Monster Gift Collection
System – The player rolls Control + Enigmas, invests a Gnosis factor, and hopes the Net-Spiders will certainly be generous. These encounters need to be played out– computer spirits can be quite strange, as well as might desire an allurement. The trouble depends on the targets value. A successful Computer or Hacking roll can decrease this difficulty by 1 for each two successes (exact same problems; see The Werewolf Player’s Overview, pages ). System – The werecat secures eyes with his target; the player invests a Gnosis factor and also rolls Rage. The trouble is the target’s Determination, and each success causes one intensified Wellness Degree of damage.
- A successful Computer system or Hacking roll can reduce this difficulty by 1 for each 2 successes (same problems; see The Werewolf Gamer’s Overview, web pages ).
- System – The gamer rolls Adjustment + Enigmas, invests a Gnosis point, and really hopes the Net-Spiders will certainly be generous.
- The trouble relies on the targets worth.
- These experiences should be played out– computer system spirits can be quite strange, and might want a bribe.
- The difficulty is the sufferer’s Willpower, as well as each success brings upon one worsened Health Degree of damages.
System – By rolling Control + Primal-Urge, the Bastet adds a die to all succeeding Social rolls for the remainder of the scene. Problem is the subject’s Self-control if she’s aggressive to the werecat, 6 in the majority of circumstances, and also 4 if she’s currently inclined to like or fear him. At Author’s alternative, the player may add 2 dice if he scores 4 successes or even more. System – The gamer rolls Charisma + Empathy as well as expends a Determination point; the results last for a scene.
Werewolves (as well as most powerful Wyrm-monsters) will not flee, however they can not assault while the Present’s individual continues to gaze them down. Nevertheless, if they are attacked themselves, all wagers are off. The coils only bind; they can not inflict damages.
The sufferer flees for one turn per success, although he might use up a Self-control point to resist the Present’s effects for a turn. Need to the personality score 5 or even more successes, the target flees throughout of the scene.
To break free, the target has to make a Stamina roll, difficulty 7; if his successes surpass the number of coils ensnaring him, he struggles totally free. The arms last till completion of the scene or until dismissed, whichever is sooner. System – The player rolls Gnosis to trigger the Present. The transformation lasts for the scene or until the Ahroun determines to end the Gift. Silver claws still do intensified damage to all targets, and they are normally unsoakable to Garou and most other werebeasts. While the Ahroun materializes the claws, she suffers hot pains. Each turn, she gets an automated Rage factor.
The craziness lasts a number of days equivalent to the successes rolled on the effort. Throughout this moment, the metis can increase or reduce the effects of the chaos, granting the target lucidity and after that driving him right into psychosis. Even after the Present has actually finished, the consequences from the round with chaos typically haunt the target for the rest of his life. System – The player rolls Control + Crafts versus a variable trouble as well as invests a Gnosis point. The created things is not necessarily long-term; it will last a size of time according to the following chart. Using up an added Gnosis point allows a produced tool to bring upon intensified damage for the scene’s duration or till the things go back to its original type. This result can be made long-term with the sacrifice of a permanent point of Gnosis if the object itself is transformed permanently.
Just a Self-control roll can soak the Stare, which turns the sufferer right into agonized convulsions either till fatality or until the werecat grants release. System – The gamer invests a Gnosis factor as well as rolls Manipulation + Intimidation (problem of the target’s Self-discipline).
His character may hold a psychological conversation with a target at a maximum range of 10 miles per success. It does not allow mental telepathy, but the werewolf may utilize social Abilities, such as Scare tactics. System – The Garou utilizing this Gift may concentrate on only one target per turn; the player rolls Charm + Scare tactics (trouble 5 + the victim’s Ranking).