Post by Phsycodelic on May 31, 2017 21:08:34 GMT
Hatar Aspect 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 ] Blood Of Pain ( Changing Breeds 20th Anniversary Edition - Page 66 )
Prerequisite: Hatar Aspect
The Hatar turns her blood into debilitating poison.
System: When the werespider wills it, anyone who drinks her blood will fall helplessly ill, necessitating a Stamina roll (difficulty 6) to act each turn for the rest of the scene.
[ 1 ] Wyrmling Kinship ( Changing Breeds 20th Anniversary Edition - Page 66 )
Prerequisite: Hatar Aspect
The Hatar can convince Wyrm-creatures that she is an ally or someone of no importance.
System: The difficulty of all Social rolls against Wyrm creatures is permanently reduced by 2, and they become inclined to believe the werespider to be an ally if given the slightest justification to do so.
[ 2 ] Blood Of Illusion ( Changing Breeds 20th Anniversary Edition - Page 66 )
Prerequisite: Hatar Aspect
Similar to Blood Of Pain, the Hatar may transform her blood into a hallucinogenic toxin at will.
System: Affected characters must roll Willpower (difficulty of the werespider's Gnosis) or suffer violent hallucinations for the rest of the scene.
[ 2 ] Call Of The Wyrm ( Changing Breeds 20th Anniversary Edition - Page 66 )
Prerequisite: Hatar Aspect
This dangerous Gift attracts creatures of the Wyrm, luring them into traps and ambushes or flushing them from hiding. Any spirit servant of Gaia can teach this Gift.
System: The player makes a resisted roll of Manipulation + Performance against the Wyrm creature's Willpower (both rolls are difficulty 7). If the Wyrm creature loses the contest, it must come to the source of the Call.
[ 3 ] Corrupt ( Changing Breeds 20th Anniversary Edition - Page 66 )
Prerequisite: Hatar Aspect
The Hatar can weaken an object with this Gift, exaggerating its natural flaws.
System: The player rolls Gnosis. Each success causes the target inanimate object to lose one soak die.
[ 3 ] Pulse Of The Invisible ( Changing Breeds 20th Anniversary Edition - Page 67 )
Prerequisite: Hatar Aspect
Spirits fill the world, and none know this fact better than the Hatar. This Gift grants constant awareness of the spirit world. Even in the physical world, the Hatar can interact with spirits in the Penumbra at will. While most spirit activity isn't worth watching, the Hatar will be automatically aware of any dramatic changes or upheavals nearby. Any spirit can teach this Gift.
System: If the Ananasi's permanent Gnosis equals or exceeds the local Gauntlet, he can see into the Umbra automatically. Otherwise, the player must roll Gnosis to look through the Gauntlet (difficulty of the Gauntlet rating). Such awareness lasts for the rest of the scene or until the character enters an area with a stronger Gauntlet.
[ 4 ] Ill Winds ( Changing Breeds 20th Anniversary Edition - Page 67 )
Prerequisite: Hatar Aspect
The Hatar weakens the barrier between worlds, allowing Banes to materialize in a location more easily.
System: The werespider cuts her arm and spends three blood points; the player rolls Intelligence + Occult (difficulty 5). Each success reduces the Gauntlet in the immediate area by 1 for one hour per success.
[ 4 ] Still Blood ( Changing Breeds 20th Anniversary Edition - Page 67 )
Prerequisite: Hatar Aspect
The Ananasi's blood can paralyze a victim through contact.
System: A victim splashed by the werespider's fresh blood loses three points of Strength. The victim's Strength returns at a rate of one point per hour.
[ 5 ] Burning Blood ( Changing Breeds 20th Anniversary Edition - Page 67 )
Prerequisite: Hatar Aspect
The Ananasi turns her blood to acid.
System: The Ananasi may activate this Gift at will. Contact with acidic blood inflicts (permanent Gnosis) dice of aggravated damage.