Difference between revisions of "Draft expanded renown"
imported>Apollonia (→Fera) |
imported>Apollonia (→Garou) |
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| Wendigo Social | | Wendigo Social | ||
| WW3863 | | WW3863 | ||
− | | ''Synopsis:'' You're Garou, all right, but something about you makes it hard for anyone to tell what tribe you belong to, or even what | + | | ''Synopsis:'' You're Garou, all right, but something about you makes it hard for anyone to tell what tribe you belong to, or even what auspice you were born under. You are still bound to the traditions and rules of your moon phase and your kin, but you're damned good at blending in with any gathering in Garou society.<br> |
''System:'' If you're presented with a situation where it would be in your best interest, or the best interest of someone close to you, to pretend to be of another tribe or auspice, you can add one die to your Charisma attribute or to your Etiquette skill.<br> | ''System:'' If you're presented with a situation where it would be in your best interest, or the best interest of someone close to you, to pretend to be of another tribe or auspice, you can add one die to your Charisma attribute or to your Etiquette skill.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
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| WW3851 | | WW3851 | ||
| ''Synopsis:Camp Affinity indicates that a particular camp of Black Furies has a particular fondness toward you. Perhaps you did them a great favor, or perhaps they are trying to sway you to join their group.'' <br> | | ''Synopsis:Camp Affinity indicates that a particular camp of Black Furies has a particular fondness toward you. Perhaps you did them a great favor, or perhaps they are trying to sway you to join their group.'' <br> | ||
− | ''System:'' Regardless, you have a -1 difficulty on Social rolls when interacting with that camp. You should not be a member of this camp when you first take this merit, although you can shift into that camp during play as the | + | ''System:'' Regardless, you have a -1 difficulty on Social rolls when interacting with that camp. You should not be a member of this camp when you first take this merit, although you can shift into that camp during play as the chronicle permits.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Tribebook: Black Furies (Revised Edition), page #87 | ''Book Ref:'' Tribebook: Black Furies (Revised Edition), page #87 | ||
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| Shadow Lord Social | | Shadow Lord Social | ||
| WW3858 | | WW3858 | ||
− | | ''Synopsis:'' While Shadow Lords cannot take the Mentor background, most nonetheless need to receive | + | | ''Synopsis:'' While Shadow Lords cannot take the Mentor background, most nonetheless need to receive instruction of some sort before they can learn to be effective manipulators. <br> |
− | ''System:'' For three points, your mentor is particularly well known and feared within your sept (and perhaps within the tribe at large). His | + | ''System:'' For three points, your mentor is particularly well known and feared within your sept (and perhaps within the tribe at large). His influence is such that you gain one additional die to all social rolls with members of your tribe, but you also inherit at least one enemy from your mentor's past. In this case, as is the case with a normal Mentor (merit), your mentor doesn't do much to come to your aid and cant be called a friend or ally. He is simply terrifying enough that others fear you, regardless of how your mentor himself feels about the subject.<br> |
''Notes:'' See the Mentor merit below.<br> | ''Notes:'' See the Mentor merit below.<br> | ||
''Book Ref:'' Tribebook: Shadow Lords (Revised Edition), page #82 | ''Book Ref:'' Tribebook: Shadow Lords (Revised Edition), page #82 | ||
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| WW3110 | | WW3110 | ||
| ''Synopsis:'' ''(Hakahe)'' Magic fascinates you in all its forms.<br> | | ''Synopsis:'' ''(Hakahe)'' Magic fascinates you in all its forms.<br> | ||
− | ''System:'' You make all Gift related or Knowledge related Occult rolls at -1 to your difficulty. In addition, you grasp the principles of Theurge Gifts more easily. Even if your Auspice is something other than Theurge, you can learn the Gifts of the Crescent Moon at the same experience point cost as those of your own Auspice. If you are a Theurge, you spend one less experience point to | + | ''System:'' You make all Gift related or Knowledge related Occult rolls at -1 to your difficulty. In addition, you grasp the principles of Theurge Gifts more easily. Even if your Auspice is something other than Theurge, you can learn the Gifts of the Crescent Moon at the same experience point cost as those of your own Auspice. If you are a Theurge, you spend one less experience point to acquire a new Theurge Gift (although you must still abide by the restrictions of your Rank).<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Rage Across the Heavens, page #128 | ''Book Ref:'' Rage Across the Heavens, page #128 | ||
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| Silent Striders Supernatural | | Silent Striders Supernatural | ||
| WW3859 | | WW3859 | ||
− | | ''Synopsis:'' Some way, some how, the character does not suffer the curse of Sutekh. The spirits of her ancestors come to her in times of need, as if she has some sort of mystic channel or spiritual beacon that calls to them from their lost wanderings or imprisonment. The character embodies the great hope of the Silent | + | | ''Synopsis:'' Some way, some how, the character does not suffer the curse of Sutekh. The spirits of her ancestors come to her in times of need, as if she has some sort of mystic channel or spiritual beacon that calls to them from their lost wanderings or imprisonment. The character embodies the great hope of the Silent Strider tribe - and calls up many of their worst fears, as well.<br> |
''System:'' After choosing this Merit, the player may purchase the Ancestors Background as usual for any other tribes of Garou. The character also receives three points of temporary Renown, one each in Honor, Glory, and Wisdom. Expectations will be high for this character's future deeds, which may be a benefit or a drawback depending on the situation.<br> | ''System:'' After choosing this Merit, the player may purchase the Ancestors Background as usual for any other tribes of Garou. The character also receives three points of temporary Renown, one each in Honor, Glory, and Wisdom. Expectations will be high for this character's future deeds, which may be a benefit or a drawback depending on the situation.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
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| Silent Striders Supernatural | | Silent Striders Supernatural | ||
| WW3859 | | WW3859 | ||
− | | ''Synopsis:'' This merit allows (or perhaps inflicts) glimpses of sight into the Dark Umbra. It is not always in effect, which is a blessing; any living creature who could see all that goes on a heartbeat away in the land of the dead would | + | | ''Synopsis:'' This merit allows (or perhaps inflicts) glimpses of sight into the Dark Umbra. It is not always in effect, which is a blessing; any living creature who could see all that goes on a heartbeat away in the land of the dead would undoubtedly go mad - especially since many who possess the sight develop it in childhood.<br> |
''System:'' The sight comes over the Strider (or Strider Kinfolk) when something of importance is happening in the Dark Umbra (a strong ghost is present, someone or something is watching the werewolf) or in places that are significant to the dead (the place, or an object within, is of great importance to a ghost).<br> | ''System:'' The sight comes over the Strider (or Strider Kinfolk) when something of importance is happening in the Dark Umbra (a strong ghost is present, someone or something is watching the werewolf) or in places that are significant to the dead (the place, or an object within, is of great importance to a ghost).<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
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| Shadow Lord Social | | Shadow Lord Social | ||
| WW3858 | | WW3858 | ||
− | | ''Synopsis:'' While Shadow Lords cannot take the Mentor background, most nonetheless need to receive | + | | ''Synopsis:'' While Shadow Lords cannot take the Mentor background, most nonetheless need to receive instruction of some sort before they can learn to be effective manipulators. <br> |
''System:'' For two points, you gain a mentor as described in the main Werewolf riles, but no matter his Rank you will never receive more than occasional instruction from him. He will never come to your aid, nor will he ever take responsibility for your actions. You will find yourself serving him more often than the reverse, but if you are canny and clever you may learn more than you ever dreamed possible.<br> | ''System:'' For two points, you gain a mentor as described in the main Werewolf riles, but no matter his Rank you will never receive more than occasional instruction from him. He will never come to your aid, nor will he ever take responsibility for your actions. You will find yourself serving him more often than the reverse, but if you are canny and clever you may learn more than you ever dreamed possible.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
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| Silver Fangs Social | | Silver Fangs Social | ||
| WW3860 | | WW3860 | ||
− | | ''Synopsis:'' This merit can represent one of two things. It may mean that the character is from a family that is particularly renowned amongst the Garou for it's deeds down through the centuries. Notable examples include the Morningkills, the Delacourts and the Tvarivich Dynasty. This is not the same thing as the Background: Pure Breed, which represents the relative perfection of the Garou line as expressed in the individual. This Merit represents the general fame accorded to the family for its deeds of Garou and Kinfolk both. Alternatively, this Merit may represent membership of a family famous in human circles: a royal family, like the Widsors of the United | + | | ''Synopsis:'' This merit can represent one of two things. It may mean that the character is from a family that is particularly renowned amongst the Garou for it's deeds down through the centuries. Notable examples include the Morningkills, the Delacourts and the Tvarivich Dynasty. This is not the same thing as the Background: Pure Breed, which represents the relative perfection of the Garou line as expressed in the individual. This Merit represents the general fame accorded to the family for its deeds of Garou and Kinfolk both. Alternatively, this Merit may represent membership of a family famous in human circles: a royal family, like the Widsors of the United Kingdom or a political dynasty, like the Bushes and Kennedy's in the USA. While this Merit does not convey any property or financial gain, it may well carry a title in a monarchy.<br> |
''System:'' For notable Garou heritage: The character is at -1 difficulty to Social rolls with other Garou and Kinfolk who are aware of werewolf society. This merit does carry with it the expectation that the werewolf live up to the family name. If he fails to do so, he may find the benefits of the Merit fading with time. As the stories of his own failings start to outweight the high regard the family receives.<br>For notable human ancestry: The character can expect to be invited to all the best parties and is at -1 difficulty to all Social rolls when dealing with humans aware of his heritage.<br> | ''System:'' For notable Garou heritage: The character is at -1 difficulty to Social rolls with other Garou and Kinfolk who are aware of werewolf society. This merit does carry with it the expectation that the werewolf live up to the family name. If he fails to do so, he may find the benefits of the Merit fading with time. As the stories of his own failings start to outweight the high regard the family receives.<br>For notable human ancestry: The character can expect to be invited to all the best parties and is at -1 difficulty to all Social rolls when dealing with humans aware of his heritage.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
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| Bone Gnawers Supernatural | | Bone Gnawers Supernatural | ||
| WW3852 | | WW3852 | ||
− | | ''Synopsis:'' You poor bastard. Ratkin like you. For some reason, an entire pack of them has taken a personal interest in you. On a ''good day'', they'll swarm into your life and solve one of your pesky little problems - sometimes by twisting it around into a completely different problem. On a ''really good day'', they'll decide that one of your enemies is their enemy, too, making the poor fool's life a living hell (that is, worse than yours). And then there are the ''bad days'', the ones where they show up unexpectedly asking for a place to crash, eat all your food, borrow some of your stuff, or generally raise hell where you live. You've learned to be really tolerant of them, | + | | ''Synopsis:'' You poor bastard. Ratkin like you. For some reason, an entire pack of them has taken a personal interest in you. On a ''good day'', they'll swarm into your life and solve one of your pesky little problems - sometimes by twisting it around into a completely different problem. On a ''really good day'', they'll decide that one of your enemies is their enemy, too, making the poor fool's life a living hell (that is, worse than yours). And then there are the ''bad days'', the ones where they show up unexpectedly asking for a place to crash, eat all your food, borrow some of your stuff, or generally raise hell where you live. You've learned to be really tolerant of them, because if you're not, they'll make your life a living hell, too.<br> |
− | ''System:'' No more than one Garou in a pack can take this Merit. Ratkin have a chance of manifesting at a random time once every four sessions of game play. The Storyteller decides the precise moment the player must roll a die on this | + | ''System:'' No more than one Garou in a pack can take this Merit. Ratkin have a chance of manifesting at a random time once every four sessions of game play. The Storyteller decides the precise moment the player must roll a die on this nifty little table:<br |
{{tab}}1: {{tab}}''Bad Day'' - Ratkin make your life difficult.<br> | {{tab}}1: {{tab}}''Bad Day'' - Ratkin make your life difficult.<br> | ||
{{tab}}2-5:{{tab}}''Sad Day'' - No Ratkin. Go outside and leave a present for the local rats.<br> | {{tab}}2-5:{{tab}}''Sad Day'' - No Ratkin. Go outside and leave a present for the local rats.<br> | ||
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| Fianna Supernatural | | Fianna Supernatural | ||
| WW3854 | | WW3854 | ||
− | | ''Synopsis:'' Even a trace of faerie blood produces strange effects in mortals, and many Fianna have more than a trace. Those with the Sight have limited, | + | | ''Synopsis:'' Even a trace of faerie blood produces strange effects in mortals, and many Fianna have more than a trace. Those with the Sight have limited, uncontrollable clairvoyance and precognition, ranging from an intuitive nudge to a view of a scene from the future.<br> |
− | ''System:'' For 2 points, you may know who's calling before you pick up the phone, or feel a visitor is coming. Disorientating flashes of insight and sudden visions of the future and other places are hallmarks of the Sight at higher levels. For 6 points, visions are relatively detailed and lengthy. Visions may be of real events or metaphorical, but are usually maddeningly hard to unravel until the foretold event occurs. The Sight is | + | ''System:'' For 2 points, you may know who's calling before you pick up the phone, or feel a visitor is coming. Disorientating flashes of insight and sudden visions of the future and other places are hallmarks of the Sight at higher levels. For 6 points, visions are relatively detailed and lengthy. Visions may be of real events or metaphorical, but are usually maddeningly hard to unravel until the foretold event occurs. The Sight is unpredictable and comes unbidden, in dream or waking, as a "gut feeling" or a blinding flash of insight. The Storyteller should use this for more good than ill, but players should by no means rely on the Sight as a sure-fire early warning system. Revealed futures may be dark, and, actions taken to prevent the occurrence usually end up precipitating the unwelcome event. People with very active Sight can be a grim, unhappy lot.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Tribebook: Fianna (Revised Edition), page #83 | ''Book Ref:'' Tribebook: Fianna (Revised Edition), page #83 | ||
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| Bone Gnawer Social | | Bone Gnawer Social | ||
| WW3852 | | WW3852 | ||
− | | ''Synopsis:'' Your distant Garou ancestors weren't Bone Gnawers. Somewhere along the way, one of your ancestors shamed himself in some way. As a result, his descendants were so infamous or reviled that only the Bone Gnawer tribe would take them in. His reputation | + | | ''Synopsis:'' Your distant Garou ancestors weren't Bone Gnawers. Somewhere along the way, one of your ancestors shamed himself in some way. As a result, his descendants were so infamous or reviled that only the Bone Gnawer tribe would take them in. His reputation precedes you, as well.<br> |
{{tab}}The good news is that you can still draw upon the strength of a few of your more esteemed ancestors. Treat this like one dot in the Ancestors Background. None of these ancestors were Bone Gnawers (of course) and none of them were more recent than at least three centuries ago. This is the closest a Bone Gnawer can ever get to the Ancestors Background (without using the optional Bootstrapping Rule).<br> | {{tab}}The good news is that you can still draw upon the strength of a few of your more esteemed ancestors. Treat this like one dot in the Ancestors Background. None of these ancestors were Bone Gnawers (of course) and none of them were more recent than at least three centuries ago. This is the closest a Bone Gnawer can ever get to the Ancestors Background (without using the optional Bootstrapping Rule).<br> | ||
''System:'' The bad news is that elders may learn of or even recognize your shameful lineage. Here's the catch: Each time you meet an elder for the first time, the Storyteller may roll your permanent Glory against a difficulty of (your Rank +5). If the roll scores even one success, your family's dark past is revealed. In addition to any story complications, you then gain an additional +2 difficulty on all Social based dice pools with all elders in that sept. (If you're using the optional Tribal Disadvantage, this disadvantage stacks with that +1 difficulty.)<br> | ''System:'' The bad news is that elders may learn of or even recognize your shameful lineage. Here's the catch: Each time you meet an elder for the first time, the Storyteller may roll your permanent Glory against a difficulty of (your Rank +5). If the roll scores even one success, your family's dark past is revealed. In addition to any story complications, you then gain an additional +2 difficulty on all Social based dice pools with all elders in that sept. (If you're using the optional Tribal Disadvantage, this disadvantage stacks with that +1 difficulty.)<br> | ||
− | {{tab}}This game mechanic doesn't | + | {{tab}}This game mechanic doesn't preclude some rival (or an inquisitive Shadow Lord) from finding this dark secret on his own as part of an entire subplot with a Bone Gnawer who tries to gain a deeper understanding of his ancestry while hiding it from his sept's elders. The ancestor may do more than simply bestow an occasional benefit to a dice pool - he may also grant forbidden lore or a temptation that may affect the Bone Gnawer's destiny forever.<br> |
''Notes:'' Staff note: Research Bootstrapping rule/tribe disadvantage/restrictions, define on the Bone Gnawer page with HR, update this Merit Note and System<br> | ''Notes:'' Staff note: Research Bootstrapping rule/tribe disadvantage/restrictions, define on the Bone Gnawer page with HR, update this Merit Note and System<br> | ||
''Book Ref:'' Tribebook: Bone Gnawers (Revised Edition), page #80 | ''Book Ref:'' Tribebook: Bone Gnawers (Revised Edition), page #80 | ||
|- | |- | ||
− | + | | '''Struggling''' | |
− | + | | 1 | |
− | + | | Bone Gnawers Social | |
− | + | | WW3852 | |
− | + | | ''Synopsis:'' By hard work and diligence, you've gotten yourself off the streets. You can raise just enough money for legitimate home, regular (but cheap) food, even a few basic amenities. However, all of your resources are tied up in maintaining this home, and you have to struggle to keep it. As a Bone Gnawer, you cant have points in the Resources Background. Thus, mustering more than a few dollars of disposable income is difficult for you - in seems like you're always paying off debts and bills. You do, however, have a way to score some extra cash once in a while. Struggling may be tough, but it's a damn sight better than living on the streets.<br> | |
{{tab}}Downtime is critical to a Struggling character. Even though he's part of the chronicle, your character cant spend every day wandering around looking for adventure. Drawing a paycheck requires at least twenty to thirty hours of part-time work a week, presumably this happens in the time between game sessions. Since this Merit limits the sort of tale your Storyteller can tell, it obviously requires her approval. Your character will, however, have a home, an address, and a phone number.<br> | {{tab}}Downtime is critical to a Struggling character. Even though he's part of the chronicle, your character cant spend every day wandering around looking for adventure. Drawing a paycheck requires at least twenty to thirty hours of part-time work a week, presumably this happens in the time between game sessions. Since this Merit limits the sort of tale your Storyteller can tell, it obviously requires her approval. Your character will, however, have a home, an address, and a phone number.<br> | ||
− | ''System:'' At the start of each chapter of the chronicle, the Storyteller rolls your character's Wits; every two successes bestows the equivalent of one dot of Resources for the rest of the chapter. (If you've got Wits 4 or 5, you can reroll 10's.) The words "job security" mean nothing to you, however. On a botched roll, you lose everything and have to start over (as described below). You can | + | ''System:'' At the start of each chapter of the chronicle, the Storyteller rolls your character's Wits; every two successes bestows the equivalent of one dot of Resources for the rest of the chapter. (If you've got Wits 4 or 5, you can reroll 10's.) The words "job security" mean nothing to you, however. On a botched roll, you lose everything and have to start over (as described below). You can temporarily lose this Merit if you leave town, or can no lover work to keep up your home.<br> |
{{tab}}Whether through a botched roll or negligence, you can fall through the cracks again at any moment. Your landlord is ready to evict you in a heartbeat, and your bills are almost always overdue. Setting yourself up as "struggling" again requires at least a month of downtime and a number of experience points equal to the cost of this Merit. The Struggling Merit is fairly common among followers of the Rat Fink camp, who often hold down jobs to hide their methods of gathering information, but as you can see, they have trouble holding onto them for long.<br> | {{tab}}Whether through a botched roll or negligence, you can fall through the cracks again at any moment. Your landlord is ready to evict you in a heartbeat, and your bills are almost always overdue. Setting yourself up as "struggling" again requires at least a month of downtime and a number of experience points equal to the cost of this Merit. The Struggling Merit is fairly common among followers of the Rat Fink camp, who often hold down jobs to hide their methods of gathering information, but as you can see, they have trouble holding onto them for long.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
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| Garou Physical | | Garou Physical | ||
| WW3806 | | WW3806 | ||
− | | ''Synopsis:'' In all your forms, you see colors and | + | | ''Synopsis:'' In all your forms, you see colors and intensities of light as a wolf does. Your color vision is dimmer than that of humans, though you embrace the full spectrum of colors. Your night-vision, however, far surpasses human nocturnal vision. You also notice movement more readily.<br> |
''System:'' You gain an extra die to all Perception rolls that involve movement or take place at night.<br> | ''System:'' You gain an extra die to all Perception rolls that involve movement or take place at night.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> |
Revision as of 01:26, 7 October 2019
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