Post by Tami on Oct 20, 2006 11:15:28 GMT -5
Homid
Homid Gifts derive from humans' craft,
ingenuity, society and talent for destruction -- the
legacies of the Maker and Unmaker. Many
animals and spirits instinctively respect a human,
even if that respect verges into hostility. Many
of the Gifts bestowed on human-born Bastet link
to this instinctive regard -- and to the powers of
the creation and destruction that have won it.
Level One
Cat Claws
By calling on her heritage, a Bastet in Homid or Sokto form can unsheathe her claws and attack as if she was in beast-form.
System: A simple Stamina + Primal-Urge roll (difficulty 7) brings out a cat's claws. They remain out as long as she cares to keep them, but d**ned peculiar and hurt to use (+1 to all combat and Dexterity difficulties). Once resheathed, they must be called forth again.
Sweet Hunter's Smile
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 Bastets 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.
Level Two
Jam Technology
As the Garou Homid Gift of the same name. Garou sensing for the Wyrm at this time will notice a slight shimmer coming from the werecat who uses this Gift, as the Bastet version invokes the power of Cahlash.
Eavesdropper’s Ear
By listening carefully, a Bastet may hear things outside the normal human range, or understand something spoken some distance away. This is said to be a Gift from Whispers.
System: A simple Perception + Enigmas roll (difficulty 6) boosts the cat’s hearing into the high and low sonic spectrums, and adds two dice to her Perception Dice Pool for hearing rolls only. The Gift lasts one scene, and makes the Bastet susceptible to sudden loud noises (which might inflict one to three Health Levels of normal damage in extreme cases like explosions or high-frequency alarms).
Level Three
Craft of the Maker
As the Garou Homid Gift: Reshape Object
Babel’s Cure
By flexing Rahjah’s powers, a Bastet can translate any human language in her vicinity. Invoking the Unmaker will turn everything into gibberish.
System: To render languages either clear or unintelligible, the player rolls her Manipulation + Linguistics (difficulty 6). This Gift works on spoken words, writing and even body language. Everyone within 50 feet will understand all communications for the duration. Cahlash’s inversion of the Gift scrambles everything the same way. Either version lasts for one turn (or minute) per success, and each can cancel the other out.
Level Four
What’s the Password?
By communing with the odd spirits inside computers, a werecat can call up the passwords to files, accounts or encryptions. Although few nature-bound Bastet know this trick, many of their city cousins have at lest heard of it. Most of those who do know it charge hefty favors for the teaching ....
System: The player rolls Manipulation + Enigmas, spends a Gnosis point, and hopes the Net-Spiders will be generous. These encounters should be played out -- computer spirits can be pretty weird, and may want a bribe. The difficulty depends on the target’s value. A successful Computer or Hacking roll can reduce this difficulty by 1 for every two successes (same difficulties; see The Werewolf Players Guide, pages 194-199).
Information
Difficulty
Checking accounts
5
Corporate records
6
Important documents
7
Secure accounts
8
Corporate secrets
9
Government secrets
10
Monkey’s Uncle
With this Gift, a werecat can assume any human form in seconds. Changes can include physical prowess, attractiveness, racial features, gender and age. Legends credit this Gift to Coyote, although the Bubasti claim to have discovered it first.
System: The player rolls Manipulation + Subterfuge (difficulty 5). Really extreme changes, like changing from Dr. Ruth into Arnold Schwarzenegger, raise the difficulty by one. For each success, the player can add one dot to her character’s Physical or Social Traits for the Gift’s duration. Monkey’s Uncle lasts for one hour per success, applies only to the Bastet herself, and may be detected with a resisted roll (Perception verses Gnosis, difficulty 8) by someone with magical senses.
Level Five
Black Friday
This dreaded Gift, the bane of the Information Age, allows a Bastet to crash a computer network in seconds. By communing with Net Spiders (see “What’s the Password?”) and promising a few favors, a lucky werecat can wreak system havoc without even touching a keyboard. It’s rarely done because of its tendency to backfire (wiping out one’s own computer files!), but causes untold headaches for the programmers of Pentex.
System: The player rolls his Manipulation + Enigmas to convince the Spiders to do his dirty work. Obviously, he has to have some way of reaching them first, such as a Gift, a short visit to the Penumbra, or a message typed into the doomed system. Once the deal is set in motion, the Spiders eat the system’s data; a skillful data retriever can undo the damage, but it’ll take days or weeks to fix. The Gift’s difficulty depends on the size and complexity of the system in question. Protected networks add one to the amount of successes needed; magickal systems include Trinary computers or Technomagickal networks (see Mage: The Ascension). A botch causes the Spiders to wreck your own data instead. Note that this kind of tampering immediately sets off alarms on guarded systems; a would-be saboteur would be wise to amscray ontopray!
Network - difculty - sucess needed
Small Office - 6 - one - two
Large Office - 6 - three - four
Small Corporate - 7 - four - five
Large Corporate - 8 - four - five
Internatioanl/Government - 9 - five - 10
Secret Government/Magickal - 10 - five - 15
Deny the Hungry
With a gesture or spray, a spiteful werecat can destroy crops and fertile land, spoil food or toxify drinking water. Legend lays this Gift at the feet of the Bubasti, who were said to punish disrespectful communities with famine and drought. Some Simba use it for the same reasons. Sadly, it’s easier to destroy than to create; undoing this damage requires a different Gift all together.
System: The player spends a permanent Rage point and rolls Wits + Primal-Urge (difficulty 7). Each success withers one mile of crops, spoils a waterhole or lake, or renders one ton of food or drink unusable. Only the Redeem the Waste Gift, a Rite of Cleansing, or powerful Life and Prime magicks (see Mage) can undo the destruction. Cropland will remain infertile for a year, water will be poisoned for the same time. Spoiled food is rotten forever, and those who eat it anyway will grow ill. These effects, and the casting of the Gift, clearly comes from the Unmaker, and may be detected by appropriate Gifts.
Homid Gifts derive from humans' craft,
ingenuity, society and talent for destruction -- the
legacies of the Maker and Unmaker. Many
animals and spirits instinctively respect a human,
even if that respect verges into hostility. Many
of the Gifts bestowed on human-born Bastet link
to this instinctive regard -- and to the powers of
the creation and destruction that have won it.
Level One
Cat Claws
By calling on her heritage, a Bastet in Homid or Sokto form can unsheathe her claws and attack as if she was in beast-form.
System: A simple Stamina + Primal-Urge roll (difficulty 7) brings out a cat's claws. They remain out as long as she cares to keep them, but d**ned peculiar and hurt to use (+1 to all combat and Dexterity difficulties). Once resheathed, they must be called forth again.
Sweet Hunter's Smile
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 Bastets 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.
Level Two
Jam Technology
As the Garou Homid Gift of the same name. Garou sensing for the Wyrm at this time will notice a slight shimmer coming from the werecat who uses this Gift, as the Bastet version invokes the power of Cahlash.
Eavesdropper’s Ear
By listening carefully, a Bastet may hear things outside the normal human range, or understand something spoken some distance away. This is said to be a Gift from Whispers.
System: A simple Perception + Enigmas roll (difficulty 6) boosts the cat’s hearing into the high and low sonic spectrums, and adds two dice to her Perception Dice Pool for hearing rolls only. The Gift lasts one scene, and makes the Bastet susceptible to sudden loud noises (which might inflict one to three Health Levels of normal damage in extreme cases like explosions or high-frequency alarms).
Level Three
Craft of the Maker
As the Garou Homid Gift: Reshape Object
Babel’s Cure
By flexing Rahjah’s powers, a Bastet can translate any human language in her vicinity. Invoking the Unmaker will turn everything into gibberish.
System: To render languages either clear or unintelligible, the player rolls her Manipulation + Linguistics (difficulty 6). This Gift works on spoken words, writing and even body language. Everyone within 50 feet will understand all communications for the duration. Cahlash’s inversion of the Gift scrambles everything the same way. Either version lasts for one turn (or minute) per success, and each can cancel the other out.
Level Four
What’s the Password?
By communing with the odd spirits inside computers, a werecat can call up the passwords to files, accounts or encryptions. Although few nature-bound Bastet know this trick, many of their city cousins have at lest heard of it. Most of those who do know it charge hefty favors for the teaching ....
System: The player rolls Manipulation + Enigmas, spends a Gnosis point, and hopes the Net-Spiders will be generous. These encounters should be played out -- computer spirits can be pretty weird, and may want a bribe. The difficulty depends on the target’s value. A successful Computer or Hacking roll can reduce this difficulty by 1 for every two successes (same difficulties; see The Werewolf Players Guide, pages 194-199).
Information
Difficulty
Checking accounts
5
Corporate records
6
Important documents
7
Secure accounts
8
Corporate secrets
9
Government secrets
10
Monkey’s Uncle
With this Gift, a werecat can assume any human form in seconds. Changes can include physical prowess, attractiveness, racial features, gender and age. Legends credit this Gift to Coyote, although the Bubasti claim to have discovered it first.
System: The player rolls Manipulation + Subterfuge (difficulty 5). Really extreme changes, like changing from Dr. Ruth into Arnold Schwarzenegger, raise the difficulty by one. For each success, the player can add one dot to her character’s Physical or Social Traits for the Gift’s duration. Monkey’s Uncle lasts for one hour per success, applies only to the Bastet herself, and may be detected with a resisted roll (Perception verses Gnosis, difficulty 8) by someone with magical senses.
Level Five
Black Friday
This dreaded Gift, the bane of the Information Age, allows a Bastet to crash a computer network in seconds. By communing with Net Spiders (see “What’s the Password?”) and promising a few favors, a lucky werecat can wreak system havoc without even touching a keyboard. It’s rarely done because of its tendency to backfire (wiping out one’s own computer files!), but causes untold headaches for the programmers of Pentex.
System: The player rolls his Manipulation + Enigmas to convince the Spiders to do his dirty work. Obviously, he has to have some way of reaching them first, such as a Gift, a short visit to the Penumbra, or a message typed into the doomed system. Once the deal is set in motion, the Spiders eat the system’s data; a skillful data retriever can undo the damage, but it’ll take days or weeks to fix. The Gift’s difficulty depends on the size and complexity of the system in question. Protected networks add one to the amount of successes needed; magickal systems include Trinary computers or Technomagickal networks (see Mage: The Ascension). A botch causes the Spiders to wreck your own data instead. Note that this kind of tampering immediately sets off alarms on guarded systems; a would-be saboteur would be wise to amscray ontopray!
Network - difculty - sucess needed
Small Office - 6 - one - two
Large Office - 6 - three - four
Small Corporate - 7 - four - five
Large Corporate - 8 - four - five
Internatioanl/Government - 9 - five - 10
Secret Government/Magickal - 10 - five - 15
Deny the Hungry
With a gesture or spray, a spiteful werecat can destroy crops and fertile land, spoil food or toxify drinking water. Legend lays this Gift at the feet of the Bubasti, who were said to punish disrespectful communities with famine and drought. Some Simba use it for the same reasons. Sadly, it’s easier to destroy than to create; undoing this damage requires a different Gift all together.
System: The player spends a permanent Rage point and rolls Wits + Primal-Urge (difficulty 7). Each success withers one mile of crops, spoils a waterhole or lake, or renders one ton of food or drink unusable. Only the Redeem the Waste Gift, a Rite of Cleansing, or powerful Life and Prime magicks (see Mage) can undo the destruction. Cropland will remain infertile for a year, water will be poisoned for the same time. Spoiled food is rotten forever, and those who eat it anyway will grow ill. These effects, and the casting of the Gift, clearly comes from the Unmaker, and may be detected by appropriate Gifts.