Shadow Lords Tribe Gifts

From City of Hope MUSH
Revision as of 18:42, 30 July 2019 by imported>Apollonia (→‎Tribal Gifts)
Jump to navigation Jump to search

Shadowlords.png

Boots and pants and boots and pants and words words words

Spirits.png


Tribal Gifts

Level 1

Level 2

Level 3

Level 4

Level 5

Level One

Level Two

Level Three

Level Four

Level Five

Planetary Gifts

Ruatma, The Shadowed One, Celestine of Uranus
Favored Tribe: Shadow Lords
Favored Auspice: Theurge
Also known as: Ouranos, Wotan, Siku
Source: WW3110 Rage Across the Heavens, p. 72

Level 1

  • Find the Portent

Level 2

  • Hidden Depths

Level 3

  • Unravel

Level 4

  • Blank Slate

Level 5

  • Diplomatic Immunity


Level One

Find Portent (Level One)

Source: WW3110 Rage Across the Heavens, p. 123

Description: With this Gift, a Garou can call for and receive some omen or portent which can help her determine her next course of action. The Garou must meditate for a few minutes in order to place herself in a receptive state so that she can recognize the sign that comes to her.

System: No roll is necessary, but the player must spend a point of Gnosis. The Storyteller then produces some sort of omen or portent to serve as a hint for the character about what lies in the future. ("A blackbird carrying something in its beak flies overhead heading north." "You feel a sense of dread about entering this part of the forest.")



Level Two

Hidden Depths (Level Two)

Source: WW3110 Rage Across the Heavens, p. 123

Description: This Gift allows a Garou to uncover some hidden piece of information, or to decipher some cryptic passage of text. The Gift can also enable a Garou to figure out who the real power behind the scenes is in a given situation.

System: This player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 8). Each success allows the character to learn one piece of hidden or concealed fact about the person, place or thing targeted by the Gift. For example, one line of a prophecy may be explained for each success. The Storyteller should decide the overall effects of this Gift so that players do not attempt to avoid pursuing other avenues of investigation.



Level Three

Unravel (Level Three)

Source: WW3110 Rage Across the Heavens, p. 123

Description: This Gift allows the Garou to put together seeming random bits of information to form a tentative analysis of a situation and formulate a course of action. This is particularly useful in situations where gathering concrete information is difficult, or in extremely complex circumstances.

System: The player spends a point of Gnosis and rolls Intelligence + Enigmas (difficulty 7). Only one success is necessary to make some basic sense out of even the most confusing situation, but each additional success further clarifies matters. (The player may ask the Storyteller to explain to her what is actually going on in a given scene and use that information as character knowledge.) A failure means that the character cannot make sense of a situation while a botch means that the character puts together a totally false scenario and draws erroneous conclusions from her "knowledge".



Level Four

Blank Slate (Level Four)

Source: WW3110 Rage Across the Heavens, p. 124

Description: The Garou can completely remove a single piece of information from her own mind or from that of another. This Gift becomes useful in situations where an individual has come across some dangerous knowledge that might lead to her death for possessing it. The Garou may not only remove the information - such as the identity of a Garou mole within a hostile group or the location of a safehouse for eco-terrorists - but she may also smooth over the edges of the victim's memory so that she does not realize that anything is missing. The Garou may also use this Gift to alter her own memories in situations where she feels that is necessary.

System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the victim's Willpower). A single success allows the character to excise the desired piece of information. Additional successes enable the character to make any secondary adjustments to the target's memory to hide the fact that something is missing. No successes means that the victim retains the memory although she may not be aware that someone has tried to tamper with her mind. A botch may either remove the memory along with other chunks of information or else alert the victim to the unsuccessful attempt so that she knows who has tried to erase parts of her memory.



Level 5

Diplomatic Immunity (Level Five)

Source: WW3110 Rage Across the Heavens, p. 124

Description: This Gift enables the Garou to walk about in the midst of a hostile group without provoking the outbreak of hostilities. The Garou can enter a caern belonging to a rival or walk openly into the middle of a group of Black Spiral Dancers in order to retrieve something or deliver a message. The Garou surrounds herself with an aura of "neutrality" that negates her enemies' or rivals' animosity long enough for her to accomplish her task and leave without incident. The Gift lasts for one scene, after which all bets are off.

System: The player spends a point of Willpower and rolls Manipulation + Subterfuge (difficulty 8). A successful roll allows the character to interact with a group of potential enemies for the purpose of delivering a message, retrieving an item or issuing an ultimatum. A failure means that the Gift does not take effect (in which case the character would be wise to avoid confronting the intended group). A botch means that the character believes that the Gift is in effect - a belief which will more than likely disappear as soon as she encounters the opposing group.



Camp Gifts

Level 1

Level 2

Level 3

Level 4

Level 5

Level One

Level Two

Level Three

Level Four

Level Five