Difference between revisions of "Klem/Gifts"

From City of Hope MUSH
Jump to navigation Jump to search
imported>Klem
imported>Klem
Line 1: Line 1:
 
Klem is Rank 3, Ahroun, Silver Fang, Homid
 
Klem is Rank 3, Ahroun, Silver Fang, Homid
 
  Claim Of Authority03/03  Combat Healing....03/03
 
  Dominance Blow....03/03  Eagle's Beak......02/02 
 
  Honor Pact........03/03
 
  Inspiration.......01/01  Lambent Flame.....01/01  Luna's Armor......02/02
 
  Master Of Fire....01/01  Razor Claws.......01/01  Resist Toxin......01/01
 
  Scent Of The True 01/01  Sense Wyrm........01/01  Silver Claws......02/02
 
  Spiritual Wrath...02/02  Spirit Of The Fray02/02  Staredown.........02/02
 
  Talons Of Falcon..03/03  Truce Of Helios...02/02  True Fear.........02/02
 
  Wrath Of Gaia.....03/03
 
  
 
== Silver Fang ==
 
== Silver Fang ==

Revision as of 22:07, 20 February 2013

Klem is Rank 3, Ahroun, Silver Fang, Homid

Silver Fang

Falcon's Grasp (Level One) — System: The player spends one point of Rage. For remainder of the scene, the Garou's grip with either hands or jaws (or both at a cost of two Rage) is much stronger. In game terms the Garou's Strength is considered three points higher for purposes of grappling or maneuvers such as the jaw lock (see Special Maneuvers) . The Garou may not use this extra Strength to inflict damage.

Lambent Flame (Level One) — System: The player spends one Willpower point to ignite the light. The glare illuminates a 100'foot area. Any hand-to-hand attacks against the Garou take a + 1 difficulty penalty, while missile attacks receive a -1 difficulty bonus.

Sense Wyrm (Level One) — System: The player rolls Perception + Occult. The diffifculty depends on the concentration and strength of the Wyrm influence. Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher

Awe (Level Two) -- The Garou rolls Appearance + Empathy (difficulty of the target's Willpower). If successful, the difficulties for all Social rolls made by the Garou against that target are reduced by one, and the target's difficulty to hit the Garou in combat is increased by one.

Luna's Armor (Level Two) -- The Garou concentrates for one full turn, and the player spends a Gnosis point and rolls base Stamina + Survival (difficulty 7). The player may add one die per success to the Garou's soak pool for the rest of the scene. These bonus dice may also be used to soak silver damage, but only these dice. For example, if the Garou's Stamina is 4 and the player rolls three successes, the Garou has seven dice to soak non-silver damage and three to soak silver.

Homid

Master of Fire (Level One) — System: This Gift allows a werewolf to heal fire damage as if it were bashing. This requires the expediture of a Gnosis point; the effects last for a scene.

Persuasion (Level One) — System: The player rolls Charisma + Subterfuge. If successful, the Storyteller reduces the difficulties of all Social foils by one for the remainder of the scene. In addition, any successful Social rolls may have significantly more impact than they would without the Gift. A werewolf could win arguments with hard line opponents, or cause a cold-hearted psychopath to relent (at least for a little while).

Smell of Man (Level One) — System: All wild animals (not including supernatural creatures in animal form) lose one die from their dice pools when within 20 feet of the Garou (save when defending themselves or running away), and they are likely to flee. All domesticated animals recognize the werewolf as a friend and refuse to harm him. For example, an attack-trained dog ordered to take down the werewolf would run up to the character and wag its tail. If the domesticated animal is harmed, then it will revert to acting naturally. The Garou may use this Gift at will. She simply states when she is activating it or turning it off.

Staredown (Level Two) — System: The Garou using this Gift may focus on only one target per turn; the player rolls Charisma + Intimidation (difficulty 5 + the victim's Rank). The victim flees for one turn per success, although he may expend a Willpower point to resist the Gift's effects for a turn. Should the character score five or more successes, the victim flees for the duration of the scene. Werewolves (and most powerful Wyrm-monsters) will not flee, but they cannot attack while the Gift's user continues to stare them down. However, if they are attacked themselves, all bets are off.

Ahroun

Falling Touch (Level One) — System: The Garou's player rolls Dexterity + Medicine (difficulty of the opponent's Stamina + Athletics). Even one success sends the victim to the ground. Doing so counts as an action; activating this Gift and striking a foe with intent to harm are two separate things.

Inspiration (Level One) — System: The player spends one Gnosis point. All comrades (but not the Gift's user) receive one automatic success on any Willpower rolls made during the scene.

Razor Claws (Level One) — System: The player spends one Rage point, and the Ahroun must take a full turn to sharpen her claws. For the remainder of the scene, her claw attacks do an additional die of damage.

Empathy of Hatred (Level Two) -- No roll is needed; the effect is automatic. By spending an action focusing on a person, the Ahroun can learn the permanent and temporary Rage that said person possesses. This is most useful for spirits and other shapechangers, of course, although some fomori may possess Rage as well. The Shadow Lord Gift: Aura of Confidence blocks the perception granted by this Gift completely.

Spiritual Wrath (Level Two) -- The player spends a point of Gnosis; the difficulty to soak the damage from a single claw attack the Ahroun makes in that turn is raised to 9. Note that the usual rule of being unable to spend Rage and Gnosis in the same turn still applies.

Spirit of the Fray (Level Two) -- Once the character learns this Gift, its effects are permanent. The Ahroun may add 10 to all his initiative rolls, which will nearly always ensure that he strikes first. If he chooses, the Ahroun may spend a Gnosis point to add another 10 to his initiative roll. Remember, though, that doing so prevents him from spending Rage to gain extra actions; werewolves can't use Rage and Gnosis in the same turn.

True Fear (Level Two) -- The player rolls Strength + Intimidation (difficulty of the target's Willpower). Each success she achieves cows the enemy for one turn; the victim cannot attack at this time. He may defend himself if attacked and otherwise act normally, although his actions will likely be guided by fear.

General Garou

Resist Toxin (Level One) -- The player rolls Stamina + Survival. Success nullifies the effects of most conventional poisons, and adds three dice to the Garou's Stamina for purposes of resisting Wyrm-enhanced poisons. The effects last for the scene.

Scent of the True Form (Level One) -- The Garou can tell automatically when someone is a werewolf; anything else requires a Perception + Primal-Urge roll. It takes two successes to detect Vampires, faeries or other shapeshifters as such, and it takes four to detect fomori or Mages.

Rites

Rite of Talisman Dedication -- The cost is one Gnosis point per object dedicated, and a Garou may never have more objects bound to himself than his Gnosis score. Certain particularly large objects (Storyteller's discretion) are considered more than one of the purpose of "cost". For the purposes of Dedication, an entire set of clothing is considered one item.

Rite of Cleansing -- This rite purifies a person, place or object, allowing it to be used without fear of contamination by the Wyrm. Note: This rite can't heal damage caused by contamination; it only removes any existing contamination. System: This Rite can be cast upon more than one person or object, but the leader must spend one Gnosis point on each extra thing or person in need of cleansing. Charisma+Rituals, the difficulty level equals the Gnosis of the spirit that caused the contagion (max of 10). Each success scored on the roll lowers the area's taint by 1. A botch will increase the taint.. If the rite is performed at dawn, the diff is lowered by three.