Difference between revisions of "GC/Infobox"

From City of Hope MUSH
Jump to navigation Jump to search
imported>Crystaltears83
imported>Crystaltears83
 
Line 96: Line 96:
 
|<font style="color: #3e5f13; text-shadow: #3e5f13 3px 3px 3px; font-weight: bold;">Charms:</font>
 
|<font style="color: #3e5f13; text-shadow: #3e5f13 3px 3px 3px; font-weight: bold;">Charms:</font>
 
|-
 
|-
||
+
||<font style="font-weight: bold;">Airt Sense:</font>
|| <font style="font-weight: bold;">Airt Sense:</font> Most spirits have a natural sense of the airts (directions) of the spirit world, and they are able to travel about without much difficulty. They can create or find spirit tracks at will. The Storyteller rolls Gnosis for a spirit to locate a particular place or individual in the Umbra. However, even spirits aren't infallible, and a botch can lead them to an unforgiving Realm (especially if they are leading a pack of werewolves).
+
||Most spirits have a natural sense of the airts (directions) of the spirit world, and they are able to travel about without much difficulty. They can create or find spirit tracks at will. The Storyteller rolls Gnosis for a spirit to locate a particular place or individual in the Umbra. However, even spirits aren't infallible, and a botch can lead them to an unforgiving Realm (especially if they are leading a pack of werewolves).
 
|-
 
|-
||
+
||<font style="font-weight: bold;">Re-Form:</font>
|| <font style="font-weight: bold;">Re-Form:</font> Spirits may dissolve their forms and transport themselves through the Umbra to their home Domains. Glass Walkers refer to this Charm as "re-spawning." It takes a spirit a full turn to try to re-form. The Storyteller must roll the spirit's Gnosis successfully for this Charm to succeed. Spirits use this Charm to flee their enemies.
+
|| Spirits may dissolve their forms and transport themselves through the Umbra to their home Domains. Glass Walkers refer to this Charm as "re-spawning." It takes a spirit a full turn to try to re-form. The Storyteller must roll the spirit's Gnosis successfully for this Charm to succeed. Spirits use this Charm to flee their enemies.
 
|-
 
|-
||
+
||<font style="font-weight: bold;">Assess Character:</font>
|| <font style="font-weight: bold;">Assess Character:</font> The spirit judges the inner strength of a character. Gnosis vs 7, and things like Nature, Demeanor, WP, and Renown and such can be revealed.
+
|| The spirit judges the inner strength of a character. Gnosis vs 7, and things like Nature, Demeanor, WP, and Renown and such can be revealed.
 
|-
 
|-
||
+
||<font style="font-weight: bold;">Materialize:</font>
|| <font style="font-weight: bold;">Materialize:</font> The spirit can materialize in the mortal world when needed.
+
|| The spirit can materialize in the mortal world when needed.
 
|-
 
|-
 
|}
 
|}
 
</div>
 
</div>

Latest revision as of 06:58, 30 January 2014

Traits: 1 Glory Renown
+2 Dice to Melee when wielding a labrys.
+1 Rage
Frenzies are always bloodlust frenzies. Can not Fox Frenzy.
Ban: Isthmene's daughters will not tolerate any abuse from a male of any species, and they pay back such abuse in disproportionate fashion: insults are repaid with bruises; bruises with claw and tooth.
Points: 4 TPs: Pack Speech
4 TPs: Extra Willpower, Rage and Gnosis
1 TPs: Totem can speak to pack without Spirit Speech.
1 TPs: Pack Members can always find one another.
4 TPs: Possesses 2 extra Charms: Assess Character, Materialize.
2 TPs: Totem is respected by other spirits.
5 TPs: Totem is feared by agents of the Wyrm. (Voluntarily Pending)
Stats:
Physical

Social

Mental

Strength 08 Manipulation 07 Perception 07
Dexterity 05 Charisma 07 Intelligence 07
Stamina 05 Appearance 07 Wits 07
Health Levels 07
Gnosis 07 Rage 08 Willpower 05
Charms:
Airt Sense: Most spirits have a natural sense of the airts (directions) of the spirit world, and they are able to travel about without much difficulty. They can create or find spirit tracks at will. The Storyteller rolls Gnosis for a spirit to locate a particular place or individual in the Umbra. However, even spirits aren't infallible, and a botch can lead them to an unforgiving Realm (especially if they are leading a pack of werewolves).
Re-Form: Spirits may dissolve their forms and transport themselves through the Umbra to their home Domains. Glass Walkers refer to this Charm as "re-spawning." It takes a spirit a full turn to try to re-form. The Storyteller must roll the spirit's Gnosis successfully for this Charm to succeed. Spirits use this Charm to flee their enemies.
Assess Character: The spirit judges the inner strength of a character. Gnosis vs 7, and things like Nature, Demeanor, WP, and Renown and such can be revealed.
Materialize: The spirit can materialize in the mortal world when needed.