George/Gifts

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Revision as of 00:08, 28 May 2014 by imported>Gwydion (rank 1 mechanics)
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George is rank 3, Homid, Silent Strider, Ragabash

Level 1

Blur Of The Milky Eye - The player rolls Manipulation + Stealth (difficulty 8). Although he doesn’t become truly invisible, each success increases the difficulties of all Perception rolls made to detect him by one.

Fatal Flaw - Must concentrate for one full turn. The player rolls Perception + Empathy (difficulty of the target’s Wits + Subterfuge). Success grants the Garou an extra die of damage during combat with that target. Additional successes grant knowledge of further weaknesses (although no further damage bonus is gained). Five successes reveal all of the target’s flaws

Grim Resolve - 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

Hare's Leap - The player rolls Stamina + Athletics (difficulty 7). If successful, she may double her normal jumping distance

Master Of Fire - This Gift allows a werewolf to heal fire damage as if it were bashing. This requires the expenditure of a Gnosis point; the effects last for a scene.

Open Seal - With this Gift, the Garou can open nearly any sort of closed or locked physical device. The player rolls Gnosis (difficulty of the local Gauntlet rating)

Persuasion - The player rolls Charisma + Subterfuge. If successful, the Storyteller reduces the difficulties of all Social rolls 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).

Scent Of Running Water - The difficulties of all rolls to track the Garou increase by two. This Gift becomes an innate ability to the Garou who learns it. She need not expend any points or make any rolls. However, the Ragabash may still leave a scent behind if she decides to do so voluntarily (which may be necessary to blend in with wolf packs)

Scent Of The True Form - 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 shape-shifters as such, and it takes four to detect fomori or mages

Sense Wyrm - The player rolls Perception + Occult. see +rules Wyrm Taint

Silence - The player rolls Dexterity + Stealth. Each success adds one to others’ difficulty to hear the Garou for one scene.

Smell Of Man - 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.

Speed Of Thought - The Garou doubles her running speed for one scene by spending a gnosis point.

Level 2

Blissful Ignorance -

Grandmother's Touch -

Sense Of The Prey -

Spirit Of The Bird -

Spirit Of The Fray -

Taking The Forgotten -

Tread Sebek's Back -

Level 3

Ghost Touched -

Great Leap -

Scale Of Ma'at -

Weak Arm -

Rites

Rite Of Cleansing (level 1) -

Rite Of Contrition (level 1) -

Rite Of Talisman Dedication (level 1) -

Rite Of The Jackdaw (level 1) -

Rite Of The Questing Stone (level 1) -

Rite Of Summoning (level 2) -

Voice Of The Jackal (level 2) -

Descent Into The Underworld (level 3) -

Rite Of The Fetish (level 3) -

Rite Of The Watchful (level 4) -