 
|-
 
|Six months
 
|6
 
|-
 
|A year
 
|7
 
|-
 
|10 years
 
|8
 
|-
 
|50 years
 
|9
 
|-
 
|100+ years
 
|10
 
|-
 
|}
 
  
''(Bastet BB p114)''
+
''(PGttCB p73)''
----
 
'''<font color=black style="text-shadow: 5px 5px 8px black;">Thunderbird's Cry</font>''' - As the Bastet Metis Gift: Wrath of Nala, except that the storm may last for up to an hour if the player's roll is five or more successes. This Gift is taught by Thunderbird himself.
 
  
''(PGttCB p72, Bastet BB p114)''
 
 
{{collapse bottom}}
 
{{collapse bottom}}
 
{{collapse bottom}}
 
{{collapse bottom}}
Line 230: Line 207:
 
==Helpful Sources==
 
==Helpful Sources==
 
* Bastet Breedbook pg.#63-65
 
* Bastet Breedbook pg.#63-65
* Players Guide to the Changing Breeds
+
* Players Guide to the Changing Breeds pg.62
 
* [https://whitewolf.fandom.com/wiki/Qualmi WW Wikia Qualmi Info]
 
* [https://whitewolf.fandom.com/wiki/Qualmi WW Wikia Qualmi Info]
  

Latest revision as of 07:15, 11 March 2023


Bastet.png

Qualmi header.png

"If I were to change my face, would it alter what I am? Appearances are deceiving, my brother; the heart sees better than the eyes."
Bastet Breedbook pg.65

BastetQualmi.png

Riddle Dancers

Qualmi-body.png

Witty and clever, the riddling cats are among the smallest of the Bastet, pensive and cryptic, more given to sly tactics than head-on battles. The remaining Qualmi are native to the northern areas of North America; all of the European Qualmi were destroyed during the War of Rage. Qualmi tend to stay in one place, and favor the wilderness. Wandering Qualmi are the exception rather than the rule. They're seldom found outside the colder lands, and they are vigorous, enjoying swimming, ice fishing, and other wintry pursuits. Their kinfolk can be found ranging further south and west at times.

They are good friends and allies but often end up alone, because their inscrutable nature can drive away even Kinfolk. They see their purpose as questioners; they are here to make others think about their own natures and purposes. In many ways, they are intellectually-focused tricksters, occupying a sacred but difficult role among the Bastet. Their lives are often solitary, with matings ending before the kittens are born. If a child breeds true, it is usually sent back to its Bastet parent, if there is one, for teaching, but their training 'year' only lasts about six months, because that's about as long as they can stand one another.

They tend to be dark-skinned, small of stature and compact with wiry builds, suited for cold climates. They are most often of Native American stock, but aren't purists about choosing mates from that group. In lynx form they resemble the Canada Lynx most, with grey fur. Often, they seem to age prematurely, and go grey young. They have an air of knowing something others don't, and usually choose practical clothing well-suited to the weather. All Qualmi wear something with an insignia of the moon at all times.

With "two eyes made out of wind," according to the tribe's own (most common) origin tale, it's said the Qualmi see far, farther than their neighboring Uktena and Wendigo -- but that theirs is a cold sight, one that assesses and analyzes rather than empathizing. It's said that's why lynx kits have blue eyes.

Unlike most Bastet, the Qualmi tend to enjoy the friendship of some of the Garou -- their link to the Uktena is long-standing, existing to this day. While the Qualmi are not quite as martial as their neighbors the Wendigo, the two tribes share many common magics, suggesting there is more common ground than it might seem. The Qualmi are also one of the three Bastet tribes that are partial to learning hedge magic in addition to their Gifts and Rites. They tend toward Healing as a favored path, but can choose any sorcery path.


** Pictures and Title all taken from Bastet Breedbook pg.# 63-65 **

Qualmi Gifts

PGttCB 72-73, Bastet 114-115

Level 1

  • Breakfast of Stones
  • Turned Fur

Level 2

  • No Hidden Thing
  • Wind from the West

Level 3

  • Drop of Sea
  • Nighttime Web
  • Wisdom of the Ancient Ways

Level 4

  • Chill of Early Frost
  • Dancing on Air
  • Still Breeze Blowing

Level 5

  • Call Down the Stars
  • Water's Vision
Qualmi Gift Details
Rank 1

Breakfast of Stones - As the Level 1 Pumonca gift Wanderer's Boon. Travel is hard, especially given the Spartan ways of the Pumonca. This Gift allows a cougar to adapt to changing climates quickly, or to ignore the pangs of hunger or thirst for some time. Bird and Bear spirits pass this Gift along.

System: By rolling Stamina + Survival and spending a Willpower point, the player allows her werecat to do one of the following things: ignore the worst effects of normal heat and cold for a week; go one day without water; or go three days without food. The difficulty for the roll is 6, although harsh conditions (blizzards, droughts, heat waves, etc.) can raise it by two or more. The Gift can be repeated, but the difficulty rises by one each time it's performed in succession.

(PGttCB p72, Bastet BB p114)


Turned Fur - As the Wendigo Gift Camouflage, save the cat must discard any clothing or gear before the Gift takes effect -- the Lynx is the only thing that changes color.

System: The difficulties to spot the Qualmi increase by three, provided that he is in the woods. The bastet invokes the effects at whim.

(PGttCB p72, Bastet BB p114)

Rank 2

No Hidden Thing - By reading the riddles of the world as mystic patterns, a Qualmi can discover answers that aren't immediately obvious to mortals. It's hard to hide things from a lynx!

System: This gift combines the level One Common Gifts: Spirits' Sight, Dowsing, Pathfinder's Pride, Sense the Truth, Sense Unmaker's Hand, and Cat Sight. The roll is Perception + Enigmas, and the difficulty ranges from 5 to 9, depending on what the lynx is looking for and how well it's hidden. The Qualmi must spend one Gnosis, but retains the use of this Gift for the entire scene.

(Bastet BB p114)


Wind from the West - This Gift takes the form of a series of high-speed riddles designed to tie a victim's mind into knots. Most Qualmi are rather pleased if this Gift fails; it's not often they find someone clever enough to keep up with them.

System: The Qualmi rolls Manipulation + Enigmas (difficulty equals the target's Willpower). Success scrambles the target's sense of direction and relationship. Three or more successes send the target into a panic; Changing Breeds must check for Frenzy, and normal humans flee in terror. The Gift's effects last for about 15 minutes, then fade.

If the target is clever enough, he may try to figure out the puzzle (Wits + Enigmas, difficulty equals the Qualmi's Willpower) before it takes effect. If the players and storyteller wish, this can be simulated using the rules of Gamecraft, wherein the difficulty for each party increases by 1 until someone fails a roll. As mentioned above, Qualmi tend to be gracious losers when opponents prove to be clever enough to outwit the lynx.

(Bastet BB p114, PGttCB p73)

Rank 3

Drop of Sea - Qualmi are renowned shapeshifters; this Gift, which allows them to take a variety of forms, demonstrates why.

System: This Gift combines the powers of the Level Four Homid Gift Monkey's Uncle and the Level Five Swara Gift: All the Beasts Under the Sun, with the following differences: The roll is Manipulation + Subterfuge (difficulty 7); the animal shapes run from hare-sized to bear-sized; and an observer who makes a Perception + Enigmas roll (difficulty 9) may see the werecat for what she is. If he wants to undo the magic, he may ask the transformed werecat a riddle (Gamecraft); if she can't answer it, she changes back to her old form immediately.

(Bastet BB p114)


Nighttime Web - As the Level Three Common Gift Cheshire Prank, except that it works in all forms and doesn't require a grin.

(Bastet BB p115)


Wisdom of the Ancient Ways - As the Wendigo Gift.

(PGttCB p73)

Rank 4

Chill of Early Frost - As the Level Four Wendigo Gift.

(PGttCB p73)


Dancing on Air - As the Level Four Metis Gift: Moon's Gateway, except that the roll is Intelligence + Enigmas.

(Bastet BB p115)


Still Breeze Blowing - Like the Lupus Gift: Elemental Gift, this magic allows the Qualmi to conjure a spirit to shift the elements to her advantage. Dwelling in the North as they do, most members of this tribe favor air and ice elementals over fire and earth.

(Bastet BB p115)

Rank 5

Call Down the Stars - Sometimes the best answer to a riddle is force. This gift recalls the days of Strange Owl Woman, when the white man dragged iron monsters across the open lands. By confusing the spirits inside machinery with a staggering riddle, the lynx causes fires, power generators, and other sources of combustion to explode. This tends to fix most problems for good.

System: The player rolls Manipulation + Enigmas (difficulty 7) and spends a Willpower point to drive the riddle home. If she succeeds, the power source -- be it gas, coal, wood, electricity, kerosene, whatever -- ignites. The exact effects are left to the Storyteller; small fires may flare for one or two Health Levels per success, while car gas tanks or steam train furnaces might blow for four Health Levels per success. Some combustion must be involved -- a canister of gasoline will not explode on its own. No Qualmi has ever dared to find out what would happen if the spirits of nuclear power plants were confused; the results might poison the entire land.

(Bastet BB p115)


Water's Vision - With this Gift, the Qualmi can look through barriers to glimpse what lies beyond them. It doesn't matter if the barriers are mundane or spiritual -- all becomes like glass to Qualmi who wants to see past them.

System: Seeing through barriers requires a Perception + Primal-Urge roll against the local Gauntlet rating. For each success, the lynx can see 100 feet without obstruction. Every object, living or not, appears translucent and immaterial. It's unfortunately rather difficult to focus on one thing when you can see through everything; it often requires a Perception + Alertness roll to notice details. The vision stops at ground level, but the Qualmi ccan see into basements or cellars if her sight extends far enough. This Gift lasts for one turn per success.

(PGttCB p73)


Helpful Sources