Halcyon Gifts
From Edge of Darkness Wiki
Halcyon Gifts
(Content blat formatting to come) |
|||
Line 3: | Line 3: | ||
|Source=Blood of the Wolf | |Source=Blood of the Wolf | ||
|Pages=p. 84 | |Pages=p. 84 | ||
- | |Affinity= | + | |Affinity=[[Storm Lords]] |
}} | }} | ||
- | |||
- | These weather-controlling Gifts call on the spirits | + | These weather-controlling Gifts call on the spirits of sky and wind to show mercy, appeasing them to quiet a storm or quell heat. Designed to keep the weather calm, placid, safe and, moreover, appropriate to wilderness travelers and survivalists, these Gifts are taught by sky-spirits or spirits that represent smaller species of birds. |
- | of sky and wind to show mercy, appeasing them to quiet | + | |
- | a storm or quell heat. Designed to keep the weather | + | The Storm Lords have affinity with this Gift list, but few are interested in its ways — most Iminirfeel a certain level of contempt for those who would seek to still the wind instead of standing proud amid the gales. |
- | calm, placid, safe and, moreover, appropriate to wilderness travelers and survivalists, these Gifts are taught by | + | |
- | sky-spirits or spirits that represent smaller species of birds. | + | |
- | The Storm Lords have affinity with this Gift list, but few | + | |
- | are interested in its ways — most Iminirfeel a certain level | + | |
- | of contempt for those who would seek to still the wind | + | |
- | instead of standing proud amid the gales. | + | |
== Gift List == | == Gift List == | ||
=== • Scent of the Wind === | === • Scent of the Wind === | ||
- | Letting the air fill his nostrils, the werewolf tastes the | + | Letting the air fill his nostrils, the werewolf tastes the condition of the local climate. He learns what the weather is like for miles around him and can safely predict what the weather will be in a short time. |
- | condition of the local climate. He learns what the weather | + | * Cost: [[Cost::None]] |
- | is like for miles around him and can safely predict what | + | * Dice Pool: [[Pool::Perception]] + [[Pool::Survival Skill]] + [[Pool::Wisdom]] |
- | the weather will be in a short time. | + | * [[Action]]: [[Action::Instant]] |
- | Cost:None | + | |
- | Dice Pool:Perception + Survival + Wisdom | + | |
- | Action:Instant | + | |
Roll Results | Roll Results | ||
- | Dramatic Failure:The werewolf develops an incorrect picture of the local weather. Attempts to divine the | + | * '''''Dramatic Failure''''': The werewolf develops an incorrect picture of the local weather. Attempts to divine the weather automatically fail until one full day has passed. |
- | weather automatically fail until one full day has passed. | + | * '''''Failure''''': The weather is unknowable. |
- | Failure:The weather is unknowable. | + | * '''''Success''''': The werewolf knows the weather of the region around him. Within a radius of five miles per success, he knows if it is sunny, cloudy, raining, hailing, assailed by fierce storms, beset by tornadoes or any other sort of weather. If there is a wind blowing toward him, double the distance for that direction. He can predict the weather that will affect him directly in advance, by one half-hour per success. |
- | Success: The werewolf knows the weather of the region | + | * '''''Exceptional Success''''': Nothing, apart from increased distance. |
- | around him. Within a radius of five miles per success, he | + | |
- | knows if it is sunny, cloudy, raining, hailing, assailed by fierce | + | |
- | storms, beset by tornadoes or any other sort of weather. If | + | |
- | there is a wind blowing toward him, double the distance for | + | |
- | that direction. He can predict the weather that will affect | + | |
- | him directly in advance, by one half-hour per success. | + | |
- | Exceptional Success:Nothing, apart from increased | + | |
- | distance. | + | |
=== •• Cloud Cover === | === •• Cloud Cover === | ||
- | The local spirits of wind communicate with their | + | The local spirits of wind communicate with their more-distant brethren to find clouds within several miles, sometimes beyond the visible horizon. If the spirits succeed, they collaborate to blow the clouds over the werewolf’s current location. This can serve simply as shadow from the sun or as protection from detection by high-flying planes and satellites. |
- | more-distant brethren to find clouds within several miles, | + | * Cost: 1 [[Cost::Essence]] |
- | sometimes beyond the visible horizon. If the spirits succeed, they collaborate to blow the clouds over the werewolf’s current location. This can serve simply as shadow | + | * Dice Pool: This power requires no roll. |
- | from the sun or as protection from detection by high-flying | + | * [[Action]]: [[Action::Instant]] |
- | planes and satellites. | + | Cloud Cover remains as long as it normally would in prevailing wind conditions, though the werewolf can use the Gift repeatedly to call the clouds back. The spirits only look so far for the werewolf’s clouds, however: if there are no clouds whatsoever within 20 miles per dot of Primal Urge, the spirits find none and the Gift is wasted. |
- | Cost:1 Essence | + | |
- | Dice Pool:This power requires no roll. | + | If there are too few clouds to effectively cover the area surrounding the werewolf, the spirits bring what there is, and, if there are many clouds, the spirits bring only what is necessary. Use of this Gift can sometimes increase the chance of inclement weather in the region. |
- | Action:Instant | + | |
- | Cloud Cover remains as long as it normally would | + | |
- | in prevailing wind conditions, though the werewolf can | + | |
- | use the Gift repeatedly to call the clouds back. The spirits | + | |
- | only look so far for the werewolf’s clouds, however: if | + | |
- | there are no clouds whatsoever within 20 miles per dot of | + | |
- | Primal Urge, the spirits find none and the Gift is wasted. | + | |
- | If there are too few clouds to effectively cover the area | + | |
- | surrounding the werewolf, the spirits bring what there is, | + | |
- | and, if there are many clouds, the spirits bring only what | + | |
- | is necessary. Use of this Gift can sometimes increase the | + | |
- | chance of inclement weather in the region. | + | |
=== ••• Raising Doldrums === | === ••• Raising Doldrums === | ||
- | No wind can continue moving when one of the | + | No wind can continue moving when one of the Forsaken levels this Gift upon the local weather. All local winds cease, abruptly and completely; the region becomes a zone of dead air. This Gift stops tornadoes completely and takes much of the sting out of rainstorms or snowstorms. Chill due to wind disappears completely. |
- | Forsaken levels this Gift upon the local weather. All local | + | * Cost: 1 [[Cost::Essence]] |
- | winds cease, abruptly and completely; the region becomes | + | * Dice Pool: [[Pool::Resolve]] + [[Pool::Survival Skill]] |
- | a zone of dead air. This Gift stops tornadoes completely | + | * [[Action]]: [[Action::Extended]] (25 successes; one turn passes per roll) |
- | and takes much of the sting out of rainstorms or snowstorms. Chill due to wind disappears completely. | + | |
- | Cost:1 Essence | + | |
- | Dice Pool:Resolve + Survival | + | |
- | Action: Extended (25 successes; one turn passes per roll) | + | |
Roll Results | Roll Results | ||
- | Dramatic Failure:The wind-spirits are incited to a | + | * '''''Dramatic Failure''''': The wind-spirits are incited to a frenzy instead of lulled into sleep. Local winds increase in strength immensely, becoming half again as fast as they were before. |
- | frenzy instead of lulled into sleep. Local winds increase in | + | * '''''Failure''''': The winds do not change. |
- | strength immensely, becoming half again as fast as they | + | * '''''Success''''': All wind within one mile of the werewolf immediately slows by half, and all winds within one half-mile stop dead. Winds that blow in from outside the mile boundary begin to slow down, and wind that breezes into the half-mile boundary also stops. Areas downwind of the affected region are treated, for the duration, as though they were on the leeward side of a large, immobile object; they are sheltered from the wind. This condition continues as long as the werewolf concentrates on the effect. When the werewolf stops focusing on holding the wind steady, new winds that enter the area cease to be affected, and the local winds slowly begin to move again. Some strong localized winds, such as tornadoes, never regain their old momentum. It takes one half-hour per dot of Primal Urge for the effect to completely dissipate; until then, the wind will be sluggish within what was originally the null zone. |
- | were before. | + | * '''''Exceptional Success''''': Nothing, apart from gaining more successes. |
- | Failure:The winds do not change. | + | |
- | Success:All wind within one mile of the werewolf | + | |
- | immediately slows by half, and all winds within one | + | |
- | half-mile stop dead. Winds that blow in from outside the | + | |
- | mile boundary begin to slow down, and wind that breezes | + | |
- | into the half-mile boundary also stops. Areas downwind | + | |
- | of the affected region are treated, for the duration, as | + | |
- | though they were on the leeward side of a large, immobile | + | |
- | object; they are sheltered from the wind. This condition | + | |
- | continues as long as the werewolf concentrates on the | + | |
- | effect. When the werewolf stops focusing on holding the | + | |
- | wind steady, new winds that enter the area cease to be | + | |
- | affected, and the local winds slowly begin to move again. | + | |
- | Some strong localized winds, such as tornadoes, never | + | |
- | regain their old momentum. It takes one half-hour per dot | + | |
- | of Primal Urge for the effect to completely dissipate; until | + | |
- | then, the wind will be sluggish within what was originally | + | |
- | the null zone. | + | |
- | Exceptional Success:Nothing, apart from gaining | + | |
- | more successes. | + | |
=== •••• Lightning Ward === | === •••• Lightning Ward === | ||
- | The werewolf asks the spirits to provide respite from | + | The werewolf asks the spirits to provide respite from the danger of lightning strikes during a storm. Simply put, this Gift prevents lightning from striking anywhere within several dozen yards. Lightning Ward can also be learned as a Warding Gift from the spirits that teach those. |
- | the danger of lightning strikes during a storm. Simply put, | + | * Cost: 1 [[Cost::Essence]] |
- | this Gift prevents lightning from striking anywhere within | + | * Dice Pool: None |
- | several dozen yards. Lightning Ward can also be learned | + | * [[Action]]: [[Action::Instant]] |
- | as a Warding Gift from the spirits that teach those. | + | For five hours, the spirits of wind, storm and lightning bend the strikes away from a point chosen by the werewolf. No lightning will strike any closer to that point than 10 yards per dot of Primal Urge. |
- | Cost:1 Essence | + | |
- | Dice Pool:None | + | |
- | Action:Instant | + | |
- | For five hours, the spirits of wind, storm and lightning | + | |
- | bend the strikes away from a point chosen by the werewolf. No lightning will strike any closer to that point than | + | |
- | 10 yards per dot of Primal Urge. | + | |
=== ••••• The Will of the Winds === | === ••••• The Will of the Winds === | ||
- | There are many times and many ways that the weather may be tampered with. This Gift empowers the local | + | There are many times and many ways that the weather may be tampered with. This Gift empowers the local spirits to take charge of the winds and precipitation and restore them to the way they were before any supernatural powers came into play. The Will of the Winds causes all supernatural weather effects cease, and whatever weather pattern would have existed if not for their interference is put up in their place. Any being that has placed a supernatural weather effect on the region affected by this Gift makes a contested roll against the werewolf’s single roll; only the highest of his opponent’s rolls is considered. |
- | spirits to take charge of the winds and precipitation and | + | * Cost: 1 [[Cost::Essence]] |
- | restore them to the way they were before any supernatural | + | * Dice Pool: [[Pool::Presence]] + [[Pool::Survival Skill]] + [[Pool::Purity]] versus Resolve + Primal Urge |
- | powers came into play. The Will of the Winds causes all | + | * [[Action]]: [[Action::Contested]]; resistance is reflexive |
- | supernatural weather effects cease, and whatever weather | + | |
- | pattern would have existed if not for their interference is | + | |
- | put up in their place. Any being that has placed a supernatural weather effect on the region affected by this Gift | + | |
- | makes a contested roll against the werewolf’s single roll; | + | |
- | only the highest of his opponent’s rolls is considered. | + | |
- | Cost:1 Essence | + | |
- | Dice Pool:Presence + Survival + Purity versus Resolve + Primal Urge | + | |
- | Action:Contested; resistance is reflexive | + | |
Roll Results | Roll Results | ||
- | Dramatic Failure: The weather-spirits rebuke the | + | * '''''Dramatic Failure''''': The weather-spirits rebuke the werewolf; he is unable to use Weather Gifts for one full day. |
- | werewolf; he is unable to use Weather Gifts for one full day. | + | * '''''Failure''''': If the user’s roll fails or the victim’s contested roll nets as many or more successes than the user’s, nothing changes. All present supernatural effects remain. |
- | Failure:If the user’s roll fails or the victim’s contested | + | * '''''Success''''': The most successes are rolled for the Gift user. All supernatural weather effects within one mile per point of Primal Urge cease immediately, replaced with the weather that would have been there if no one had interfered. |
- | roll nets as many or more successes than the user’s, nothing changes. All present supernatural effects remain. | + | * '''''Exceptional Success''''': The most successes are rolled for the Gift user, and five or more are achieved. The weather cannot be affected by supernatural means for a period of one hour per point of Primal Urge. |
- | Success: The most successes are rolled for the Gift user. | + | |
- | All supernatural weather effects within one mile per point | + | |
- | of Primal Urge cease immediately, replaced with the weather | + | |
- | that would have been there if no one had interfered. | + | |
- | Exceptional Success:The most successes are rolled | + | |
- | for the Gift user, and five or more are achieved. The | + | |
- | weather cannot be affected by supernatural means for a | + | |
- | period of one hour per point of Primal Urge. | + | |
{{footer|wtf}} | {{footer|wtf}} |
Latest revision as of 15:39, 24 June 2015
|
Facts about Halcyon GiftsRDF feed
Action | Instant +, Extended +, and warning.png"Contested" is not in the list of possible values (Extended, Instant, Reflexive) for this property. |
Cost | None +, and Essence + |
Pool | Perception +, Survival Skill +, Wisdom +, Resolve +, Presence +, and Purity + |
Source | Blood of the Wolf + |