Post by Phsycodelic on May 31, 2017 20:59:16 GMT
Wyrsta Faction Gifts
Ananasi
Ananasi
A beginning character may choose one Level One Gift from each of her breed, auspice and tribe Gift lists, thus starting with three. In the process of character creation, the player may use leftover freebie points to buy other Level One Gifts.
As a character gains more experience, she may purchase more Gifts. However, the character must be of a rank equal to or higher than the level of the Gift desired, or she cannot possess it - the blessings of the spirits won't settle on the shoulders of the unworthy.
During play, a werebeast may learn the Gifts of other breeds, auspices or tribes, provided she can find a spirit (or other werebeasts) to teach her. However, these Gifts cost more than those normally associated with her own tribe, auspice, and breed.
Learning Gifts
Most often, a werebeast must either petition a particular spirit to teach her its powers or ask an elder to summon that spirit on her behalf. Traditionally, the werebeast first travels to a caern with a power level equal to or greater than that of the desired Gift to petition the spirit personally - to do otherwise is to defy tradition, which risks incurring the wrath of the spirit. But as more caerns fall to the talons of the Wyrm, many werebeasts are forced to make do with whatever places of power they can find, or even to summon spirits outside of caerns completely. Such slighted spirits often demand recompense or service before consenting to share their blessings.
Other werebeasts, lacking access to a ritemaster capable of summoning spirits at all, must track down potential mentors and petition them directly in the Umbra. The manifold dangers of such ventures include offending the spirit in its home or mistaking a hostile spirit for a friendly one.
Although werebeasts speak of "learning" and "teaching" Gifts, the process is more akin to a blessing than a period of instruction. The spirit infuses some of its nature into the werebeast, imbuing her with a portion of its mystical talents.
Because of the mystic nature of this communion, learning Gifts is normally fast and simple, taking an hour on average, and no more than a night in even the most complex cases.
Werebeasts are also capable of teaching Gifts to one another, but this process is neither fast nor easy. Learning a Gift from another werebeast is a long process of trial and error, of attempting to achieve communion with another werebeast and emulate the shape of his soul. At best, the process takes a full lunar month. Most elders strongly discourage this practice, viewing it as unacceptably risky on a number of levels.
Once learned, Gifts cannot be forgotten; they become as much a part of the werebeast as her ability to speak or walk.
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, werebeasts 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 granted 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 werebeast at a time, if that.
[ 1 ] Alter Mood ( Changing Breeds 20th Anniversary Edition - Page 68 )
The Wyrsta can enhance or dampen the mood of a single individual, making that person elated rather than just happy, or muting utter despair into simple sadness.
System: The player spends one Gnosis point to enhance the desired emotion.
[ 1 ] Beastmind ( Changing Breeds 20th Anniversary Edition - Page 68 )
The Wyrsta can reduce the mental faculties of his victim to that of an animal for a time. The victim doesn't necessarily become less intelligent, but human thinking (logic, complex tool use, language, and the like) becomes impossible. An avatar of Griffin teaches this Gift.
System: The player rolls Manipulation + Empathy against a difficulty equal to the target's Willpower. The effects last for one minute per success, during which the target behaves like a wild animal. If a point of blood is spent when directing this Gift at an ordinary human target, its effects last for one day per success.
[ 2 ] Blinding Spit ( Changing Breeds 20th Anniversary Edition - Page 68 )
If the Ananasi hits her victim's face with her venomous spittle, she blinds her target temporarily.
System: The player spends one blood point and rolls Dexterity + Melee (difficulty 8). Success blinds the victim for (Cunning) turns.
[ 2 ] Visceral Agony ( Changing Breeds 20th Anniversary Edition - Page 68 )
The Ananasi's claws change to barbed, wicked talons dripping with black venom. While this venom is not itself lethal, it inflicts crippling agony. A pain-spirit teaches this Gift.
System: The player spends a blood point before the character attacks. Any wound penalties suffered as a result of the character's attacks during that turn are doubled (i.e. a foe at Wounded would lose four dice) for the rest of the scene. If the target is resistant to pain (such as in a frenzy) he suffers his normal wound penalties instead.
[ 3 ] Tick Body ( Changing Breeds 20th Anniversary Edition - Page 68 )
The Ananasi concentrates her blood, allowing herself to store more sustenance in the same volume.
System: The Ananasi's maximum blood pool permanently increases. At Rank Three it becomes 15, at Rank Four 20, and at Rank Five 25.
[ 4 ] Blades Of The Mantis ( Changing Breeds 20th Anniversary Edition - Page 68 )
The Wyrsta's arms grow to resemble those of a praying mantis, with sharp, bladed ends.
System: The player spends one blood point and her first pair of arms extends two feet in length, growing blades that inflict Strength + 4 aggravated damage (difficulty 5). The character loses three dice from all dice pools to do with fine manipulation. This transformation lasts for one scene, and functions in all forms save Crawlerling.
[ 4 ] Wither Limb ( Changing Breeds 20th Anniversary Edition - Page 68 )
With a snarl and a baleful stare, the Ananasi ruins an opponent's limb: Bones twist, muscles wither, flesh desiccates. Creatures with regenerative capabilities will recover after one scene; all others are permanently crippled. Venomous spirits teach this Gift.
System: The player spends a Gnosis point and rolls Willpower (difficulty equals the victim's Stamina + 4). The victim adds two to the difficulties of all Dexterity rolls. If a leg is crippled, he can move at only half his normal speed.
[ 5 ] Razor Webs ( Changing Breeds 20th Anniversary Edition - Page 68 )
If she desires, the Ananasi can spin barbed, razor-sharp webbing.
System: The werespider can choose whether she spins normal webs or razor webbing. She can spin enough razor webs with one blood point to cover a Crinos-form Garou. Razor webbing inflicts one automatic level of unsoakable aggravated damage to anything that comes into contact with it each turn, unless the victim holds perfectly still.
[ 5 ] Summon Net-Spider ( Changing Breeds 20th Anniversary Edition - Page 68 )
The Wyrsta carries a great technological blessing, granting him an intuitive understanding of the ways of computers; additionally, he can summon a Net-Spider - a Weaver spirit that gives its summoner near-absolute control over any computer system. The Spider can disrupt, erase, or destroy whatever system it is sent into. (The exact effects are left to the Storyteller, but are typically destructive.) An avatar of Cockroach teaches this Gift.
System: The player spends one Gnosis point and rolls Charisma + Computer (difficulty 8). If successful, the Net-Spider appears and heeds the Ananasi's commands. In addition to the destructive power of the summoned spirit, this Gift allows the Ananasi to permanently halve the difficulty of all rolls to use, build, or hack computers.