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 Information in English

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СообщениеТема: Re: Information in English   Вт Апр 27, 2010 12:16 pm

Sense Angst (Level One) - You know anger and bitterness so well that you can smell it in others. Humans become fascinating: you can sense their current greatest pet peeve or annoyance. When you’re near shapechangers, you can sense the extent of their Rage; if lucky, you can determine the last event that really pissed them off. You know how close a vampire is to going berserk (and what might set him off), or the pain of a wraith hovering nearby. If you use this on someone tainted by the Wyrm, you can sense part of what drove him to his madness. In all, if anyone is pissed off, you can figure out why.. and use it to your advantage.
System: Roll Perception + Occult, difficulty 6. If a human is actually calm, you can tell what would most upset him at that moment; gaining more than one successgives you more insights into what would cheese him off. Three successes on a Perception + Occult roll lets you tell the relative Rage of a werewolf (or other shapechanger), the Humanity of a vampire (or a brief impression of his Path’s morality and how “far along” he is on it), the Angst level of a wraith, the Banality of a changeling, or the last thing that really pissed off a human or mage; although this description is never couched in actual game terms, it allows a Ratkin to make a rough guess whether a given target is a werebeast, undead, fae thing, human or “something else.” This Gift can only be used once per subject per scene.you can smuggle a weapon or a small package. Don’t be surprised if a corned Twitcher pulls something amazing out of his.. . well, you know.

Sense Chiminage (Level One) — Theurges have ways of knowing all manner of secret things other Garou would wish stayed hidden; with this Gift, they can learn where the balance of chiminage lies with any spiritually aware being with a glance. The Gift reveals if the target has paid all proper obligations to the spirits, if he has ignored a debt or engaged in blasphemy against his totem or other spiritual patrons. An owl-spirit teaches this Gift.
System: A Perception + Subterfuge roll (difficulty 7) reveals the target’s state of debt in the spirit worlds; with three or more successes, the Theurge may learn the name of the one spirit the target most recently egregiously wronged, if such a being exists.

Sense Hostility (Level One) - Eji using this can sense the presence of hostile beings within (roughly) lOOfeet. System: The player rolls Perception + Alertness (difficulty 6). This Gift must be used voluntarily; it isn't a "danger sense."

Sense Magic (Level One) — The Uktena can discern magical energies, whether they emanate from Garou Gifts, vampiric wizardry or even human magic. A spirit servant of Uktena teaches this Gift.
System: The player rolls Perception + Enigmas. The difficulty is based on the strength and subtlety of the magic. The Uktena cannot tell the exact nature of the magic, although vague clues such as "Gaian" or "blood magic" might be granted with sufficient successes. The radius is 10 feet per success.

Sense Moon/Sense Sun (Level One) - This Gift enables the user to detect a child of the Moon - usually a fellow shapechanger (save for Corax, Ananasi or Nuwisha). For sense sun it allows the user to discern the presence of Sun creatures such as Mokol6 and Corax. This Gift is taught by a Moon-spirit.
System: The player rolls Perception + Occult, difficulty 7. With three successes, he can tell what kindof moon creature is involved; five allows a rough estimate ofrank and abilities. This Gift is taught by a Sun-spirit.

Sense Pattern Breaker (Level One)

Sense Prey (Level One) — Werewolves used this ancient Gift during hard winters to feed their packs. The Gift lets Garou locate enough prey to feed a pack. In the urban environment, this Gift guides the lupus to prey within the city, usually in parks, sewers, animal shelters and even zoos. The Gift will tell the werewolf the location of large numbers of prey within 50 miles in the wilds, and within the limits of a city and its suburbs. Humans do not register as prey animals, although some say that the Red Talons know a variant of this Gift that can find them. A wolf-spirit teaches this Gift.The Mokole knows the trick of locating prey animals in a given area. An Alligatorspirit teaches this Gift.
System: The hunter's player rolls Perception + Primal-Urge. The difficulty is 7 in wilderness environments and 9 in urban environments. Success indicates the location of enough prey to feed a large pack. In the case of multiple sources, the Gift guides the werewolf to the nearest source (although not necessarily the easiest or safest). For the Mokole The player spends a Willpower point, and rolls Perception + Primal-Urge, difficulty 7. Each success leads the Mokol6 to enough prey for one meal: enough successes can feed an entire clutch.

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СообщениеТема: Re: Information in English   Вт Апр 27, 2010 12:16 pm

Sense Primal Nature (Level One) — As attuned as they are to the Jamaa, metis Bastet can easily sense whether one of those entities has a strong influence on a person, place or thing.
System: This Gift works like the Level One Common Gift: Sense Unmaker’s Hand, except that it detects a strong affinity for Rahjah, Nala or Cahlash (Weaver, Wyld or Wyrm). Examples include Banes (Cahlash), Technomagi (Rahjah) and some Garou (Nala, though some may tend toward the other two). However, the difficulty is one higher than that of Sense Unmaker’s Hand.

Sense Threat (Level One) - A race charged only with survival needs to know how to recognize danger, preferably early in life. The Rokea with this Gift can discern whether she is swimming into a dangerous situation, or to know if a being is a threat to her. This Gift, taught by an avatar of Sea, does not reveal a being's intentions, only whether or not said being is dangerous. (For example, a raging Brightwater might have no real desire to hurt the user, but is dangerous nonetheless.)
System: The Rokea focuses for a turn; the player rolls Perception + Primal-Urge. The difficulty varies — lower (6) for immediate and palpable threats and higher (8) for subtle, more roundabout threats.

Sense Vibration (Level One)

Sense Weaver (Level One) - The wererat can sense Weaver-spiritsofal1varieties.The spirit must be withinsensory range, and each type of Weaver-spirit has adistinctive sound or smell. This perception may vary from rat to rat. Shadow Seers canal so sense when an area has been “calcified” by the Weaver, and thus help their packs “snap the Weaver’s threads.”
System: The player rolls Perception + Occult; the difficulty depends on the strength and concentration of the spirits. A lone Weaver Gaffling, for instance, only requires one success. More successes may give some insight into the spirits (such as their relative strength), although this is always from a Ratkin’s perspective.

Sense Wyrm/Sense Unmaker’s Hand/Sense Dissolver/Sense Designer (Level One) — The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, "This place stinks of the Wyrm" (with a few more colorful adjectives). Garou should remember that the Wyrm's taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eaten tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift. For the Mokole gift Sense Designer: this will allow them to sense the weaver.
System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm's influence. Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher.

Sentinel's Warning (Level One)

Shadow Throw (Level One) - While vocally expressing his anger, the Ratkin can form a shadowy field of power around a dagger or other sharp object balanced for throwing. Knife Skulkers, for instance, may choose to call out a victim’s crime (“Murderer!”) while forming this instrument of revenge. When the Ratkin hurls his dagger at a foe, the blade is propelled by the darkness around it and strikes with supernatural force. This Gift is taught by aNight-spirit, which willusually demand a tale of an unpunished criminal’s dark secrets.
System: The Ratkin spends a Rage point and targets a single victim within line-of-sight; the player rolls Perception + Athletics to attack (difficulty 6, with the usual Firearms modifiers). The blade strikes with more force than the wererat can muster, inflicting Strength + 3 aggravated damage. If the blade is already magical, it inflicts only +2 damage.

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СообщениеТема: Re: Information in English   Вт Апр 27, 2010 12:16 pm

Shed (Level One) - By quickly shedding his outer skin, the Mokol6 can escape an enemy’s hold or slip through a tight area. A Lizard-spirit or Snake-spirit teaches this Gift.
System: By making a successful Dexterity + Primal- Urge roll (difficulty 7), the Mokol6 can either automatically escape any grappling attack, or lower the difficulty of escaping restraints or slipping through tight squeezes by 2.

Shroud/Qyrl's Blood (Level One) — The Garou can create a field of inky blackness through which only she can see. A night-spirit teaches this Gift.Like Breach, while this Gift works on land, many Rokea don't think to try. Squidspirits may teach this Gift.
System: The player spends one Gnosis point and rolls Gnosis (difficulty varies: 3 for twilight, 6 indoors, 9 for bright sunlight). Each success blacks out a 10' by 10' by 10' area. The Garou can choose any area within his line of sight. The metis Gift: Eyes of the Cat can see through the conjured darkness.

Silence (Level One) — The Garou can muffle any sound she makes, the better to creep up on an enemy or escape unnoticed. An owl-spirit teaches this Gift.
System: The player rolls Dexterity + Stealth. Each success adds one to others' difficulty to hear the Garou for one scene.

Silent Running (Level One) - Five thousand years of practice has taught the wererats a lot about hiding from unwanted attention. This Gift obscures a Ratkin’s path of travel to all methods of detection, supernatural or otherwise. Rat-spirits falsify evidence of where the Runner has been, laying false trails and obscuring existing ones. This not only makes use of the Tracking Ability difficult, but also counteracts methods like the Rite of the Questing Stone.
System: Spend one Gnosis, call out to your character’s totem for aid, and roll Intelligence + Subterfuge. Each success raises the difficulty of a tracking roll by 1, to a maximum of 10; each additional successes beyond that subtracts a success from any tracking roll used to find the character.

Silent Sending (Level One) -While Rokea dislike keeping secrets, the Darkwaters recognize that the Dimwaters and Brightwaters simply don’t need to know all the disturbing things that the mad ones see. This Gift allows the Rokea to use the Sending selectively, rather than simply broadcasting a message. Remora-spirits teach this Gift.
System: The player rolls Intelligence + Primal-Urge (difficulty 6) to activate the Gift. If successful, the player may choose who receives her character’s Sendings for the remainder of the scene.

Silent Stalking (Level One) — This common trick allows a Bastet to move without making any sound. Even squeaky or shifting surfaces, like wooden floors or piled twigs, can be passed over without noise.
System: The player rolls Dexterity + Stealth, difficulty 5. Failure renders the Gift unusable for the rest of the scene. Note that this Gift doesn’t make the werecat himself invisible or silent in any way, nor will it prevent any damage (broken twigs, for instance) in his wake — it stifles the sound of his footsteps, nothing more.

Smell of Man (Level One) — Creatures of the wild have learned well that where man goes, death follows. With this Gift, the werewolf enhances the human scent around him greatly, causing wild animals to feel uneasy and nervous. However, the scent also causes domestic animals to recognize the werewolf as their master. An ancestor-spirit teaches this Gift.
System: All wild animals (not including supernatural creatures in animal form) lose one die from their dice pools when within 20 feet of the Garou (save when defending themselves or running away), and they are likely to flee. All domesticated animals recognize the werewolf as a friend and refuse to harm him. For example, an attack-trained dog ordered to take down the werewolf would run up to the character and wag its tail. If the domesticated animal is harmed, then it will revert to acting naturally. The Garou may use this Gift at will. She simply states when she is activating it or turning it off.

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СообщениеТема: Re: Information in English   Вт Апр 27, 2010 12:16 pm

Smell Poison (Level One) - As a survival skill, Ratkin have learned to sniff out poisons. When a Ratkin discovers that someone is trying to poison a member of his deceit, he may decide to return the “blessing” upon the would-be poisoner. This Gift is taught by a Rat-spirit.
System: By spending a point of Gnosis, the wererat can sense any poisonous or toxic material nearby. A successful Perception + Medicine roll may give an insight into the nature of the poison involved; with five successes, it even reveals the identity of the would-be murderer. As another application, the Ratkin can seek out chemicals near by that can be used as poisons.

Snake’s Skin (Level One) - The Nuwisha sheds a layer of skin and flesh (and instantly regenerates it), allowing her to slip free of bonds or even grappling opponents. A snake-spirit teaches th.15 Gift.
System: The player spends one Gnosis point and rolls Dexterity + Athletics (difficulty 6). Success allows the character to slip free of imost bonds, and any successes on the roll are added to any roll made to escape a hold (see page 209 of Werewolf). Additional rolls might be required to escape more complex traps.

Sniffle (Level One) - Having trouble seeing an invisible enemy? To use this Gift, the Plague Lord places a pinch of dust on his palm and blows. He may direct the germladen cloud around the room, seeking the invisible. The first person it makes contact with must make a nasty Willpower roll to avoid sneezing, coughing, and wheezing from a temporary bout with a nasty cold.
System: Sacrifice a point of Gnosis to your Disease-spirit and procure a handful of powder. Roll Intelligence + Medicine (difficulty 6). You have a number of turns to find your opponent equal to your number of successes on this roll. Each turn, the cloud of germs travels up to five yards. If your opponent is in the area of the cloud, he must make a Willpower roll (difficulty 9) to avoid giving away his position with a loud outburst.

Skin of Jade (Level One) — Willing himself solid, a Khan might turn his skin to the hardness of jade. It’s said that the spirit of the rock itself taught this Gift to Yu Kwan, a warrior in the service of the alchemist Ko Hung.
System: By spending a Willpower point and rolling Gnosis (difficulty 7), the tiger gains an additional two dice to his soak rolls. This Gift lasts one scene.

Song of Kokopelli (Level One) - This gift allows the Nuwisha to ensure that everone within hearing range of the Some reamins calm and sedate. This gift may cancel the frenzy of an opponent, but only for as long as the Nuwisha continues to sing. This gift is taught by a Gaffling in service to Coyote.
System: The player rolls Manipulation + Preformance, with a varying of difficulty depending on the situation. Each individual may attempt to resist this effect with a Willpower roll, difficulty 6. The difficulty to resist the song's effects is increaded by one for every success that player has in his initial roll. The Nuwisha's "singing" may be vocal, or any musical insterment from popes to drums. The Gift lasts as long as the Nuwisha's song.

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СообщениеТема: Re: Information in English   Вт Апр 27, 2010 12:17 pm

Speed of Thought (Level One) — The Garou doubles her running speed. A roadrunner- or cheetah-spirit teaches this Gift.
System: The player spends one Gnosis point. The Gift lasts until the end of the scene.For a Mokole, they spend 2 Gnosis, to activate land speed.

Spirits’ Sight (Level One) — Although werecats cannot normally travel through the Gauntlet, this Gift allows them to see through it for a short time. Plenty of good secrets can be discovered this way, but the Gift’s effects tend to frustrate the hell out of the Bastet who can’t get through, like a cat watching a bird on the other side of a window.
System: The player rolls Perception + Awareness (difficulty of the local Gauntlet) and spends one Gnosis point to look into the Penumbra. The Gift lasts one scene and ends if the Bastet is knocked unconscious.

Spirits of Laughter (Level One) - This Gift allows the Midnight Sun to invoke Laughter-spirits which make everything seem funny. A Mockingbird-spirit teaches this Gift.
System: The MokolC spends a Gnosis point and rolls Gnosis. The difficulty is 6 for friends, 7 for strangers, 9 for enemies. For each success, one remark that someone makes will cause everyone to laugh merrily.

Spirit Speech (Level One) — This Gift allows the Garou to communicate with encountered spirits. The Garou is thus able to address them whether they wish to be addressed or not. Of course, nothing (usually) prevents the spirit from ignoring the Theurge or leaving. Any spirit can teach this Gift.
System: Once learned, this Gift allows the Garou to understand the communication of spirits intuitively. Particularly alien spirits may be difficult — or, in the case of many Banes, outright painful — to understand.

Stash Cache (Level One) - Ratkin aren’t usually big on personal possessions. Many prefer to keep everything they need a knapsack, a briefcase, or their pockets. When they need to hide these meager items, some prefer to step sideways for just an instant, finding a little hidey-hole where they can stash their stuff. The hiding place might be a little Umbral tunnel, a hiding place guarded by a Rat-spirit, or just some space between the spirit world and physical world. Rat-spirits teach this Gift, but only if they can score a portion of the Ratkin’s stash from time to time; they may well exact a slight “payment” from your first stash cache.
System: Roll permanent Gnosis; the difficulty is the local Gauntlet. If you succeed, you’ve found a clever little place to stash an object smaller than a backpack or knapsack. The number of successes suggests the number of days you can probably keep it there safely. Wait too long, and your valuables will likely either be snagged by a Wyld-spirit, calcified by a Weaver-spirit, or spoiled by a Bane.

Sticky Paws (Level One) -

Sting of Sleep (Level One)

Stolen Moments (Level One) - The Ananasi can rob a victim of the most recent few minutes of memories, a handy ability for dealing with anyone who discovers something the werespider wishes to keep hidden, such as her existence or the location of her Sylie.
System: The Ananasi must touch the intended individual. The player spends one Gnosis point, and must succeed in a Gnosis roll (difficulty of the target’s Willpower). Success steals the last 15 minutes of the target’s memories.

Stonesight (Level One) - The Gurahl may look through a piece of stone or rock to see its potential or composition.
System: The player rolls Perception + Enigmas (difficulty 7). Each success reveals a piece of information about the stone.

Storm of Pests (Level One) — By singing a plea to Tzinzie and his kind, a werejaguar can call up a cloud of mosquitoes, gnats, biting flies, or some equally obnoxious bugs. These creatures don’t so much damage as distract their prey, although they might, at the Storyteller option, carry diseases like malaria or yellow fever. By drawing the victim’s attention to the biting pests, the Balam may prepare either an ambush or an escape.
System: The jaguar’s player rolls Manipulation + Survival. In most rainforests or coastal areas, the difficulty is 5. In other places, the difficulty rises to 7, and goes to 9 in areas where bugs are scarce. For each success, an area roughly 10 feet square is filled with flying bugs, reducing all Dice Pools by 2 for one turn per success. After that, the insects disperse. The cat is not immune to bug bites, but usually knows what to expect and can act normally.

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СообщениеТема: Re: Information in English   Вт Апр 27, 2010 12:17 pm

Strange Blood (Level One) - The Rokea can smell the blood of a target and identify them as a supernatural being. Rokea often use this Gift to identify other Rokea at a distance, which helps to prevent embarrassing mishaps (like eating a fellow wereshark) . A shark-spirit teaches this Gift.
System: The player rolls Perception + Primal- Urge (difficulty 7). Success identifies the target as either a Rokea, a mundane being (be it fish, human, or whatever) or a supernatural being. The Rokea doesn't automatically know what the being is — that is, the Storyteller should not say "He's a vampire," rather, she should describe what the Rokea smells ("His blood smells thick and clotted, as though all clumped together instead of flowing"). The Rokea can learn to recognize different beings by their scents.

Submit (Level One) — The second trick in a ruler’s arsenal is the ability to make his subjects obey whether they want to or not. By mastering their bodies, a Simba can force others to fall to their knees or roll over on their backs in submission. They can say whatever they like, but their reactions betray their cowardice!
System: Like the Philodox Gift: Roll Over, although Simba of Ranks One or Two will have to spend two Gnosis to use it. The Gift won’t change a target’s mind, but it will master his body if the player rolls at least three successes in a resisted Willpower roll (difficulty 7). This lasts one turn per success. Simba are immune to this Gift if it is used by one of their kind.

Survival (Level One) - The rat does not need food or water for a full day. Just as the kangaroo rat can sustain himself with seeds he finds in the desert, the Ratkin can improvise a method of forestalling starvation. This Gift is taught by a Kangaroo Rat-spirit.
System: Thls requires the use of one Gnosis and a successful Wits + Survival roll. The difficulty depends on the mere proximity of food, even inaccessible food (3 for the basement of a supermarket; 6 for an urban area or forest Wilderness; 9 for a vast desert).

Swallow Rage (Level One) -This Gift allows the Child of Gaia to overcome her innate savagery, although at a dangerous cost. By use of this Gift, the Child may stop a frenzy and reduce her Rage by directing it inward. The inward battle is visible for several minutes and can take the form of a shuddering concentration or even a masochistic beating. An ancestor-spirit teaches this Gift.
System: When the Garou falls into frenzy, the player may make a reflexive Rage roll, difficulty 7; this Rage roll, unlike others, cannot in itself induce frenzy. Even one success on this roll immediately brings the werewolf out of frenzy. However, each success does one health level of lethal damage to the Garou, and reduces her temporary Rage by a similar amount. The player must decide at the moment of entering frenzy whether to use this Gift or not; once the Garou has fully succumbed to frenzy, she cannot focus enough to use this Gift.

Sweet Hunter’s Smile (Level One) — With a charming look, the werecat wins his target over; if that look shifts into a snarl or a stare, the victim feels uneasy and may back away, intimidated.
System: By rolling Manipulation + Primal-Urge, the Bastet adds a die to all subsequent Social rolls for the remainder of the scene. This only works on one target at a time. Difficulty is the subject’s Willpower if she’s hostile to the werecat, 6 in most situations, and 4 if she’s already inclined to like or fear him. At Storyteller’s option, the player may add two dice if he scores four successes or more.

Swollen Tongue (Level One) -With a touch, the Nuwishacan stop a target from speaking. The targets tongue swells, preventing her from making any sounds beyond frantic grunts and moans. A spider-spirit teaches this Gift.
System: The character must touch the target. The player rolls Gnosis (difficulty of the victim’s Willpower). Normally, the target is prevented only from speaking, but if the player rolls three or more successes, the target’s hand shakes uncontrollably and she cannot sign or write. Swollen Tongue lasts for one scene

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СообщениеТема: Re: Information in English   Вт Апр 27, 2010 12:18 pm

Tailbiter's Mumble (Level One) - - The Mokole may bite her tail in her mouth and roll any distance desired as quickly as her human form runs. This Gift is taught by Hoopsnake.
System: The Mokol6 must be in Suchid or Archid, and spend a Willpower point; apart from that, the movement bonuses are automatic.

Tagalong (Level One) — Commonly used by Bone Gnawers residing in a sept controlled by other tribes, this Gift ingratiates the Bone Gnawer to a pack's or caern's totem for a short time. While the Gift is in effect, the Gnawer is treated as a member of a pack with regards to using the totem's blessings and any pack tactics the pack knows. If used on a caern totem, the totem looks favorably upon the Bone Gnawer. The Gnawer may then perform the Rite of the Opened Caern, if he knows it, without fear of retribution. A lost-dog-spirit, a spirit servant of Rat, teaches this Gift.
System: The Bone Gnawer must know the name of the totem in question. He must also prostrate himself before the caern's center or the pack's leader and wiggle forward on his stomach like a begging dog. The player rolls Charisma + Subterfuge. The difficulty varies based on the totem's opinion of the Bone Gnawer, which is left to the Storyteller's discretion. Success indicates that the character gains the previously mentioned benefits for one day, and that the totem will not look favorably on a Garou who mistreats the Bone Gnawer without cause. This Gift usually won't cause any bad feelings from the sept or pack in question as long as the Bone Gnawer minds his manners. However, using it too often certainly will.

Tale Spinning (Level One) - Using this amazing ability, the Ratkin can tell an elaborate story defying all reason and logic, and tell it so convincingly that the listener believes it is true. Telling the story absorbs an entire scene.
System: Bum one Gnosis and roll the Munchmausen’s Manipulation + Expression. The most educated or skeptical listener makes an Intelligence roll to resist; for each success, he can stop the Ratkin at any point and ask him one question that should derail the story entirely. (“But sir, there is tw air on the moon!” quoth he. To which I replied, “Ah, but you are mistaken! The cheese has hoks, does it not?”) Regardless, if the “tale-teller” has more successes than the listener, the Gift succeeds and the Moon Mouse makes it to the end of his story. Optionally, the listener may write down his number of successes on a piece of paper and pass it to the Storyteller; the Munchmausen doesn’t find out the results until his story is over.

Talk (Level One) - This Gift permits the Mokol6 to speak any human language he knows while in Suchid or Archid form. This Gift is taught by a Bird-spirit.
System: No roll is necessary; the Mokol6 becomes automatically capable ofspeech in all forms. With a successful Mnesis roll, difficulty 8, the Mokol6 can also speak any of the other BCte’s languages for the duration of a scene.

Tireless Running (Level One) - Young Silent Striders quickly learn the need for extraordinary speed and stamina - often the messages that even untested youths are asked to carry cannot wait for the message bearer to sleep or eat. A Garou with this Gift can run from moonrise to moonrise subsisting on nothing more than her spiritual energy, crossing almost four hundred miles, but as soon as she breaks her run she must eat and rest. This Gift is taught by a wolf-spirit.
System: The player spends one Gnosis point. The character (who must be in Lupus form) may long run for twenty-four hours without the player making a Stamina roll. After twenty-four hours, and each twenty-four hour period thereafter, the player must spend one point of Gnosis and one point of Willpower to allow the character to continue running; otherwise, she must stop. Whenever the character stops running, for whatever reason, she suffers -2 dice to all pools until she has a chance to eat and rest, unless she has run a number of hours that is less than her Stamina.

Treeclimber (Level One) — By extending and sharpening his claws, then invoking this Gift, a Bastet may travel up or down any vertical surface, from tree bark to concrete. Leopards excel at climbing, and most kuasha teach this secret first.
System: Climbing this way requires a Dexterity + Athletics roll. Really hard or slippery surfaces, like ice or steel, are difficulty 8, while easy ones like rock or bark are at difficulty 6. A character traveling this way moves at 10 feet a turn or so, and may have to make new rolls if the circumstances change (in an avalanche, for example).

Treesnake’s Blessing (Level One) -

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СообщениеТема: Re: Information in English   Вт Апр 27, 2010 12:18 pm

Trick Shot (Level One) — This Gift, once an acquired taste, has undergone a recent surge in popularity. It allows the Garou to execute brilliant feats of sharpshooting, such as shooting a weapon from an opponent's hand or firing down the barrel of an enemy's gun. The Garou cannot use this Gift to harm an opponent directly, however, and he can use Trick Shot only with rifles or pistols. Air-spirits teach this Gift.
System: The player adds the character's permanent Glory rating to his dice pool when performing a really outlandish shooting trick. Again, this Gift does not allow direct damage to targets ("I'll shoot him between the eyes!"), but it can be used to injure opponents indirectly. ("I'll shoot the rope that's holding the chandelier over his head!") The effects are permanent.

True Intentions (Level One) - Similar to the Philodox Gift: Truth of Gaia, this Gift allows the Dimwater to determine a target's goal during any given action. For example, if used on a human wading after young sharks in the shallows, the Gift shows the Rokea what the human plans to do with them. True Intentions does not work on spoken words, only on actions, and is taught by a spirit-servant of Sea.
System: The player rolls Intelligence + Empathy (difficulty of the target's Manipulation + Subterfuge). Multiple successes grant slightly greater understanding of the target's motivations behind his actions (e.g., whether he is being coerced).

Truth of Gaia/Sense the Truth/Truth of Olodumare (Level One) — As judges of the Litany, Philodox have the ability to sense whether others have spoken truth or falsehood. A Gaffling of Falcon teaches this Gift.
System: The player rolls Intelligence + Empathy (difficulty of the subject's Manipulation + Subterfuge). This Gift reveals only whether the target speaks the truth or lies.

Turned Fur (Level One) — As the Wendigo Gift: Camouflage, save that the cat must discard any clothing and gear before the Gift takes effect — the lynx is the only thing that changes color.

Ultimatum (Level One) -By pitting his will against an opponent’s, the Gurahl may reduce his enemy’s actions to two options. (“Fight me now or flee like a rabbit!”)
System: The Gurahl must get the opponent’s attention. The two then engage in an opposed Willpower roll. Success means that the Gurahl may present the enemy with two options and the opponent may take no action not specified by the Gurahl. The Gurahl cannot make one or both demands clearly suicidal to his opponent.

Unseen Attack (Level One) - If the Brightwater can approach her target without being seen, she may attack without fear of retaliation. All her victim will feel is a stirring in the waters behind him... and then teeth. This Gift is taught by a shark-spirit.
System: The Rokea must approach her prey undetected — this requires the player to succeed in a Wits + Stealth roll (difficulty varies by how perceptive the target is; Storyteller's discretion). She then attacks first, no matter how high her opponent's initiative. The opponent cannot attempt to dodge this attack. Once the Rokea has attacked with this Gift, she may not normally do so again in the same scene (unless she can somehow get out of sight and sneak up on the target again).

Ursa's Cleansing (Level One)

Ursa’s Light (Level One) - The Gurahl may draw down the light of the stars for illumination or a directional beacon.
System: The Gurahl reaches toward the sky while the player makes a Charisma + Occult roll. Success produces a soft light that illuminates a 100’ square area or sends a direction beacon 100 yards. If Ursa Major or Minor is in the ky, the effect is doubled.

Virulent Curse of Hatred (Level One) -As the Level Two Warrior Gift: Curse of Hatred, but with a few distinct differences. The victim’s Traits are reduced by a simulation of the Plague Lord‘s favorite disease. Players are encouraged to research their favorite afflictions; the game mechanics, however, always remain the same.
System: Spend one Rage and roll Manipulation + Expression; the difficulty is the victim’s Willpower. With at least one success, the victim loses two Willpower points and two Rage points. This can only be attempted once per scene. This is an Epidemic Gift, and can be spread to more than one victim with the Plague Lord Gifr: Epidemic Contagion.

Visage of Fenris (Level One) — The Get appears larger and more fearsome, commanding respect from peers and cowing his foes. A wolf-spirit teaches this Gift.
System: The player rolls Charisma + Intimidation. Only one success is necessary to affect non-Garou and Garou of equal rank. To affect Garou of higher rank, the player must score a number of successes equal to twice the difference of rank between the Garou and the target. For example, for a Rank 1 Garou to affect a Rank 5 Garou would require eight successes (not very likely). Allies and peers affected by this Gift see the Get as impressive and noble (-1 difficulty bonus to all Social rolls). Foes pause for a moment to summon the resolve necessary to fight such a monster (losing one from their initiative ratings). This Gift lasts for one scene.

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СообщениеТема: Re: Information in English   Вт Апр 27, 2010 12:18 pm

Voice of the Mimic (Level One) -This Gift allows the Cora to imitate any sound or voice she has heard. Voices and accents are all covered by the scope of the Gift, as are machine noises, crashes, gunfire and any other noise you can imagine. Voice of the Mimic is taught by a mynah-spirit.
System: The Gift requires a Perception + Expres​sion(or Mimicry) roll, with the difficulty based on the complexity of the sound.

Voice of Woe (Level One)

Walk Like a Man (Level One) - A Gurahl in Ursine, Bjornen or Crinos form may use this Gift to leave human footprints instead of bear prints.
System: The player rolls Dexterity + Stealth. One success causes the Gift to last for one scene; additional successes extend the duration on a one for one basis.

Wanderer’s Boon/Breakfast of Stones (Level One) — Travel is hard, especially given theSpartan ways of the Pumonca. This Gift allows a cougar to adapt to changing climates quickly, or to ignore the pangs of hunger or thirst for some time. Bird and Bear-spirits pass this Gift along.
System: By rolling Stamina + Survival and spending a Willpower point, the player allows her werecat to do one of the following things: ignore the worst effects of normal heat and cold for a week; go one day without water; or go three days without food. The difficulty for the roll is 6, although harsh conditions (blizzards, droughts, heat waves, etc.) can raise it by two or more. The Gift can be repeated, but the difficulty rises by one each time it’s performed in succession. • Wanderer’s Boon (Level One) — Travel is hard, especially given theSpartan ways of the Pumonca. This Gift allows a cougar to adapt to changing climates quickly, or to ignore the pangs of hunger or thirst for some time. Bird and Bear-spirits pass this Gift along.
System: By rolling Stamina + Survival and spending a Willpower point, the player allows her werecat to do one of the following things: ignore the worst effects of normal heat and cold for a week; go one day without water; or go three days without food. The difficulty for the roll is 6, although harsh conditions (blizzards, droughts, heat waves, etc.) can raise it by two or more. The Gift can be repeated, but the difficulty rises by one each time it’s performed in succession.

Water-Conning (Level One) -The Child may purify water by dipping her hand or bowing her forehead to the surface. An avatar of Unicorn teaches this Gift as a sign of his favor.
System: The Garou touches the surface and rolls Perception + Primal-Urge. Water that is poisoned by animal dung or parasites has a 5 difficulty. The difficulty is 7 for chemical waste and 9 for Wyrm-taint. Each success purifies enough water for one person for one day.

Weaver Sense (Level One)

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СообщениеТема: Re: Information in English   Вт Апр 27, 2010 12:19 pm

Web Haven (Level One) - The Damhan creates a haven for the night, usually within their normal dwelling as an added level of security. This webbing anchors in the material world as well as in the Umbra, and works primarily as an early warning alarm against potential attacks and as a warning that potential meals are nearby. This web must be spun, but it does not appear as a regular web unless the Ananasi wants it to. It remains invisible to mundane senses, blending into the background.
System: The werespider must spend one blood point to create the web (unless in Crawlerling form) and make a Gnosis roll, difficulty 7. The web covers roughly 100 feet per success. The anchor points for this web can be anywhere at all, even in thin air. Anything touching this webbing sends vibrations to the Ananasi, warning them of approach. This web offers no physical defenses against attack.

Web of Smoke (Level One) - This Gift creates a simple trap made from webbing. Once the webbing is disturbed, it dissolves into a thick, noxious black smoke, which obscures the vision and smells worse than a hundred or so rotted eggs. While not effective as a weapon, it has stopped many creatures from getting too far into an Ananasi's lair.
System: The werespider spends one blood point. The web is not sticky, and can appear as simple as a mass of cobweb, or as an intricate, thick-stranded web obviously designed to keep out or capture intruders. Once anything touches this web with enough force to break any of the strands, the web explodes into a thick dark cloud of smoke, momentarily blinding anything in the immediate vicinity and causing a foul odor. Anyone caught in the cloud must roll Stamina, difficulty 8, or immediately go into a convulsive fit of vomiting for one turn per point of the spinner's permanent Gnosis.

Wind Beneath My Wings (Level One) -This Gift, originated by a Pteranodon Mokole, helps Mokole travel more easily by marchingorflying in formations. The strength of the whole group can serve to help each member. This Gift is taught by Goose.
System: The Mokok assembles her fellow travelers in a line (for marching) or V formation (for flying) and rolls Stamina + Gnosis, difficulty 7. The number of successes is the number of travelers who can share the Stamina of the strongest member of the group (who will usually take the lead). If the formation is broken, the extra Stamina disappears. A botch reduces a group member to 1 Stamina.

Wolf at the Door (Level One) — Some humans can't just be splattered all over the nearest tree. Some of them have to be taught a lesson and left alive, for whatever reason. However, the Red Talons know how to make the message stick. This Gift induces a terrible dread of and respect for the forest, and makes a human target afraid to tamper with it in any way. Any predator spirit can teach this Gift.
System: The Garou must make eye contact with the target, but he can be in any form when she does so. The player then rolls Charisma + Primal-Urge (difficulty of the target's Willpower). The effects last for one day per success. During this time, the human must roll Willpower to leave his home, and he may not go near anything resembling a forest without spending a Willpower point. If the human does leave home, he is shaky and fearful until he returns, and his player loses two dice from all Mental and Social dice pools. This Gift functions on Kinfolk, mages, ghouls and other "supernatural" humans, but the difficulty increases by two to a maximum of 10.

Word Beyond (Level One) - When traveling through the Umbra, Corax often feel the need to leave information for their fellow birds. After all, it’s common courtesy to inform a relative that the old safe road now leads right into a nest of Pattern Spiders, right? Unfortunately, there’s a dearth of writing materials in the Umbra, which means only that the Corax had to find an alternate method of leaving their missives. That’s where this Gift - which allows a Corax to create arecognizable sigil out ofwhatever’s handy - comes in. A spirit in service to Coyote teaches this Gift (when he feels like it).
System: In the Umbra, the Corax (by rolling Wits + Expression, difficulty 6) can create a marker out of available materials for any other Corax who come by. The number of successes indicates the complexity of the message that can be encrypted into the marker, which can be decrypted by another Corax rolling Perception + Occult (difficulty 7).

Wyld Sense (Level One) -

Wyrm Sense (Level One) -The ahi becomes attuned to the presence of the Wyrm in all its forms. Banes, fomori, certain vampires (those with a Humanity Trait below 7), Black Spiral werewolves, and ( other creatures corrupted by the Wyrm become glaringly obvious, by the spiritual stench the Nagah can taste in the air around her. From the physical world, she can sense Wyrm spirits in the.: surrounding Penumbra.
System: As Weaver Sence but attuned to the Wyrm. With three or more successes, it may (at the Storyteller’s discretion) reveal more subtle traces of corruption and decay, such as a tumor in a human body.

Wyrmling Kinship (Level One) - The user of this Gift can convince all Wyrm-affiliated creatures in a given area to consider her an ally, or at least to ignore her.
System: The character rolls Charisma + Primal-Urge, difficulty 8, to make the Wyrmlings more inclined to conversation, rather than violence. Each success reduces the difficulty of all Social rolls with the Wyrm's minions by 1. The Wyrmlings may attempt to resist this effect by rolling Willpower against a difficulty of 4 + the Ananasi's successes.

Xochipilli's Touch (Level One) - The Nuwisha using Xochipilli’s Touch brings luck to herself or to a target. Usually the luck is short-term, but whether that luck is good or bad is entirely in the hands of the Nuwisha. If the luck is good, a person might discover that her cancer was misdiagnosed and is actually only a thumbprint on the xray, or she might win the lottery. If the luck is bad, a tire might explode during a high-speed chase, or the person might get audited by the IRS. The Nuwisha has no control over how the luck will manifest, only whether the luck will be good or bad. This Gift is normally instantaneous, but can take several hours to manifest, at the Nuwisha’s discretion. This Gift is taught by an Epiphling of Luck or a Gaffling in service to Xochipilli.
System: The player rolls Wits + Enigmas, difficulty 7. The Storyteller has complete control over how Xochipilli’s Luck manifests itself, but the player may increase the luck to levels that seem almost miraculous by spending a Gnosis point.

Дары второго и последующего уровней выложу позже (там их целых 155 стр.)

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