Difference between revisions of "Achilles' Heel"
imported>Moobtacular |
imported>Wyck |
||
Line 105: | Line 105: | ||
|} | |} | ||
− | [[Category:Garou]][[Category:Garou | + | [[Category:Garou]][[Category:Pack/Garou]] |
Revision as of 05:45, 21 November 2013
|
An Achilles’ heel is a deadly weakness in spite of overall strength, that can actually or potentially lead to downfall. While the mythological origin refers to a physical vulnerability, idiomatic references to other attributes or qualities that can lead to downfall are common.
› T O T E M : C U C K O O The cuckoo lays her egg in the nests of other birds. The chick then pushes the other squabs out of the nest, and the unsuspecting foster parents raise it. Likewise, the children of Cuckoo are master infiltrators, able to enter caerns, Pentex offices and even Black Spiral Hives without being challenged. Exceptional spies and manipulators, packs aligned with Cuckoo often win prize fetishes and choice quarters in septs, earning the resentment of more "deserving" Garou. Traits Cuckoo grants her packs an additional dot of Manipulation and two dots of Subterfuge. In addition, it grants the power to be overlooked. The player of the pack member granted this power rolls Manipulation + Subterfuge (difficulty 6 or higher depending on how well the Garou blends in to begin with). Anyone who notices her must get more successes on a Perception + Alertness roll than the Garou's player rolled. Guards will assume that the pack member is "one of us," and even a ranking officer won't think twice about the "tech" or servant in the corner. Should the character draw attention to herself (by attacking someone or speaking loudly, for instance) the player must roll again immediately with a +2 difficulty penalty, lest the character lose the effect. Ban Cuckoo's children are opportunists who often seek to improve their pack's situation at the expense of others. Garou aware of the pack's affiliation will be very wary. Pack members lose two temporary points from any Honor Renown award. Unique Stats Total pts: 19 Rage: 5 Gnosis: 6 Willpower: 6 Charms: Airt Sense, Reform Number of pack members that can use the totem's powers: 3 Powers /all/ pack members receive /all/ the time: +1 dot of Manipulation +2 dots of Subterfuge Powers that only /one/ pack member can have at a time (Unless totem background points are spent to allow more pack members to use then just one): Cuckoo grants the power to be overlooked. The player of the pack member granted this power rolls Manipulation + Subterfuge (difficulty 6 or higher depending on how well the Garou blends in to begin with). Anyone who notices her must get more successes on a Perception + Alertness roll than the Garou's player rolled. Guards will assume that the pack member is "one of us", and even a ranking officer won't think twice about the "tech" or servant int he corner. Should the character draw attention to herself )by attacking someone or speaking loudly, for instance) the player must roll again immediately with a +2 difficulty penalty, lest the character lose the effect. 4 - Totem is connected mystically to all pack members, allowing communication among them even at great distances (at ST's discretion). 1 - Totem can always find the pack members. 1 - Totem can speak to the pack without the benefit of the Gift: Spirit Speech. 3 - Raising Gnosis, Rage, Willpower by 3 points each. › H O L D I N G S Uncle Lo's Pork Palace and the upper level Detective agency (Corner of D Street and First Avenue) |