Supernatural creatures (including vampires, mages and imbued hunters) can make a resisted Willpower roll (again, difficulty 8) against the Ragabash’s Gnosis roll. Each success “blanks” every person in a room for one turn. System: The player spends three Rage and rolls Gnosis (difficulty 8). A spirit of electricity or an electric eel spirit teaches this Gift. But you could certainly pick someone up, put him in the trunk of a car, and take him elsewhere. Any actual attempt to harm someone will break the communal trance, so slitting their throat while they remain unconscious won’t work. Meanwhile, the Ragabash can move about without being seen, or can take actions they otherwise couldn’t. They still stand upright (unless they were laying down to begin with, but eyes close, senses go dead, and nobody moves. For a short period, everyone in the room simply goes blank. “Consider it a bio-electrical blackout.” That’s how Pat O’Reidy described this Gift, and it remains the best description there is for it. A Garou or other supernatural that does not wish to cooperate with the Gift may roll their Willpower (difficulty of the Philodox’s rage) with a success preventing use of this Gift. These emotions aren’t real (at least to the Philodox), but they certainly feel it, and it is wise to avoid the person to whom those emotions are directed for as long as the effect lasts (one scene). After this, the Philodox whispers the name of a person with whom the target has a relationship, and the Philodox will immediately feel every emotion toward that person that the target has. System: The player spends one Rage as the Philodox taps deep into his own wellspring of emotion, connecting those emotions to those of his target. Many Garou detest this Gift, since it is indiscriminate, revealing any emotion that may exist. The Gift assists a Philodox with such matters by revealing any emotions and opinions that exist between two people. The Philodox is mediator and judge, but is also investigator. It will not affect mages, changelings, vampires or even the Imbued it will, however, work on Kinfolk, ghouls and sorcerers. This Gift does not work on anyone but mortal humans. They may, however, receive a bonus to Intimidation rolls. They do not receive any of the benefits of the Crinos form, do not cause Delirium, and are not protected by the Veil the change is largely cosmetic. Each success will turn all humans affected by the Gift into werewolves for one hour. System: The player spends one point of Rage for each human he wants to turn into a werewolf, up to a maximum of three, before rolling Stamina + Subterfuge (difficulty 8). The Gift is taught by an ancestor spirit. Like Airitech’s Daughters, these werewolves exist to be murdered. It doesn’t make them stronger, or give them the instincts that Garou have, but they make fine decoys when being hunted by the Wyrm. This Gift allows the Fianna to play the part of Airitech, by forcing the visage of a Crinos werewolf onto (at most) three humans. Source: Players’ Guide to Garou (revised)Īiritech, a creature of the Otherworld in Celtic lore, had three daughters who took on the shape of werewolves. Since this includes the Glass Walker, it behooves him to leave the room in the time he has. Two turns after that, the entire room is filled with monstrous electrical appliances, and everyone in the room suffers a number of unsoakable aggravated wounds equal to the number of successes rolled. Assuming at least one success, every electric device in the room the Glass Walker is in will begin to shake. System: The player spends three Rage and rolls Charisma + Science, difficulty 8. This Gift allows the Glass Walker to turn all machines in the room into possessed monsters mobile phones suddenly beginning ringing at their loudest volume and hurl themselves at the person nearest to them, televisions deliberately explode, and electrical wires whip around, tripping and strangling whomever they can see. Worshipping monsters, now, that has some more flair. Worshipping mere tools confuses the master with the servant. They say the Glass Walkers worship their technology.
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