Khan Gifts
The weretigers' warlike nature is balanced by their cultural discipline. Their tribal Gifts tap into both violence and serenity, tempering personal strength with refined skill. Traditional servants of the MAker, these fierce cats can invoke devastating powers against the Asura and all their kind.
 

Rhino's Favor (Level One) -- By calling on the spirit of the rhino, a Khan may grow a temporary horn on her skull. Although this protrusion is a bit unsightly, it allows the tiger to head butt an opponent for considerable damage.

System: The Khan rolls Gnosis to grow the horn. This protrusion lasts for one scene, and allows her to gore opponents for Strength + 2 (aggravated damage, difficulty 7). Tiger skulls aren't built for ramming, however; botching such an attack inflicts normal Strength damage back on the Khan.

 

Skin of Jade (Level One) -- Willing himself solid, a Khan might turn his skin to the hardness of jade. It's said that the spirit of the rock itself taught this Gift to Yu Kwan, a warrior in the service of the alchemist Ko Hung.

System: By spending a Willpower point and rolling Gnosis (difficulty 7), the tiger gains an additional two dice to his soak rolls. This Gift lasts one scene.

 

Heart of Fury (Level Two) -- The Khan can steel himself against anger, suppressing his Rage and creating a mental dam against the explosive frenzies of his kind. This anger will catch up with him eventually, though, so he must vent it before it breaks free. A boar-spirit teaches this Gift.

System: The player rolls Willpower (difficulty of the character's permanent Rage rating). Every two successes add one to the character's frenzy difficulties for the scene, making it harder to frenzy. When the scene ends, however, past slights and injuries come rushing back to haunt the Khan, refilling the Khan's heart and soul. He must spend one Willpower point or make a frenzy check immediately at the regular difficulty.

 

Ricepaper Walk (Level Two) -- By attuning his inner energies, a Khan can walk across a light or fragile surface without disturbing it, regardless of his form or weight. A 900-pound Crinos weretiger weighs no more than a wisp of paper so long as he concentrates on this feat. Once his attention shifts, the Khan's full weight returns.

System: The player makes a Gnosis roll to activate the Gift. Once he does, the Khan must move immediately at half his normal walking speed across whatever surface he wants to cross, and cannot stop. Any distractions force the tiger to make a Willpower roll to keep his concentration the louder the disruption, the higher the difficulty. The tiger can't carry any other living weight, although he may bear a significant amount of inanimate baggage.

 

Maker's Charm (Level Three) -- The Khan can shape once-living material (but not undead!) into a variety of objects instantly. Trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will resemble the object from which it was shaped (e.g., the aforementioned spear is made of antler, not wood). A Pattern Spider -- one of the Weaver's spirits -- teaches this Gift.

System: The player rolls Manipulation + Crafts against a variable difficulty (5 to turn a broken tree limb into a spear, 8 to turn a plank into a floatable raft) and spends a Gnosis point. The created object is not necessarily permanent; it will last a length of time according to the following chart. Expending an additional Gnosis point allows a created weapon to inflict aggravated damage for the scene's duration or until the object returns to its original form. This effect can be made permanent with the sacrifice of a permanent point of Gnosis if the object itself is changed permanently.

One Success - 5 minutes

Two Successes - 10 minutes

Three successes - One Scene

Four successes - One Story

Five successes - Permanent

 

Paws of the Raging Spirit Tiger (Level Three) -- By channeling his chi energy through this Gift, a Khan may wreath his paws or hands in crackling spirit power. Thus fortified, the tiger can rip through enemies in the spirit world without stepping sideways to do it, so long as he can see them. Obviously, no spirit will teach a Bastet such a damaging Gift; he'll have to learn it from another Khan (and considering this Gift's nature, the learning can be very dangerous!).

System: The Khan spends a Gnosis point and concentrates. The next turn, his paws or hands begin to smolder in white blue-white light. This light burns from blue to green to yellow to red. When it attains a pinkish hue, the Gift dissipates. This takes roughly six turns.

 

Asura's Bane (Level Four) -- By calling upon Rahjah, a Khan may command one of his brood to depart. Of course, powerful spirits or ones bound into fetishes won't be easily dismissed; doing so may demand great rituals or even a sacrifice. Small independent elementals or Banes, however, may be banished with slight effort. Calling upon Rahjah has a price: Each time the werecat performs this Gift, his fur grows a brighter shade of white and his actions become more ... erratic. Garou or Bastet who Sense Wyrm on him will detect the Unmaker's essence upon him until he purges himself somehow. The more spirits he banishes, the deeper the taint becomes.

System: The cat's player rolls Manipulation + Enigmas and spends a Willpower point to attempt to dismiss a spirit. The difficult is the spirit's Gnosis, or its Rage if the latter is higher. Each success removes 10 points of the spirit's Power. Banishing a 30 Power spirit might require an extended roll or two; a spirit bound into a fetish, meanwhile, sets the difficulty at 6 plus the fetish's level (a level 4 fetish would be difficulty 10, as would a level 5). Sacrificing a bit of blood to Rahjah may add to the Gift's effectiveness; for every Health Level "spent" this way, the Khan lowers his difficulty by 1. The spirit isn't under any obligation to sit still during the process, and may attack the Bastet until either the werecat stops or the spirit disappears. Nala help the werecat who botches this Gift; the Wyrm taint fills him utterly, and he must make a Rage roll, difficulty 6, or frenzy. Atonement isn't impossible, but ridding one's self of the dark taint often requires a rigorous quest without Renown.

 

Dragonroar (Level Four) -- Bellowing like a thunderclap, the Khan vomits a ball of fire on his foes. This burning exhalation continues to blaze until either it or it's target is consumed.

System: This Gift costs one Gnosis point to perform and blasts out a fireball worth one Health Level for each point in the Khan's current (not permanent) Gnosis. A successful Dexterity + Brawl roll puts the fireball where the tiger wants it. Anyone within 10 feet of the blast is burned unless he makes a Dexterity + Dodge roll (difficulty 8). If the target has already acted this turn, the Dragonroar inflicts its full damage. Next turn, it will burn for half that damage, igniting anything flammable in its range. On the third turn, the Gift's fire burns for one additionally Health Level, then dies. A fire begun by the Gift will burn like any normal blaze.

 

Call to Battle (Level Five) -- The Khan with this Gift could lead his pride to the gates of Hell itself if that were what it took. A Jamak spirit or an Incarna avatar teaches this Gift.

System: The Bastet's player spends a point of Willpower and rolls Charisma + Leadership (difficulty 8). Each success grants all the Bastet's allies within 100 feet. an extra point of Willpower. These extra points last for the rest of the scene, and they can be spent as usual. This Gift can even raise an ally's Willpower above its maximum or even above 10. This Gift may be used only once per scene.

 

Thousand-Thunder Strike (Level Five) -- By slamming his paws together and invoking Rahjah or one of his manifestations (Shiva, Pan Gu, etc.) an angry tiger causes a shockwave that can level buildings or disrupt unclean spirits. The King of the Cats, in his more regal guises, teaches this Gift to worthy Khan.

System: The player spends two points of Gnosis and rolls Willpower (difficulty 7). Each success inflicts three points of Power damage against Asura or other Banes, whichever side of the Gauntlet they might inhabit. This wave also shakes structures in a 200-foot radius. The severity of the damage depends on the Khan's successes: One breaks windows, two crack plaster, three snap wood, four shatter concrete and five bend metal. The wave lasts only a moment, but can be felt for a mile or more.

1

1
Hosted by www.Geocities.ws