Difference between revisions of "Feeagh"
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*Bird's Eye Merit (4) | *Bird's Eye Merit (4) | ||
− | + | A Corax with this Merit has the knack for automatically picking the right target to follow out of a crowd. Even if there are 60 Garou at a moot, a Corax with this Merit has merely to make a successful Wits + Awareness roll (difficulty 7) to pick out the proper (read: Most interesting; this can also be translated as "most important to the ongoing plot") target to follow. A botch on this roll sends the Corax in the entirely wrong direction, which can also have interesting consequences. | |
*Double Draught Merit (2) | *Double Draught Merit (2) | ||
− | + | Most Corax can only drink from one of any given dead man's eyes. You have the unique knack of drinking from both, allowing you to see details more mainstream Corax might miss. You get the best and worst of the corpse's death, and can integrate the two to form a coherent picture, rather than being forced to rely on one viewpoint or the other. | |
*Approachable (1) | *Approachable (1) | ||
− | + | There's something very inviting and nonthreatening about you. People find you very easy to start a conversation with. Even distrustful creatures tend to put aside their instinctive wariness of mortals in regard to you. Reduce the difficulty of any Empathy rolls involving other people by two. | |
*Lifesaver Flaw (3) | *Lifesaver Flaw (3) | ||
− | + | You believe that human life is a sacred gift, and will not take a person's life except in the most extreme of circumstances. You may not ever willingly endanger the lives of innocents or in any way participate in a killing. You have no problems with killing animals (for the right reasons), and will kill evil and inhuman creatures to protect others if necessary. (Be very careful, however, with your definition of "evil"....) Senseless death in all forms repulses you, and you feel that those who commit murder should be punished. | |
*Curiousity Flaw (2) | *Curiousity Flaw (2) | ||
− | + | You are a naturally curious person, and find mysteries of any sort irresistible. In most circumstances, you find that your curiosity easily overrides your common sense. To resist the temptation, make a Wits roll (difficulty 5) for simple things like, "I wonder what is in that cabinet." Increase the difficulty up to 9 for things like, "I wonder what those strange sounds coming from the Unseelie duke's freehold are. I'll just slip in and check it out — no one will ever know. What could possibly go wrong | |
*Slip Sideways (1) | *Slip Sideways (1) | ||
− | + | You can't always control your passage to the Umbra. If, during a stressful situation, you should confront a highly reflective surface, roll Wits + Occult, difficulty 7, to avoid making the shift. You must still make a Gnosis roll to pass the Gauntlet in this instance, though your difficulty is 1 less — but only when you accidentally step sideways. If you want to go through, you're at normal difficulty. | |
*Ignorant (1) | *Ignorant (1) | ||
− | + | You tend to miss common cultural references that others take for granted, such as the knowing that the Statue of Liberty is in New York City. You're not necessarily dumb or uneducated; a cloistered college researcher could just as easily dive so deeply into his field of study that he dismisses anything outside it. You do tend to give people the impression that you're slow and uneducated, however. | |
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*Kinfolk | *Kinfolk | ||
+ | Kinfolk are your family -- humans or wolves whom Luna may never have blessed with the potential to Change into Garou, but who continue to care for and support your part in the war. Human kinfolk, unlike most other humans, are immune to the Delirium, being able to bear the sight of you in your war-forms without instinctive fear. Kinfolk are prime reproductive partners; children you have by Kinfolk have a chance to become Garou, whereas children you have by non-Kinfolk only have a chance to be Kinfolk themselves. | ||
+ | |||
+ | You can ask your Kinfolk to keep an eye on a particular location for you, often your home. They'll be able to alert you if anything unusual is going on. | ||
+ | You can ask your Kinfolk to manage day-to-day affairs for you, which helps you hold more Influence than usual. Each Kinfolk you employ in this way adds one to the total number of Influence Traits you can maintain. (See the Influence rules for more information.) | ||
+ | |||
*Other People's Secrets | *Other People's Secrets | ||
+ | Secrets are good for trading, and for fleshing out certain people. You can add your Secrets Background to your dice pool for rolls involving Intimidation, Seduction, Streetwise, Etiquette, Investigation, Law, Lore, Occult, or Politics -- providing you're willing to let others know what you know. This might get you into trouble, but it's a good ace to have up your sleeve. Exposing a big secret may buy you some Renown, especially if you share it with other werecats. That same secret, once revealed, can stir up ungodly amounts of trouble. This may be exactly what you want, or the last thing you need. Funny thing about secrets, you never can tell which way the wind will blow once they're in the open. | ||
+ | |||
+ | The Secret rating should reflect the overall importance of the classified goods. The bigger or more dangerous the secret is, the higher the rating. This Background comes in two varieties: | ||
+ | |||
+ | General Secrets, which reflect a body of local information. General secrets usually apply to one area. If you know which Brooklyn cops are on the take and you leave Brooklyn, you can learn another Secret, forfeit the Background, or specialize in finding corrupt cops everywhere. This last option takes time, and should be RolePlayed. Think Chinatown. | ||
+ | Specific Secrets, which feature one large item of worldwide importance. A Specific secret is only good until it's exposed; after that, you must either learn another Secret or trade in the Background. Think The Pelican Brief. | ||
+ | |||
+ | You simply decide on the Background rank, the Storyteller tells you what you know. It may be true or false, but it should always be important. There may be some great reward for passing the mystery on -- a reward that could lead to buying another Background, or to your destruction. | ||
+ | 1) Serious dirt (corrupt politicians, Kindred politics). (tis my present level) | ||
+ | |||
+ | This informatiom for future developement in this background | ||
+ | 2)Gossip (affairs, minor bribes, the president's bad habits). | ||
+ | 3)Interesting tidbits (which cops are on the take, the mayor's mistress and her address, "proof" of alien contact). | ||
+ | 4)Frightening dirt (the governor's black book, an elder vampire's haven, the second gunman on the grassy knoll. | ||
+ | 5)A danger to others, and to yourself (a capo's bank account); an archwizard's True Name; plans of an upcoming invasion of DChina. | ||
+ | |||
− | *Spirit Heritage | + | *Spirit Heritage (Animal Spirits) |
+ | Similar to Pure Breed in a sense, Spirit Heritage is a measure of your spirit's noble lineage. It represents your passages through the cycle, and the things your spirit has done before. When you select this background, choose one type of spirit. Examples of possible groups are animal spirits, plant spirits, elementals, urban spirits, and even Banes. When dealing with spirits of this type, the player may add his Spirit Heritage rating to any Social rolls, or rolls involved in challenges. Spirits whom you are attuned to view you, to some degree, as one of their own -- a daunting prospect for those attuned to Banes, when other Garou discover their heritage. Spirits recognize this power innately, and cannot help but be impressed by it. Each level of Spirit Heritage you possess provides a bonus to your Social Traits in Social Challenges with Spirits who favor your lineage. Visible only in the Umbra. | ||
+ | |||
+ | Spirits whom you are attuned to will see you as more than just another Garou, they will also view you as one of their own. If you act against such spirits or ignore their plights, you may be seen as betraying them. | ||
+ | |||
− | *Spirit Network | + | *Spirit Network (Animal SPirits) |
+ | This Background is the spiritual equivalent of Contacts. You maintain good relationships with small spirits in the region, who gladly feed you information about goings-on in the local Penumbra. Sometimes they notice things that physical observers on Earth just wouldn't catch. This Background contributes to the generally creepy reputation of the Theurge Auspice, giving them access to information they would have no real way of knowing. | ||
+ | |||
+ | This background is most often employed in Downtimes or by role-playing with a Storyteller. The level of the Background corresponds to the extent of knowledge the Spirit Network can discover. | ||
+ | |||
*Umbral Maps | *Umbral Maps | ||
+ | Corax run the Umbra as well as, if not better than, anyone. Apart from the Nuwisha, the Corax spend more time in the Umbra than anyone else, and over the millennia the raven-folk have searched out routes, paths and safe back alleys through the Velvet Shadow. More to the point, they've communicated this knowledge and disseminated it, meaning that chances are pretty good that any given wereraven has a chance of knowing at least a few safe routes and safe places in the Umbra. Corax with this background also have a shot at knowing where the local unsafe places are, what lives in them, and possibly, how to lure unfriendly creatures into those places where visitors aren't welcome. | ||
+ | |||
+ | • One or two safe paths and a hidey-hole or two (this is present development) | ||
+ | |||
+ | The below information is for future development | ||
+ | 2) Multiple routes to frequent destinations | ||
+ | 3) Knowledge of safe zones, routes practically anywhere, and where not to go. | ||
+ | 4) Multiple safe places and hides out, an encyclopedic knowledge of Umbral pathways and an awareness of what lves where | ||
+ | 5) A Near-perfect knowledge of the Near Umbra, where to go, and what to avoid. | ||
+ | |||
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− | Enemy Ways | + | *Enemy Ways |
+ | The Corax gains an acute and accurate danger sense. This Gift is taught by one of Grandfather Thunder’s Stormcrows. | ||
+ | |||
+ | The player rolls Perception + Primal-Urge, difficulty 7. Success grants knowledge of the number and nature of hostile entities within (Wisdom x 20) yards, with more successes granting clearer information. | ||
+ | |||
+ | |||
+ | *Raven's Gleaning | ||
+ | The Corax may tell, at a glance, whether or not a shiny object is worth obtaining. A raven-spirit teaches this Gift. | ||
− | + | The player spends a point of Gnosis, bestowing instinctive knowledge of whether or not a specific object the Corax can perceive is of value (this may indicate financial or practical value, or that it will be in some way useful in the future — the Corax doesn’t know which). | |
+ | |||
+ | |||
+ | *Voice Of The Mimic | ||
+ | This Gift allows the Cora to imitate any sound or voice she has heard. Voices and accents are all covered by the scope of the Gift, as are machine noises, crashes, gunfire and any other noise you can imagine. Voice of the Mimic is taught by a mynah-spirit. | ||
+ | |||
+ | The Gift requires a Perception + Expression (or Mimicry) roll, with the difficulty based on the complexity of the sound. | ||
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− | {| width="730" style="background: linear-gradient(to right, #196D0C 0%, #1B4FB7 57%); background-color: #9b815a; color: # | + | {| width="730" style="background: linear-gradient(to right, #196D0C 0%, #1B4FB7 57%); background-color: #9b815a; color: #FFD700; border: 1px solid #9b815a;spacing: 0px; margin: 0px; padding: 0px; font-size: 8pt; font-weight: lighter; font-family: Verdana,Arial,sans-serif; border-collapse: collapse;" |
|- class="clean" | |- class="clean" | ||
| width="580" class="txt1" align="center" | {{ RP Logs | name = {{PAGENAME}} | columns = 2 }} | | width="580" class="txt1" align="center" | {{ RP Logs | name = {{PAGENAME}} | columns = 2 }} | ||
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− | | class="clean" |<span class="sb1" style="position: relative; top: 4px; left: 12px;"> | + | | class="clean" |<span class="sb1" style="position: relative; top: 4px; left: 12px;">gallery</span> |
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− | [[Image:Feeagh1.gif| | + | [[Image:Feeagh1.gif|125px]][[Image:Feeagh1.gif|125px]]<br> |
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Revision as of 22:43, 27 January 2018
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