Draft

From retromux
Jump to navigation Jump to search

Don't use anything here, I'm just testing stuff.

Buying Gifts

Cost

What gifts cost

Wait Time

How long it takes to learn them

Method

Staff preferences on requests and chiminage


Level Six Gifts

W20 Core, pg 152

Level Six Gifts are the blessings of the gods and the stuff of legend, even to creatures that walk among the spirits all their lives. Such Gifts are available only to the greatest heroes of a generation, Garou whose legends will be retold until the very end of days; and then only if the hero can make her way to an Incarna's court and fulfill a quest or deed for the godlike spirit - such incredible powers are never gained in response to a ritemaster's summons. Because they are so rare, only a few representative examples are provided here; most of these gifts are known by only one living Garou at a time, if that.


Breed Gifts

Many spirits bestow breed Gifts, usually to honor ancient pacts or as rewards for past deeds. For example, tales speak of how an ancient metis helped a mole to hide from predators; in return, the mole taught the metis how to burrow into the earth to hide from his own enemies, and mole spirits have continued to pass down the trick to metis ever since.

[+/-] Homid Gifts
[+/-] Metis Gifts
[+/-] Lupus Gifts

Auspice Gifts

These Gifts are the secrets given to Gaia’s children by Luna. She bid her many servants teach the Garou their various tricks, arming them with magical skills with which to protect Gaia.

[+/-] Ragabash Gifts
[+/-] Theurge Gifts
[+/-] Philodox Gifts
[+/-] Galliard Gifts
[+/-] Ahroun Gifts

Tribe Gifts

Spirits in service to or allied with a tribe’s totem teach Tribal Gifts. Some tribes’ Gifts haven’t changed in centuries, while others (such as the Glass Walkers) regularly reinvent their relationship with the spirits.

Learning a Gift from another tribe usually requires the Garou to be on good terms with at least one member of the tribe (generally a packmate) who can summon the appropriate spirit. Even then, the Garou must convince the spirit she is worthy of its blessings, and that she won’t turn them against its tribal allies.

Some Garou are extremely touchy about outsiders learning their tribal blessings, while others believe the practice strengthens the Garou Nation as a whole in its war against the Wyrm.

[+/-] Black Fury Gifts
[+/-] Bone Gnawer Gifts
[+/-] Children of Gaia Gifts
[+/-] Fianna Gifts
[+/-] Get of Fenris Gifts
[+/-] Glass Walker Gifts
[+/-] Red Talons Gifts
[+/-] Shadow Lord Gifts
[+/-] Silent Strider Gifts
[+/-] Silver Fangs Gifts
[+/-] Stargazer Gifts
[+/-] Uktena Gifts
[+/-] Wendigo Gifts

Rites

Rules on how to buy rites with time or xp

Type Roll Difficulty
Accord Cha + Rituals 7
Caern Varies (max. Gnosis) 7
Death Cha + Rituals 8 - Rank
Mystic Wits + Rituals 7
Punishment Cha + Rituals 7
Renown Cha + Rituals 6
Seasonal Sta + Rituals 8 - Caern Level
Minor None None

These rolls are the standard ones required by type to enact any given rite. If no roll is mentioned in a system’s description, assume that the roll is standard


[+/-] Accord Rites
[+/-] Caern Rites
[+/-] Death Rites
[+/-] Mystic Rites
[+/-] Punishment Rites
[+/-] Renown Rites
[+/-] Seasonal Rites
[+/-] Minor Rites

Gifts

Ajaba begin play with one breed Gift, one aspect Gift, and one Level One general Ajaba Gift from the list below. Breed Gifts are functionally identical to those of the corresponding Garou breeds, with hyaenid using lupus Gifts. Ajaba share a great number of Garou Gifts, though they often learn them from very different spirits.


General Ajaba Gifts

[+/-] General Ajaba Gifts

Aspect Gifts

[+/-] Dawn Aspect Gifts
[+/-] Midnight Aspect Gifts
[+/-] Dusk Aspect Gifts

Breed Gifts

[+/-] Homid Gifts
[+/-] Metis Gifts
[+/-] Hyaenid Gifts

Ajaba Rites

The Ajaba employ variations of most of the same rites that the Garou use. At present, they’re too concerned with fighting for survival to concern themselves with many unique cultural rites.


Song of Home

Level Three, Accord (Cha + Rituals 7)

The first new rite developed by the Ajaba-in-exile tells the story of their homelands and tragedy through song and dance. This rite has three aspects. Remembrance recalls the loss of their homelands. Restoration reaffirms their link with Gaia. Revenge spits curses at the Simba and swears never to forget. Each aspect empowers the Ajaba in a different way.

System: The ritemaster chooses which aspect to emphasize and calls the dancers together. If the rite is successful, at its conclusion all participants feel a sense of renewal and regain all spent Willpower (Remembrance), Gnosis (Restoration) or Rage (Revenge).


Gifts

Werespiders grant their loyalty to only one spirit: Queen Ananasa. She teaches them all of their Gifts as they meditate in their Sylies. Ananasi begin play with three Gifts: one general Gift, one Aspect Gift, and one Faction Gift.

Any 'copied' Ananasi Gift which calls for a Rage expenditure substitues blood points instead, and any Rage rolls use Gnosis instead.

General Gifts

[+/-] General Gifts

Aspect Gifts

[+/-] Tenere Gifts
[+/-] Hatar Gifts
[+/-] Kumoti Gifts

Faction Gifts

[+/-] Myrmidon Gifts
[+/-] Viskr Gifts
[+/-] Wyrsta Gifts

Rites

The Ananasi share quite a few rites with the Ovid, especially Mystic rites. The Ananasi also have a number of their own rites, taught during their time of Umbral instruction, or whispered to them by Queen Ananasa inside of their Sylie. One rite stands above all others in importance, however.

Rite of Spinning

Level One, Mystic

The first rite learned by any new Ananasi allows her to create her Sylie. Normally placed in a secure corner of her abode, the Sylie appears to be a large cobweb. From within her Sylie, the Ananasi may communicate with the two werespiders closest to her, so long as they are also within their Sylies. She may also receive messages from Queen Ananasa, learn new Gifts, and generally find respite from the world.

System: The werespider purifies herself and the chosen area for a week, then rolls Intelligence + Occult (difficulty 9, although each day of ritual fasting and meditation beyond the mandatory week reduces this difficulty by 1). After spending four Gnosis points, the Ananasi may build her Sylie, which exists in both the physical world and the Umbra. Each success lowers the difficulty to crawl sideways in the Sylie by one.

The Master's Needs

Level Four, Mystic

Many Ananasi sit at the center of webs and pull the strings of others to achieve their goals. This rite ensnares humans into the spider's (usually unwilling) service.

The Ananasi can only use this rite on a human who has been injected with her venom without her assistance. The spider then spends an hour spinning a web cocoon over the mortal and waits for him to awaken. The Ananasi must wait patiently to see if her rite succeeds. Over a number of days the victim suffers horrific nightmares as his mind fights off the venom.

System: After each day the victim makes a Willpower roll (difficulty equal to the Ananasi's Gnosis). If he fails, he owes the werespider a service. Regardless of the result, his body heals one health level of the venom's damage after each roll.

When the victim has fully healed, he wakes and pushes his way through the cocoon. The werespider can call on a service by spending a Blood Point per service owed by the victim, which cannot be refilled while services are owed. The Ananasi may call upon each service once in one of the following ways:

  • She may use the servant's senses as her own for a scene.
  • She may take control of the servant and direct his actions for a number of turns equal to her Gnosis. The Ananasi uses her own dice pools to resolve tasks, even if they differ from the servant's pools.
  • She may grant the servant the use of one Gift. He instinctively knows how the Gift works but decides when it is used (unless the Ananasi takes control of his actions, using another service). The Gift draws upon the Ananasi's Gnosis and Blood Points when used.
  • She can release the servant from all remaining services.
  • She may use two services to give the servant one specific goal that he will try to accomplish however long it takes and regardless of the cost to himself, even if it results in his death. This must be a simple instruction such as 'kill this person', 'break into that facility', 'plant these explosives', or 'protect this person against all harm'.


Gifts

Unlike Garou who learn most of their Gifts from spirits, Bastet most often learn from other werecats, or by “stealing” them from other shapeshifters. They have a much easier time instructing one another in Gift-use than do the Garou; it generally only takes a single night of instruction for one werecat to impart a Gift to another.


General Gifts

[+/-] General Bastet Gifts

Breed Gifts

[+/-] Homid Gifts
[+/-] Metis Gifts
[+/-] Feline Gifts

Tribe Gifts

[+/-] Bagheera Gifts
[+/-] Balam Gifts
[+/-] Bubasti Gifts
[+/-] Ceilican Gifts
[+/-] Khan Gifts
[+/-] Pumonca Gifts
[+/-] Qualmi Gifts
[+/-] Simba Gifts
[+/-] Swara Gifts

Bastet Rites

Many Bastet rites mimic those of the Garou in effect, if not in form. As solitary creatures, Bastet are particularly fond of Mystic rites that may be performed alone.


Cat Calls

Level One, Accord (Cha + Rituals vs 7)

The Bastet tend to be solitary, but like to know what other werecats are up to. This rite is one way of keeping each other informed. With it a werecat enciphers his message into the seemingly random movements of nature. Other Bastet who see similar patterns will know the meaning within them. Some Bastet use this rite with non-natural movements, such as the flow of vehicles in heavy traffic or the turning of a ceiling fan.

System: The rite-master meditates, bringing the thoughts he wishes to share clearly to his mind and opens his eyes to the movements around him. For each success when activating the rite, the Bastet may place a message in a type of movement — the swirling of long grass, the swaying of tree leaves, or even the shifting shapes of clouds. The message can be anything that could be imparted in about a minute’s speech.

Other Bastet around the world who see similar movements can decipher the message by making a Wits + Enigmas roll. The difficulty of the roll is based on how close the watcher is to the rite-master — difficulty 5 for within up to 100 miles, difficulty 6 for 1000 miles, difficulty 7 on the same continent, difficulty 8 for anywhere else in the world.


Something about XP costs probably

words

Gurahl Gifts

Gurahl begin play with three Gifts, one each from breed, auspice (Arcas, usually) and the general Gurahl Gift list.


General Gurahl Gifts

[+/-] General Gurahl Gifts

Breed Gifts

[+/-] Homid Gifts
[+/-] Ursine Gifts

Auspice Gifts

[+/-] Arcas Gifts
[+/-] Uzmati Gifts
[+/-] Kojubat Gifts
[+/-] Kieh Gifts
[+/-] Rishi Gifts

Gurahl Rites

Gurahl place great emphasis on rites and ceremonies. The following are some of the more important Gurahl rites. The werebears also know most of the rites common to Garou, having taught many of them to the werewolves to begin with.


Dreams of Winter

Level One, Mystic (Wits + Rituals vs 7)

Although Gurahl do not have to hibernate, those who do are often confused about what occurred while they slept. People she regarded as allies may have changed their attitudes, enemies may have repented, the bear’s territory will have changed around her. This rite is widely known to the Gurahl and is often taught to young bears shortly after their first change.

System: The Gurahl enacts this rite before hibernating, or before a normal night’s sleep. While she sleeps, she dreams of the world around her. These dream sequences usually show events within the werebear’s territory, but may depict scenes from anywhere in the world if they are relevant to the dreamer. The Gurahl’s player can roll Intelligence + Occult to determine if she knows of an event that occurred while he slept. The difficulty of this roll depends on the personal relevance of the event to the Gurahl.


Rite of Rending the Gauntlet

Level One, Mystic (Wits + Rituals vs 7)

With this rite, the Gurahl takes on his Bjornen form and tears a hole in the Gauntlet to enter the Umbra. The hole closes immediately after the Gurahl steps through. In the meantime, only other werebears can use the rift to enter the Umbra. Witnessing this rite causes the Delirium in humans.

System: The player spends a Gnosis point and rolls Charisma + Rituals (difficulty of the local Gauntlet). One success means the Gurahl takes five minutes to claw through the Gauntlet. Two successes reduce the time to 30 seconds, while three or more successes allow the Gurahl to rend the Gauntlet immediately. The Gurahl need not roll to return from the Umbra.


Rite of Replenishment

Level Two

This simple rite enables participating Gurahl to replace lost Gnosis from places sacred to Gaia. The Gurahl involved in the rite must find a suitable place — either in the Umbra or in the physical world — in which to conduct the rite, and cannot draw from the same place more than once in the same month.

System: The player rolls Wits + Rituals (difficulty 8, –1 per 15 minutes spent dancing and chanting to Gaia). The Gurahl gains one point of temporary Gnosis per success, which she may distribute among participants in the rite.


Rite of the River-Portent

Level Two

Gurahl use this rite as a means of foretelling the future. The werebear snags a fish with his claw from a stream, splits open the fish’s belly and reads the omens contained within. The information gained from this rite usually pertains to the immediate future of the Gurahl who reads the omens.

System: After catching the fish, the player rolls Intelligence + Enigmas (difficulty 8). The number of successes determines how clear and intelligible the omens and portents are.


Rite of True Mating

Level Two

This rite allows the Gurahl to find a suitable mate from among her Kinfolk. Only Gurahl who have reached full adulthood (i.e., are no longer considered Arcas) may learn this rite, since the werebears don’t believe in casual acts of procreation. To enact the rite, the Gurahl fashions a small bag, into which she places a drop of her blood and a cutting of her hair. She wears this bag around her neck for three days and nights, after which the empowered bag acts as a homing beacon, pulling the Gurahl in the direction of a suitable Kinfolk mate. Convincing the Kinfolk in question of their compatibility remains up to the Gurahl, of course.

System: The player spends a point of Gnosis and rolls Charisma + Empathy (difficulty 7). One success is enough to ensure success.


Rite of Fighting the Death Bear

Level Five

Gurahl use this sacred rite to restore life to an individual too long deceased for Gaia’s Breath (or, sometimes, when the only Gurahl to hand is of insufficient rank to have learned Gaia’s Breath — but this is considered particularly dangerous and foolhardy).

The Gurahl enters the Umbra, calls upon Mangi, makes suitable offerings to the Death Bear, and then issues a challenge for the departed’s spirit. The Gurahl and Mangi engage in Umbral combat. If the Gurahl defeats Mangi, he may enter the realm of the Death Bear and reclaim the spirit he seeks, returning it to its body. If the Gurahl fails, he is ejected from the Umbra and the rite fails. Occasionally, even if the Gurahl fails, Mangi returns the fallen one’s soul — and claims the rite-performing werebear’s life in exchange. Because of this, and out of respect for the natural cycle of life, werebears rarely use this rite.

System: This rite fails automatically if the individual has already failed to respond to Gaia’s Breath. Mangi’s traits are left up to the Storyteller; while it is a ferocious spirit indeed, Mangi can be and has been defeated by midranked Gurahl on rare occasions.


Kitsune Gifts

Kitsune love magic. Advancing in rank and gaining new tails is a great honor, to be sure, but what Kitsune truly treasure is the new powers that come with accomplishment and experience. A Kitsune character begins play with one general Kitsune Gift, one breed Gift, and one Path Gift.


General Kitsune Gifts

[+/-] General Kitsune Gifts

Breedd Gifts

[+/-] Kojin Gifts
[+/-] Roko Gifts
[+/-] Shinju Gifts

Path Gifts

[+/-] Doshi Gifts
[+/-] Eji Gifts
[+/-] Gukutsushi Gifts
[+/-] Kataribe Gifts
[+/-] Ju-Fu Gifts

Rites

Few Kitsune-created rites exist. The Foxes are more than happy to borrow rites from their fellow Changing Breeds and adapt them to their own needs.


Proprieties of Conduct

Level Two, Accord (Cha + Rituals vs )

Description: The Kitsune serve a central role within the Beast Cours, smoothing tensions between the different Breeds and ensuring visitors to the Courts follow behavioral expectations. This simple rite helps the foxes smooth things over.

System: The rite-master addresses a gathering and announces the expected standards of behavior. Among a group of familiar acquaintances this can be as simple as declaring that everyone must observe ‘standard norms;’ she has to give more detail if guests are present. The rite does not have to be repeated if attendees arrive late; any latecomers remain bound by the rules as long as they remain among the gathering.

Anyone attempting to breach the agreed etiquette must make a Willpower roll (difficulty 6). At the point that she would make the roll, the transgressor well aware that she is about to break the rules, and she may choose not to break the accepted etiquette. The rules of polite society also sooth the tempers of everyone — all Rage rolls are made at +2 difficulty.


Rite of the Crossroads

Level Three, Renown (Cha + Rituals vs 6)

Description: The Rite of the Crossroads serves much the same purpose for Kitsune as the Beast Courts’ Rite of the Opened Way. In it, the Foxes use the power of the four directions to celebrate a kit’s first — and only — choice of path. The rite is always performed in a transitional place; crossroads are both traditional and particularly auspicious, but bridges and even doorways will also do. The ritemaster purifies the young kit, then brings her to the site of the rite.

After proper obeisance is made to the Emerald Mother, the Silver Lady, Bai-Mianxi, and Prince Inari, the ritemaster asks all four to bless their newest child’s arrival into adulthood. The ritemaster then lays out four empty bowls before the kit, one at each direction. The kit, however, sees each bowl as filled with one of the four Paths’ elements — clay, lightning, lava, mist. The kit must then reach into the proper bowl, thus choosing her path. Rather than burning young Eji or Doshi, the contents of the bowl fill them with a rush of power and confidence. Once the choice has been made, all can see the Kitsune’s paw drip with the symbol of her path. The ritemaster then ends the rite, and the new Yakan begins her training.

System: No rolls are necessary. The kit is officially Rank One at the rite’s end. It is a great honor to perform this rite, and successfully sponsoring a new Kitsune grants the ritemaster two points of temporary Toku Renown.



Something about XP costs probably

words

Gifts

Homid Nuwisha can learn homid Garou Gifts, and latrani Nuwisha can learn lupus Gifts. Any Nuwisha can learn Ragabash Gifts. Players choose three Gifts when making Nuwisha: one breed Gift, and two general Nuwisha Gifts from the list below. Gifts listed as Umbral Danse are only available to Umbral Dansers and will not be taught to those outside of that group.


[+/-] Nuwisha Gifts

Ragabash Gifts

[+/-] Ragabash Gifts

Breed Gifts

[+/-] Homid Gifts
[+/-] Lupus Gifts

Rites

Nuwisha make use of most Garou rites. They also know a few rites that they have never shared with the Garou, the most important of which are detailed below.


Rite of Dansing

Level Two, Renown

This Rite is the first step on the path of the Umbral Danser. The Nuwisha must fast for three full days after devouring peyote. During this time the Nuwisha must recite all past experiences in battling the Wyrm, travelling the Umbra, and teaching other Changing Breeds the error of their ways.

System: One Gnosis is spent per day; at the end of the three days, the Nuwisha rolls Manipulation + Enigmas, difficulty 7. A success indicates the Nuwisha has been accepted by the Trickster and can purchase Umbral Danser Gifts. Failure means the Nuwisha has not suitably impressed the Trickster yet and must wait a full year before trying again.


Sing Back the Dead

Level Five, Mystic

Only one Nuwisha on Earth knows this rite at any given time. With it, the dead can be called back to life with a song. Just as Coyote is the only being who can teach this rite, only he can authorize its use — and the consequences for defying his judgment on the matter are invariably lethal.

System: The player spends one point of permanent Gnosis to resurrect an individual.


Gifts

Ratkin begin play one breed Gift, one aspect Gift, and one general Gift. Various rat- or rodent-spirits teach almost all Ratkin Gifts.


[+/-] Ratkin Gifts

Breed Gifts

[+/-] Homid Gifts
[+/-] Metis Gifts
[+/-] Rodens Gifts

Aspect Gifts

[+/-] Tunnel Runner Gifts
[+/-] Shadow Seer Gifts
[+/-] Knife Skulker Gifts
[+/-] Blade Slave Gifts
[+/-] Engineer Gifts
[+/-] Plague Lord Gifts
[+/-] Munchmausen Gifts
[+/-] Twitcher Gifts

Rites

Ratkin make extensive use of mystic rites, and many of the same rites as Bone Gnawers (such as the Rite of the Cardboard Palace). They also use a variation of the Rite of the Totem called the Dedication Rite, which consecrates a band of wererats into a pack bound to pursue a specific, particular goal. One rite, however, stands above all others in importance.


Hazer Tag

Level One, Mystic (Wits + Rituals vs 7)

The Ratkin have learned time and again that other shapeshifters, especially Garou, will blame them when things go wrong. This would not worry the Ratkin, except that some werewolves are also very good at tracking the rats back to their nests. This rite throws them off the Ratkin’s scent.

System: The Ratkin performs the rite over a sample of his own excrement before secreting it on an unaware patsy — often easier if the Ratkin uses droppings from his Rodens form. For (Gnosis) days, all attempts to locate the Ratkin will lead to the chosen patsy. Trackers using supernatural senses may find the Ratkin, but only if they roll more successes than the ritemaster.


Rite of the Birthing Plague

Level One, Mystic (Wits + Rituals vs 7)

Garou inherit a legacy of heroism; Ratkin receive a curse. During this rite, the Rat Totem leads the pack of wererats to their Kinfolk, and a solitary shapeshifter attacks and bites the victim, infecting her with the Birthing Plague. Ordinary humans and weak-blooded Kin die in agony; the strongest Kinfolk emerge as new Ratkin.

System: The ritual only affects Ratkin Kinfolk. After delivering the bite, the ritemaster rolls Wits + Rituals (difficulty 7). The victim must make a Stamina roll with a difficulty equal to (10 – the ritemaster’s successes) to survive the hallucinations, visions, and fevers of the Birthing Plague. If the target survives, roll one die. On a result of 8-10, the Kinfolk survives unscarred. 3-7 indicates that the victim survives, but with a new derangement. Only on a result of 1-2 (for humans) or 1 (for rats) does the victim emerge as Ratkin.



Something about XP costs probably

words