Draft

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

Buying Gifts

Cost

In-Type cost: Gift Level x 3

  • We prefer that you "stay within your lane", so to speak. Buy gifts from your own breed/tribe/auspice/whatever and stay in-type.

Out-Of-Type Cost: Gift Level x 5

  • If there's a really, really good reason for something not usually available to your character, we'll talk about it.
  • Some 'out-of-type' Gifts are kind of manditory, like Spirit Speech. Learn that.

Wait Time

Gifts take 1 week per level. It takes a week to learn a level one gift, and five weeks to learn a level five gift. Gotta practice and take lessons!

Method

Each gift says it's taught by a certain spirit. When you put in your request, tell us how you're getting the gift. What is the chiminage you're going to give to a Wolf spirit to learn Heightened Senses? It doesn't need to be a novel or anything, just a paragraph that tells us what and how. Have fun with it, get creative, staff will be reading and answering your request


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

Rites can be bought with XP or learned in RP. Obviously we prefer the latter, and who doesn't love saving some XP?

  • Spending XP: Rites cost the Level x 3 in XP
  • For Free: Learning rites takes 1 week per level of the rite (3 days for Minor rites). Find someone that knows the rite, see if they'll teach it. Cant find someone? Talk to staff, there might be an NPC that can help.
  • In your request, let us know who's teaching you, and roll to the job: Intelligence+Rituals vs (10 minus your Intelligence)
  • You can only learn levels up to your current Rituals score. If your Rituals is a 3, then you cant learn a level 4 rite until your Rituals is at a 4
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
[+/-] Feline 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'.


Something about XP costs probably

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