![]() The character adds two dice of aggravated damage to all Brawl-based attacks in all forms. System: The player spends one Gnosis point, and the effect lasts one scene. The gift is exceedingly rare, if even acquired as of yet. A servant of Helios who breaks under torture can teach this Gift, as can fallen Children of Gaia who know the sacred word of Helios. The character is wreathed in violent red flame that drapes about him as a cloak. Sculpted from Halo of the Sun, the character speaks the sacred word of Helios while drawing on his own Wyrm-tainted powers. The werewolf does not have to activate this Gift, it provides a “sixth sense” at all times. Additionally, whenever the werewolf approaches an ambush, the Storyteller rolls Perception + Primal Urge against difficulty 6 for the werewolf to recognize the ambush before it springs. Identifying more technologically complex traps such as electrified objects and motion-activated traps is difficulty 6. The difficulty is 5 for the werewolf to detect simple snares, pits, and poisoned bait in the area. System: The Storyteller rolls Perception + Primal Urge when the werewolf comes within (Gnosis x 5) yards of a trap’s trigger. This Gift allows the werewolf to identify lures, traps, and even ambushes. The dingoes have become adept at detecting these dangers and even disarming them. With a point of Gnosis, she can temporarily establish relevant Allies and Contacts Background dots equal to her Wisdom dots, divided however she likes.ĭingoes throughout Australia, but especially near the dingo fence, face a constant threat from human traps - snares, steel traps, and poison. A culture similar to hers is difficulty 5, most other human cultures are difficulty 7, and cultures that are lost, unnatural, or alien are difficulty 9. The difficulty depends on the commonalities with her home culture. Any time she needs to fake a behavior with which she’s unfamiliar, she can emulate it if she succeeds at an Intelligence + Etiquette roll. Any active efforts to out her as a non-member suffer a +3 difficulty. System: This Gift effectively makes the Garou part of whatever culture she immerses herself in. She does not become able to understand languages associated with the group that’s the purview of other Gifts such as the Homid Gift: Speech of the World and the Child of Gaia Gift: Speech of All Things. #FALLOUT 3 NEXUS DARKSHNIFF SKIN#Her skin and facial structure doesn’t’ change, but nobody seems to notice any difference in heritage. To the untrained observer,she appears part of the group. The Garou blends into different cultures, and inherently understand minor cultural traditions, faux pas, and quirks. This Gift takes this principle a step further. Some homid Garou have a propensity for travel that has them able to fit in wherever they go. If the language is not in common usage by more than a single, small group or culture - or does not have a written form - the difficulty increases to 9. With an Intelligence + Academics roll (difficulty 7) she can read and write in those languages for the scene. System: The character can understand any language once she had learned this Gift. This Gift does not protect the Garou mind from what she hears. Within those limits, she can speak the languages of various Changing Breeds, she knows the secret rune language of dead magi, and if she were so inclined, she could even understand the dread tongues of the Wyrm. She can emulate the roars of the Simba, but any member of that Breed would know the difference since she does not have the vocal capacity to make the correct sounds. The Garou can understand, read, write and speak any language as fluently as she physically can. This Gift is a greater version of the Homid Gift: Speech of the World. The Children of Gaia must communicate if they wish to accomplish their goals of unity and understanding. She can “touch” as many subjects as she wishes simultaneously, up to the limit of her successes, but each uses one success. This “touch” counts for the purpose of other Gifts activation - she may use Falling Touch over a mile away, as long as the victim hears her baying cries. Each “touch” caused by this Gift uses one success, even if she touches the same character twice in a row. For each success, the Garou can effectively “touch” one person that hears her voice, as long as she continues singing. Roll Charisma + Expression, difficulty 7. System: Spend a point of Gnosis to activate Singing Dog’s Cry to for the scene. As long as a subject can hear her voice, she’s considered to be touching them. With this Gift, the Garou reaches out with the power and intimacy of her voice, and can touch others with her song. #FALLOUT 3 NEXUS DARKSHNIFF FULL#As a group, they harmonize into a full choir. Alone, they can express complex, very clear sounds over great distances. The New Guinea Singing Dog is known for its intense, loud vocalizations. ![]()
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