Post by Phsycodelic on May 31, 2017 21:50:06 GMT
Kumoti 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 ] Inspire ( Changing Breeds 20th Anniversary Edition - Page 67 )
Prerequisite: Kumoti Aspect
Kumoti embrace the energy of creation, and they can share that passion with others. With this Gift, the Ananasi instills a feeling of vitality, life, and lucidity in another living being. It is taught by a servant of Pegasus.
System: The Kumoti must touch her target's skin. The player rolls Gnosis (difficulty 5 against Garou and Kinfolk; difficulty 6 for others). Success grants the recipient a rush of mental vitality - in game terms, one additional die on all Mental rolls for the rest of the scene. It also adds one to the difficulties of any Rage rolls made during the scene.
[ 1 ] Mother's Touch ( Changing Breeds 20th Anniversary Edition - Page 67 )
Prerequisite: Kumoti Aspect
The Kumoti channels spiritual power through her hands, mending the wounds of any other living creature. This Gift may not heal the Ananasi herself, spirits, or the undead. A bear - or unicorn-spirit teaches it.
System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty is the target's current Rage, or 5 for those with no Rage). Each success heals one level of lethal, bashing, or aggravated damage. The healer may even heal fresh Battle Scars in this manner, if the Gift is applied during the same scene in which the scar is received and an extra Gnosis point is spent.
Though a Black Spiral Dancer can learn this Gift, it is rare that one does so.
[ 2 ] Arachnophobia ( Changing Breeds 20th Anniversary Edition - Page 67 )
Prerequisite: Kumoti Aspect
The Kumoti may inflict an irrational fear of spiders on her victim.
System: The player spends a Gnosis point and rolls Manipulation + Intimidation (difficulty of the target's Willpower). The effect lasts for one day per success.
[ 2 ] Insight Of The Mother ( Changing Breeds 20th Anniversary Edition - Page 67 )
Prerequisite: Kumoti Aspect
This is a Gift of prophecy. The Ananasi becomes an oracle, prone to dreams and visions which hint at future opportunities, challenges and threats to come. These visions are always veiled in symbolism - an impending war against the local vampires might be presaged by visions of skyscrapers weeping blood from their upper stories, while a death in the nest might be heralded by dreams of a chorus of mournful howls rising to a ghost-pale moon. Owl-spirits teach this Gift.
System: Visions are entirely under the Storyteller's control and are best handled through RolePlaying, though a truly stumped player might ask for a Wits + Occult (difficulty 7) roll to help interpret a particularly puzzling vision.
[ 3 ] Alter Lilian ( Changing Breeds 20th Anniversary Edition - Page 67 )
Prerequisite: Kumoti Aspect
The Kumoti may alter her Lilian form at will, rearranging it to suit her whim.
System: The player makes a Willpower roll (difficulty 7). The changes remain until the Gift is used again.
[ 3 ] Sense Motion ( Changing Breeds 20th Anniversary Edition - Page 67 )
Prerequisite: Kumoti Aspect
The Ananasi can compensate for her vision completely by using her sense of touch on the local air currents and pressure in order to detect motion. She can attack invisible creatures normally or navigate in absolute darkness. Wolf-spirits teach this Gift.
System: The Ananasi fully substitutes her sense of touch for her vision, enabling her to distinguish identity and location flawlessly (color and fine details, such as letters printed on a page, remain beyond her). A Perception + Primal-Urge roll may be required to detect things which are not actively moving or in areas with no wind current.
[ 4 ] Mindblock ( Changing Breeds 20th Anniversary Edition - Page 67 )
Prerequisite: Kumoti Aspect
The Ananasi fortifies her will against mystical influences of all sorts. A falcon-spirit teaches this Gift.
System: The difficulties of any direct mental attacks or attempts to control the Ananasi's mind, as well as more insidious psychic assaults (mind-reading, illusions, possession, and so forth) are raised to 10. The effects of this Gift are permanent, but do not apply to magic which sways the Ananasi's emotions.
[ 4 ] Nature Of The Beast ( Changing Breeds 20th Anniversary Edition - Page 67 )
Prerequisite: Kumoti Aspect
Unleashing a surge of pure Wyld energy, the Kumoti can devolve an opponent's mind into that of an animal, effectively destroying his intelligence. A Wyldling teaches this Gift.
System: The player rolls Wits + Empathy (difficulty of the target's Willpower + 3, maximum 10) and spends a number of Gnosis points. If successful, the Ananasi can destroy the target's Intelligence Attribute until the end of the scene; the target loses one Intelligence dot for each two points of Gnosis spent, and cannot lose more Intelligence than the number of successes rolled. Lost Intelligence is replaced with feral, animalistic behavior.
[ 5 ] Assimilation ( Changing Breeds 20th Anniversary Edition - Page 67 )
Prerequisite: Kumoti Aspect
An Ananasi with this Gift blends smoothly into any culture, no matter how strange or unfamiliar he might normally find it. He could slip among Bedouin nomads as if he were one of them, or he could shop in a Chinese market without anyone noticing that he doesn't belong. The Gift doesn't hide racial differences, but it does allow the Kumoti to mimic the behaviors and mannerisms of a native. It also grants the ability to speak and understand the culture's language, although this knowledge vanishes as the Gift ends. It is taught by Ancestor-spirits.
System: The player rolls Manipulation + Empathy. If successful, the character interacts with members of another culture as if he were one of them. The difficulty depends on how alien the culture is. Another Garou sept would be 5, while a Black Spiral hive or foreign country could be as high as 9. The character suffers no Social penalties when interacting with members of the culture, although he will enjoy no special benefits either. The Gift lasts for one scene, plus one day per Willpower point spent when activating it.