Post by Admin on Jul 9, 2015 20:20:02 GMT
Turned Fur:
The Qualmi blends in with the surrounding wilderness, which makes him very difficult to see. A deer-spirit teaches this Gift
(No changes) Take two rounds and gain the bonus 3 traits on stealth challenges. This gift is pretty much useless outside of wilderness environments of North America, though at the ST’s discretion it may convey lesser bonuses elsewhere.
Winds from the West:
This unsettling Gift allows the Qualmi to confuse his target as to the nature of her surroundings, causing her to become lost even in familiar locations and to generally feel uncomfortable and disoriented. The very area itself seems to shift before the target’s eyes, becoming looming and menacing, shadows closing in and sounds trailing away into nothingness all around her. The Qualmi must present the target with a riddle and then win a Social Challenge, retest Enigmas, to use this Gift; if successful, the target cannot do any sensible traveling or navigating for the next half-hour, and is one Trait down on all Mental Challenges due to distraction and disorientation. Actually having a riddle on hand is not necessary, but does add to the atmosphere if you do. The target of the gift can make a mental challenge, difficulty of the Qualmi's mental traits at the time of using the gift, to try and answer the riddle. One test can be made every eight minutes, minus one minute to a minimum of one, for each level of Enigmas the target possess. People who answer the riddle and free them selves from the effect of this gift, in a timely manner usually gain the respect of the Qualmi who is a generous loser.
The Qualmi blends in with the surrounding wilderness, which makes him very difficult to see. A deer-spirit teaches this Gift
(No changes) Take two rounds and gain the bonus 3 traits on stealth challenges. This gift is pretty much useless outside of wilderness environments of North America, though at the ST’s discretion it may convey lesser bonuses elsewhere.
Winds from the West:
This unsettling Gift allows the Qualmi to confuse his target as to the nature of her surroundings, causing her to become lost even in familiar locations and to generally feel uncomfortable and disoriented. The very area itself seems to shift before the target’s eyes, becoming looming and menacing, shadows closing in and sounds trailing away into nothingness all around her. The Qualmi must present the target with a riddle and then win a Social Challenge, retest Enigmas, to use this Gift; if successful, the target cannot do any sensible traveling or navigating for the next half-hour, and is one Trait down on all Mental Challenges due to distraction and disorientation. Actually having a riddle on hand is not necessary, but does add to the atmosphere if you do. The target of the gift can make a mental challenge, difficulty of the Qualmi's mental traits at the time of using the gift, to try and answer the riddle. One test can be made every eight minutes, minus one minute to a minimum of one, for each level of Enigmas the target possess. People who answer the riddle and free them selves from the effect of this gift, in a timely manner usually gain the respect of the Qualmi who is a generous loser.