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Dresden Cooper

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Dresden Cooper Empty Dresden Cooper

Message par Black Lion Mar 27 Jan - 14:39

Nom : Dresden Cooper – « Celle qui-parle-aux-morts »
Âge / Âge apparent : 17/19 ans

Nature : Perfectionnist
Nature : Rebel
Concept :

Lignée : Homid
Auspice : Théurge
Tribu : White howlers

Caern D'origine : Brú na Bóinne
Caern  Actuel :

Nom de la meute :  
Totem de meute :  

Totem Personnel / Esprit suivant :

Expérience :
Expérience dépensée :

---------------ATTRIBUTS---------------

Physique
Force : **
Dextérité : **
Vigueur : **

Social
Charisme : ***    
Manipulation : ***
Apparence : **

Mental
Perception : ****
Intelligence : ***
Astuce : ***

---------------CAPACITES---------------

Talents
Athlétisme :
Bagarre : *
Connaissance de la rue : *
Empathie:                
Esquive : *
Expression :
Intimidation :              
Pulsion Primale : ***
Subterfuge :    
Vigilance :    ***        

Compétences
Animaux :
Armes à feu              
Artisanat   :
Commandement : ***
Étiquette :
Furtivité : *
Mêlée :
Pilotage :                
Représentation :
Sécurité :                
Survie : *
Tir à l'arc:

Connaissances
Droit :                  
Informatique              
Finances :              
Énigmes : ***
Investigation :
Linguistique :  
Médecine :    *
Occultisme :  ***  
Politique              
Rituels : ***
Sciences :      
Histoire:        
Cosmologie:  ***

---------------DONS---------------

Nom : Death Sight
- Rang : 1
- Origine : Tribe
- Description : The werewolf’s eyes become cloudy and pale as she attunes her vision to the ashen landscape of theUnderworld. An owl-spirit teaches this Gift.
- System: The player spends one Gnosis point and rolls Perception + Occult (difficulty 7). For the rest of the scene, the character can see (and hear) ghosts and detect haunted areas with another Perception + Occult roll (difficulty corresponds to the severity of the haunting). This Gift bestows no power to touch or communicate with the dead, however — that usually requires the use of the Descent into the Underworld rite (see p. 213). A botch causes the Garou’s eyes to shine as beacons in the underworld, drawing the notice of broken, vengeful shades.

Nom : Persuasion
- Rang : 1
- Origine : Breed
- Description : This Gift imbues a homid’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.
- System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).

Nom : Spirit speech
- Rang : 1
- Origine : Auspice
- Description : This Gift bestows understanding of the language of the spirit world, permitting the Garou to clearly understand and speak with any spirit he encounters. The Gift doesn’t influence spirits’ attitudes toward the werewolf in any way, nor ensure that they have any desire to communicate with him. Any spirit can teach it.
- System: This Gift’s effects are permanent.

---------------RITES---------------

Nom : Rite of binding
- Rang : 1
- Description : This rite binds a spirit to a werewolf, making it his servant. The more powerful the spirit is, the more difficult the process is. Although any encountered spirit is subject to binding, the Garou generally feel that spirits should be bound only when needed. Binding spirits for excessive lengths of time is generally viewed as callous abuse of those who should be the allies of the Garou. This point doesn’t go uncontested, however, particularly by the mystics of the Uktena tribe.
Spirits trapped through this rite may be bound into temporary service or into objects to create talens (see p. 227). No spirit allows itself to be bound unless it is friendly to the binding character’s totem. Spirits can be bound into objects, places, and people, although the Garou generally don’t perform the last feat unless the need is great. Failing this rite can be dangerous, for the spirit is very likely to become hostile and attempt to harm the mystic.
- System: A Garou can attempt this rite only in the presence of a spirit, and it is usually performed in the Umbra. When attempting to bind a spirit, a Garou must first spend a number of Gnosis points (minimum of one). Each point of Gnosis spent reduces the spirit’s Gnosis rating by one. The Garou’s player must then roll Willpower (difficulty equals the spirit’s adjusted Gnosis). The number of successes indicates how long the spirit may be forced into service, with each success binding the spirit for one week. In the case of a talen, the spirit is bound until the object is used.

Nom: Rite of Summoning
- Rang : 2
- Description: Garou mystics are adept at calling spirits, be they minor Gafflings, totem spirits, or even Incarna. Summoning spirits involves complex rituals, long periods of meditation, and tribal mantra chanting. Within the Umbra, this process is far easier. This rite compels spirits to seek those who call them. Furthermore, the spirit cannot escape its caller once the summoning is completed successfully, and it must attend attend
the mystic. Many spirits, particularly minor ones, are too weak to resist a powerful summoning. Powerful ones come out of curiosity. The chance of a successful summoning depends upon the skill of the mystic, the power of the spirit, and the strength of the area’s Gauntlet.

System: The ritemaster must pierce the Gauntlet just as if he were entering the Umbra (Gnosis roll against the local Gauntlet level). A mystic already within the Umbra is not required to pierce the Gauntlet. The power level of the spirit determines the difficulty level of a successfulsummoning. The Storyteller can determine difficulty from
the following chart:

Spirit Type                   Difficulty
Gaffling                       4
Jaggling                       5
Totem avatar               7
Incarna                      8–9
Celestine avatar          10

For each hour the Garou spends invoking the spirit, his difficulty drops by one. No difficulty may fall below 3. The player must then make a Gnosis roll and achieve as many successes as possible, with the following results:

Successes               Effect
1                            Spirit comes eventually and is initially hostile
2                            Spirit manifests quickly, but it is still initially hostile
3                            Spirit comes immediately and is neutral
4                            Spirit comes immediately and is passively benign
5                            Spirit comes immediately and is Friendly

A botched roll is likely to have disastrous results. Often a botch summons the wrong type of spirit — or even Banes — in great numbers or with great hostility. The Storyteller should feel free to adjust the previous tables as she wishes, particularly as appropriate to totems. In certain cases, a Garou who attempts to summon a specific spirit will have no chance of success. At other times, he will have almost no chance of failure. The Storyteller is advised to treat each use of this rite individually and to use common sense in her decisions.
A Garou who summons an Incarna or Celestine avatar successfully gains two points of Wisdom Renown, unless the summons is done frivolously.

Nom: Rite of Talisman dedication
- Rang : 1
- Description : This common rite allows a werewolf to bind objects to her body, allowing them to fit her various forms (jeans will grow to accommodate the Crinos form rather than splitting at the seams, for example) and accompany the Garou into the Umbra. Such talismans are most commonly mundane items, for spiritual items such as fetishes and talens remain with the werewolf in all forms and in the Umbra automatically. A werewolf most often performs this rite during the phase of the moon under which she was born. Each auspice has its own peculiar ritual.

System: The cost is one Gnosis point per object dedicated, and a character may never have more objects bound to himself than his Gnosis score. Conceptually linked groups of objects may count as a single object as the Storyteller’s discretion. For example, as a set of clothing would be considered one object rather than one shirt, one pair of pants, two socks, and so on; or a box of ammunition might be dedicated to the character, rather than requiring one dedication per bullet.
Objects will generally resize themselves to accommodate the character’s various forms (such as a backpack’s straps lengthening to accommodate Crinos form), but may simply meld with the character in forms where they can be of no use — for example, a knife may become a knife-shaped tattoo in Hispo. Others must spend a point of Willpower to attempt to steal dedicated objects from the werewolf.

Nom: Rite of The spirit awakening
- Rang : 2
- Description : This rite is used to awaken a sleeping (inactive) spirit. To perform this rite, a Garou must play a rhythm on some form of instrument (drums are the most common). While the Garou plays, any other participating werewolves pace around the ritemaster, howling and growling in counterpoint to the beat.
When performed on a mundane item, this rite enlivens the object’s spirit, causing it to awaken and appear in the Umbra. For example, if the rite is performed on a VW bus, any Garou stepping sideways could see the bus as a true part of the landscape. However, it would appear as a stationary object in the Penumbra unless someone on the physical plane began to drive it, in which case it would appear as a driverless vehicle to anyone in the Umbra.
When performed on plants, this rite is known as sanctification. Plant-spirits are generally benevolent, and an awakened plant spirit will lend its powers as though it were a talen (one use). Different plants grant different abilities when sanctified. For example, sanctified foxglove protects against faerie magic (adding two to the difficulty of any faerie spell).

System: The ritemaster must play a musical instrument or sing a song (talent doesn’t matter). The difficulty of the roll is the spirit’s Rage. Failure means that the spirit remains dormant. The Storyteller must decide whether the spirit is hostile or friendly to its awakener. Awakening
a spirit doesn’t allow any control over it. Commanding an awakened spirit requires either a Rite of Binding or a Gift. This rite doesn’t work on sentient beings such as humans. Such individuals are already as “awakened” as they’re going to get.

---------------DIVERS---------------

Rage (actuelle/maxi) : 2 / 2
Gnose (actuelle/maxi) : 7  / 7
Volonté (actuelle/maxi) : 8 / 8

Renommée
Gloire :    0
Honneur :   0
Sagesse :  0  

Rang :    0

---------------HISTORIQUES---------------

Rites :    ****
Fetish : *

Santé : 0/-1/-1/-2/-2/-5/Incapacité/Mort

---------------ATOUTS / HANDICAPS---------------
Ennemy (Black Spiral dancers): ***
You have acquired an enemy (one or more individuals) that not only knows what you are, but also has power of their own. The 1-point version of this Flaw may signify that your enemy is another Garou of your own rank who has taken a strong dislike towards you or who blames you for some past wrong. The 3-point version may represent a pack of Black Spiral Dancers who bear a particular grudge against you or a small group of supernaturally potent werewolf hunters who have tagged you as a specific target. A 5-point Enemy may mean that you have angered one ofthe legends of Garou society or a powerful elder vampire.

Wraith friendship: **
Il y a quelque chose avec vous que les fantômes trouvent attrayant. Lors d’interaction Sociales avec des fantômes (pas des esprits ou des ancêtres) vos difficultés sont réduites de 2.

Spirit magnet: *
You naturally attract the attention of the spirits whenever you cross the Gauntlet into the Umbra. Most of the time, the Umbral inhabitants are simply curious, gathering around you to see who you are and what you’re doing in their “neck of the woods.” Occasionally you attract more than you bargained for — Banes are also likely to come calling. None of the spirits who collect in your vicinity are under your command unless you use a Gift that allows you to command them or influence them in some way.

---------------EQUIPEMENT---------------

Fétish:
Mirrorshades
Level One, Gnosis 7
When activated, this pair of mirrored sunglasses produce a mirrored surface on the inside of the glasses, allowing the wearer to step sideways with ease. The Gauntlet is considered 2 lower than it would otherwise be when doing so.
To create mirrorshades, one must bind a glass elemental into the shades.
Black Lion
Black Lion
MJ Héritage

Messages : 103
Date d'inscription : 10/01/2014

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