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Die Werdung eines Henge

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Luther Engelsnot:
Einen Henge zu erschaffen ist ein schneller und sehr einfacher Prozess. Deshalb ein paar einleitende Worte. Als Henge seid ihr zu aller erst Tiere. Das heißt ihr lebt in der Regel wie Tiere und habt zusätzlich noch eine Reihe von mystischen Kräften. Zusätzlich zu diesen könnt ihr menschliche Gestalt annehmen, mit Kleidung und allem drum und dran, und sowohl die Sprache der Menschen sprechen, als auch euch mit der Tierart verständigen, welcher ihr angehört. Generell könnt ihr natürlich bereits ein Bild eures Charakters im Kopf haben und es hilft auch, aber es ist auch kein Problem es erst nach und nach zu formen, was für eine Art von hilfreicher Henge ihr sein wollt.

Schritt 1: Wahl euer wahren Form

Die erste wichtige Entscheidung ist, was für ein Henge ihr sein wollt, also was eure wahre Gestalt ist. Dabei stehen am Anfang sechs verschiedene Tierarten zur Auswahl. Diese bestimmen euren generellen Charakter und eure sechs Standardkräfte. Die sechs zur Auswahl stehenden Tierarten in Kurzform sind folgende:

Fox (Kitsune): Among the animals, foxes are the ones with authority closest to the gods. Even within the town, they stand above the other animals.
Raccoon Dog (Tanuki): Raccoon dogs are the animals most skilled at transforming. They can change into many different things, not just humans.
Cat (Neko): Cats are whimsical and selfish animals. They can do many dif­ferent things, but they have trouble making friends.
Dog (Inu): Dogs are the animals who get along with humans best. They are especially good at making themselves useful to people.
Rabbit (Usagi): Rabbits are prone to loneliness and have mysterious pow­ers. They’re particularly good at making friends, even with people they’ve just met.
Bird (Tori): Birds are among the most mysterious of animals, and the furthest removed from humans. They can do all sorts of things with the sky and the wind.

Wenn ihr diese gewählt habt tragt sie einfach unter True Form ein und notiert euch die sechs Powers mit der Zahl dahinter. Diese gibt an wie viel Wonders sie zum Aktivieren kostet. Die genaue Aufschlüsselung der Tierarten und ihrer Kräfte folgen.

Fox (Anzeigen)Of the animals, foxes are the closest to the gods, and in the town they occupy a position higher than any of the other animals. As a result, foxes are the most skilled at influencing other henge, but they’re lacking when it comes to moving about themselves. They are not the best choice for those who wish to be proactive. Many foxes think much of themselves, wear strange clothing, and because of the many secrets they hold, keep their distance from people. However, as fox henge have much to do and tend to run all over the place, they tend to be important as leaders. It is their place to calmly think things through, and sometimes to give everyone an adult opinion on matters.

Alluring (0): You have a mysterious charm that can confuse the opposite sex. When a fox creates a new connection with an Impression Check, if the other side is a person or henge (but not an animal of a different species) of the opposite sex, the strength of the connection from them is increased by one. You can also pick the contents of the other side’s connection.

Oracle (6): You can make someone sleeping nearby have whatever dream you like, and they’ll think it was their own dream. If your Henge attribute is higher than the person’s Adult attribute, you can make them hold back on doing something they were planning or go ahead with something they were holding back on. However, to use this power you must explain the contents of the dream to the narrator. If the narrator finds a dream problematic or contradictory, he can ignore its intended effect.

Fox Fire (6): This makes it appear as though there’s a ball of fire on the tip of your tail. However, you can only use this power in the evening or at night, and only while your tail is out. For the rest of the scene you can use it to make people who see it flee in fear or draw closer out of curiosity. If they can make an Adult check that beats your Henge attribute, they can react however they like, but if you win, you can make them run away or draw closer as you please.

Invisibility (8): You can make your body transparent. Others can only see the fox if they can beat her Henge attribute plus 3 with a Henge check. This lasts until you decide to turn it off or the scene ends.

Fake (10): You can turn an object into something else, living or inanimate, of similar size. This lets you change the object’s outward appearance to whatever you want, and it will be fully convincing in its looks. However, a rock turned into a person couldn’t move, and a broken car turned into a new car wouldn’t run. Only the appearance changes, while its abilities (or lack thereof) stay the same. Things changed in this way go back to normal when you cancel the effect or the scene ends.

Fairy Rain (12): You can cause a light rain to fall in the immediate area. This rain will come down regardless of whether there are any clouds, and it can come day or night. While in this rain, henge can take human form at no cost and they can use Wonder and Feelings interchangeably (i.e. they can use Feelings for powers and Wonder for checks) This lasts until the end of the scene.
Raccoon Dog (Anzeigen)Raccoon dogs are the animals most skilled at changing form, even among the henge. They can change not only into a human form, but into monsters, specific people they know, and inanimate objects like rocks or even vehicles. Fallen leaves can become money, and the very scenery itself can change around them. In any case, whether it’s a human form or something completely different, raccoon dogs are the most skilled of henge when it comes to transforming. A raccoon dogs’ role is to use their powers to get through diffi­cult circumstances by bewitching people and transforming them­selves. Their calm, warm demeanors can also help set the mood.

Money (2): You can make leaves, acorns, and so on appear to be money. It only works in the evening or at night, and the “money” will turn back into leaves and such at dawn.

Bogey (8): You can change into a mon­strous form to scare humans. People and henge who see you like this will be Surprised. When you use this power, you get a special +1 bonus to Henge for causing Surprise. You can decide what kind of monster you turn into.

Become Anything (8): You can turn into a tool or a natural object, such as a teapot or a stone. Also, if you change back suddenly you may be able to Surprise people. If you pay double the cost (16 points), you can become something big enough to hold several people, like a car or a shack. However, this power does not let you become liquid, gas, flame, or living things.

Copy (10) : You can change into a copy of a person you know. You can’t change into someone you don’t know. Also, once you’ve changed, if you talk to someone who knows the person you’re copying, you have to beat their Adult attribute (or the strength of their connection to that per­son) with a Henge check, or they’ll realize you’re a fake.

Tanuki Drumming (12): You can call your other raccoon dog friends and have everyone drum on their bellies together. This can only be used in the evening or at night. People ap­pearing in the scene who hear the drumming sound have their Adult attribute go down to zero, and electronics and other civi­lized devices stop working. This effect lasts until the scene ends.

Dream Vision (16): You can surround someone with illusions and enchant their senses. One person is com­pletely ensnared by these illu­sions, and they’ll believe they’re in a completely different place. Other people can, of course, see reality, but the victim has to beat your Henge attribute with their Henge or Adult attributes to break through the illusion. This power lasts until you can­cel it or the scene ends.
Cat (Anzeigen)Cats are whimsical, selfish animals. They’re quick to act, with little regard for words or for danger. They can sneak in quietly, read people’s hearts, quickly hide themselves, and so on. They’re talented at acting alone and finding things and thoughts that are hidden. On the other hand, cats aren’t very good at making friends. They’re poor at forming bonds with people. They tend to pretend not to notice people, unless they’re really in trouble, in which case they’ll help… Such is the role of cats.

Kitty (0): You are an ordinary cat, the kind people see everywhere. Even when you are in your animal form, you will not Surprise peo­ple who see you, and they will not find your presence strange.

Fuzzy (4): By taking a friendly attitude and rubbing against someone, you can remove the fetters of a per­son’s heart. While you stay close to someone during a scene, that person’s Adult attribute drops to zero.

Peek into Hearts (6): You can read the heart of an­other. This mainly lets you hear what someone is saying in their head, not what they’re feeling or what’s true. Still, it lets you find out what someone’s real inten­tions are from their heart rather than their mouth.

Stealthy Feet (8): You move around neither leav­ing any traces nor making a sound. No one in the scene will notice your presence at all; no check is possible. Unless you speak or do something that will overtly make noise, this effect will continue until the scene ends.

Cat Paths (10): You can use paths that only cats can see to appear and disappear unexpectedly. This lets you en­ter or leave a scene when and where you want, regardless of whether it’s already in progress. This even works if you’re doing something different in another scene taking place at the same time.

Friends (14): You can call the other cats in the town to help you out. This will bring out a number of cats equal to the sum of your Henge and Animal attributes, times two, un­til the end of the scene. However, with so many cats in one place, you cannot use your Kitty power. If you and your friends don’t do a good job of hiding, you’ll probably Surprise people you meet.
Dog (Anzeigen)Dogs are the best at getting along with humans. More than any other kind of henge, they think like people. Dog henge can do all sorts of things. A dog’s special abilities are for protecting people close to them. They can take someone’s place, put a friend at ease, and howl to drive off a stranger, all to protect someone important to them. Of course, for a dog, the most important thing is finding that special person. A dog’s role is to be a bridge between the other animals and people. Your other friends can’t help but think like animals, so try to help them understand what people think and feel.

Doggie (0): You are an ordinary dog, the kind people see everywhere. Even when you are in your animal form, you will not Sur­prise people who see you, and they will not find your presence strange.

Sticking Close (4): When you come to like some­one, you can help them calm down. You can even use this at the same time as an Impression Check. When you’re both ap­pearing in the same scene and you use this power, they receive Feelings equal to the strength of your connection to them.

Petting (6): Being petted makes you happy. When someone is in the same scene as you and pets you, you can gain Feelings equal to the strength of your connection to them. You can’t just decide to use this power; you need some­one participating in the scene to actually pet you.

It’s All Right (6): By licking someone’s face and such, you can make them feel better. This lets you cheer them up after they’ve been Surprised, lost a quarrel, or otherwise had something get them down.

Substitution (8): When it looks like someone is in danger, you can take their place. If you use this power, you can enter a scene even if you weren’t participating in it before and put yourself in the line of fire. If it does turn out to be something dangerous, the narrator may have you get hurt and receive thanks for this act of sacrifice.

Howl (10): By suddenly barking and giving chase, you can scare off other henge. When you use this pow­er, if your Animal is higher than someone’s Adult, they will be Surprised. Henge who are Sur­prised by this power will return to their true animal forms regard­less of their current state.
Rabbit (Anzeigen)Rabbits succumb to loneliness easily, but are especially good at making friends. Their abilities make them good at strengthening connections, getting people with whom they have connections to do favors, and doing favors in return. They’re also adept at get­ting along with people they’ve just met. A rabbit with no people around can’t do anything. It is their role to form connections with many people, to be friends and have fun, and to make happy stories. Rabbits exist to make others—and surely themselves—happy.

Cute (0): You have a certain charm that makes everyone find you cute and loveable. The cost in Dreams for others to strengthen a connection to a rabbit is re­duced by 1.

Mochi-Pounding (1+): Mochi is a kind of rice cake made by pounding rice into a paste. Japanese people tradi­tionally make it during New Year’s with a big wooden ham­mer to pound the rice, and Japanese folklore says the rab­bit in the moon spends his time pounding mochi. Perhaps because of some in­heritance from him, you can make mochi. If you get someone to eat it, they’ll gain Feelings equal to the amount of Wonder you spent on making the mochi.

Lop-Eared (3): By letting your ears droop, you can look depressed and get oth­ers around you to worry about you. You can only use this when you’ve failed a check. When you use this power, you can gain Feelings equal to the strength of your connection from one other person who is currently in the same scene.

Help Me (6): You run into someone you know by coincidence. This lets you cause one person with whom you have a connection to appear in the current scene. However, what that person actually does when they arrive is up to the participant or narrator.

I Dunno (8): You can keep secrets and tell lies without arousing suspicion. When you use this power, you cause one person to stop sus­pecting you. Even if there is def­inite proof, they will not suspect you unless someone gets you to admit it. This effect continues until the end of the scene.

Moonlight (20): You can draw power from the moon and cause animals to be­come human and humans to be­come animals. You can only use this on a moonlit night, and only on those who want to be affect­ed. Henge lose their Base Powers (but not Weaknesses/Additional Powers), and humans gain some of those animals’ Weaknesses and Additional Powers. Those affect­ed by this will not return to their normal selves until either the rab­bit chooses to end the transfor­mation, or the story ends.
Bird (Anzeigen)Surveying the land below from high in the sky, birds are the most mysterious of henge, and the most distant from humans. Their outlook is a little different even from other henge, and they have their own peculiar way of thinking. Birds can fly through the air with ease. Furthermore, they can make others fly, and spread rumors on the wind. Despite these abilities, they have many weaknesses. They’re very forgetful, they can’t see at night, they have difficulty walking, and they have more trouble understanding people than most. When a bird flies through the air, it makes people take notice, even if the bird had no such intention. That is the role of the birds.

Little Bird (0): You’re an ordinary little bird, the kind of animal that people see all the time. Even when you are in your animal form, you will not Surprise people who see you, and they will not find your presence strange.

Wings (2): You have wings that let you freely fly through the sky. You can also carry things that are smaller than yourself. Further­more, when you are running away or searching for things, add 2 to your attribute. How­ever, you cannot use this power when you are in full human form. This effect lasts until the end of the scene.

Wind Song (4): You can call on the wind to blow how you wish. If you use this power, you can make the wind blow in an unnatural direction, such as making a piece of paper in the air move how you want. You can cause sudden, powerful gusts too, but not so strongly as to damage things like a typhoon.

Gift of Wings (8): You can make it so that a hu­man or another henge can fly. You can only use this on people and henge with whom you have a connection. Whoever you use this on can effectively use a bird’s “Wings” basic power by spending 2 Wonder or Feelings until the end of the scene.

Rumors (10): You can spread rumors through the town. However, you cannot spread rumors that are directly hurtful to someone or that de­viate too much from the truth. There is no numerical signifi­cance to using a rumor, but depending on what it’s about, it can potentially help someone (but that doesn’t mean you can go speaking ill of people).

Down Pillow (12): By embracing someone with your downy feathers, your hearts become closer. This strengthens that person’s con­nection to you by 1. However, you can only use this power while you have wings, and you can only use it on a given per­son once per story.
Wolf (Anzeigen)People seldom encounter wolves. For that matter, even henge hardly ever run into wolves. The wolves live quietly, deep in the mountains and forests. They have abilities relating to their domains, and they’re all too good at surprising people (and in a different way from mononoke). Racing around open spaces, unleashing terrify­ing howls, and protecting those that need it… Such wolves only have frequent dealings with the local gods of the mountains and forests. Wolves know little of people’s society, and when a curious wolf cub comes into town, it can become a major incident for every­one involved.

Territory (0): You have a certain territory in the mountains or forest where you’re stronger than normal. As long as you’re in your territory, the Wonder cost of other pow­ers is halved (round up). You can only establish your territory somewhere outside of town. Talk to the Narrator about this before you begin.

Guardian (6): You can watch over a certain someone, or notice when some­one is watching you. Once per scene you can use this power, and it will last until the end of the scene. Pick someone for it to affect (which can be your­self); you can detect if someone is secretly watching or following them, regardless of what pow­ers they might’ve used or checks they might’ve made. If there’s another power in use, you can discern what kind of power.

Hide (6): You can completely hide your­self as long as there’s a tiny bit of brush or grass. Even if it’s a clump of grass smaller than you are, no one will be able to see you from the outside. (How­ever, the grass does have to be reasonably thick.) Others need to make a Henge check greater than your Henge attribute, plus 3 in order to see you. However, local gods can easily find you in their territory and this power will not work on them.

Substitution (8): When it looks like someone is in danger, you can take their place. If you use this power, you can enter a scene even if you weren’t participating in it before and put yourself in the line of fire. If it does turn out to be something dangerous, the narrator may have you get hurt and receive thanks for this act of sacrifice.

Wolf Howl (20): You can unleash a howl that resounds all over town, startling everyone. You can only use this once per story. Ev­eryone in town (including henge and mononoke) is subject to Surprise, based on your Animal attribute dur­ing the day, Animal +1 in the evening, or Animal +2 at night. However, this Surprise won’t cause anyone to faint. Humans will generally not come to the area where you use this power, even if it’s the center of town. If your use of this power causes too much bother for the town the Narrator may decide to lower the strength of your connection to the town.

Call of the Wild (30): You can let out a howl that calls forth canine type animals from the town. All of the dogs, foxes, raccoon dogs, and wolves, and even henge of those types of ani­mals, will hear the call and gather at its source. You can’t use this call for just anything, but the ani­mals will come unless they have some compelling reason to do otherwise, such as being tied up, in the middle of eating or sleep­ing, etc. If you have a reasonable request to make of them, they will listen.
Schritt 2: Wahl eurer Schwäche

Jedes Tier hat mindestens eine Schwäche. Es gibt kein Tier ohne eine solche Schwäche. Im Gegenzug gibt jedoch jede Schwäche eine zusätzliche Power. Ihr könnt bis zu drei der sechs Schwächen eurer Tierart wählen und tragt sie entsprechend zusammen mit eurer zusätzlichen Power in den Bogen ein. Ihr könnt natürlich auch Plätze frei lassen und Schwächen später noch hinzufügen. Die Schwächen und Kräfte nach Tierart folgen.

Fox (Anzeigen)WeaknessAdditional PowerFried Tofu: You just love abura’age (fried tofu). When you see it, your transformation comes partially undone. If you were in full human form, your tail comes out, and if your tail was already out, your ears come out too. If both were out, you’ll revert to full animal form.Liar (8): You can make a person believe a lie you’ve just told them. If they can’t beat your Henge attribute with an Adult check, they’ll be tricked. They’ll go on believing your lie and acting accordingly until they find very clear evidence to the contrary.Secret: You have a very strict rule against letting people see your true form. If someone does see your full fox form, your connections to both that person and the town lose 1 strength.Old Friend (6): In your long life, you’ve come to know many people. When you first meet another henge, you can have them be someone you’ve known a long time, and when meeting a person, they can be someone you met when they were a child. (This also works for local gods.) This only works when meeting for the “first” time. Also, you must tell the narrator how you met.Pride: You take an arrogant attitude towards humans and other henge. When others want to increase their connection to you, it costs them an extra 2 Dreams.Shrine (0): Humans have made a shrine dedicated to you. A fox that has a shrine can have up to 10,000 yen (about $100) of actual money until the end of each story. Also, people will not chase after or harass the fox, though they can still be Surprised. You can also speak to local gods as an equal.Strange: You speak and dress in a way that’s out of touch with the times. Because you stand out so much, you can’t really hide, and if walking around town in human form, you’ll draw everyone’s attention.Float (4): You can float through the sky at a leisurely pace. You can move this way at about the speed a person can walk, and getting up that high gives you a +2 bonus to checks for searching for things. The effect lasts until the end of the scene.Cold: You have difficulty showing emotions, and you come off as cold. Reduce the strength of connections from others gained by Impression Checks by 1.Marriage Knot (4): By coldly scolding one person in one scene, you can create a stronger connection to another. You can reduce the strength of one person’s connection to you by 1 in exchange for strengthening your connection to someone else. This can raise a connection from 0 to 1.Bluff: You are always exaggerating your abilities. You must spend 2 points of Feelings just to be able to spend Feelings to raise your attributes in a check.Present (8): You can give a human an object with a special power in it. Pick any one power of yours or a friend’s to put into it. If used properly, they can use that power (with their Wonder/Feelings). You can decide what form the present takes and how it’s used, but it shouldn’t be too big or useful for anything else.
Raccoon Dog (Anzeigen)WeaknessAdditional PowerCowering: You are timid and easily scared. Any time you are subjected to Surprise, you’ll faint, regardless of your check result. Your trans­formations won’t come undone when this happens, but you won’t be able to move un­less someone carries you.Swell (8): You can make your body become massive to Surprise people. People (and even henge) who haven’t seen this power in use before can be Surprised by it. If this is the case, you get a bonus of +2 to your Henge attributes for Sur­prise checks.Gullible: You just can’t figure out when you’re being tricked, even when you’re in the middle of tricking someone yourself. You never suspect you’re being lied to, and even if you as the player fully understand that a lie has been told, your henge will have to believe it.Carelessness (6): You can calm people down by showing your clumsiness. You can only use this power when you’ve gained Dreams for being clumsy. Every­one who saw your clumsiness (though no more than three narrator characters) gets 2 points of Dreams.Glutton: You love to eat, and if you don’t get a proper meal, you can barely move. Furthermore, if there’s food in front of you, you have to stop and eat until you’re full or the food is all gone, even if you have other things to do.Stomach Worm (8): When your stomach is empty, you can make it emit a soothing rumbling sound. When finishing one scene without eating anything, you can use this power during the next scene. If anyone present has a Protection, Affection, or Family connection to you, you can increase their connection to you by 1 (to a maximum of 4).Carried Away: You get easily carried away when people flat­ter you. You have to attempt to make checks, even if they’re difficult, and even if you know you’ll fail (for example, even if your partici­pation isn’t necessary).Tanuki Dance (12): You can do an odd dance for the enjoyment of others. People who see you dance must make an Adult check of 4 or higher, or they’ll drop whatever they were planning to do and burst into laughter. Everyone who laughs in this way gains 3 Dreams.Relaxed: You move slowly and you just can’t help it. You can’t put your Animal attribute above 1 when you create your henge, and if you want to raise it for a check, you have to spend 1 extra point of Feelings.Rest (0): You can take it easy in order to increase your power to change. You can gain 6 points of Won­der at the end of a scene you didn’t participate in.Teasing: You like to tease people all the time. You get blamed for most of the strange incidents around the town, and because of that, your connection from the town can’t go above 2.Mischief (0): You like doing mischief, and everyone loves you for it. When you Surprise someone, you can gain as many points of Dreams as there are other participants (including the narrator).
Cat (Anzeigen)WeaknessAdditional PowerSkittish: You are naturally curious and have a strong hunt­ing instinct. When you see something smaller than yourself, or something you don’t really understand, you’ll go after it. And yet, when its movements or reactions turn out to be something unexpected, you’ll be Surprised. (Make a Child check; the narrator sets the required number.)Cat Burglar (8): You can take something from someone without them realizing it. You can steal any one item that someone in your field of vision is carrying or wearing. You can even steal articles of cloth­ing, but you can’t steal vehicles or other things that a cat couldn’t carry.Lazy: You’re particularly sensitive to heat and cold, and a rather lazy cat. You can only spend 1 point of Feelings for checks relating to actively moving your body around.Sleeping Soundly (0): You can participate even when you’re doing nothing. If you appear in a scene but spend it sleeping, lazing around, yawning, etc., you can automatically get 10 points of Dreams. Howev­er, you can’t get this effect if you make checks, use other powers, or proactively engage in con­versation. (The narrator judges what qualifies.)Cat Tongue: There are a lot of things you can’t eat. You can’t have hot (temperature-wise) things, citrus fruits, squid, or raw onions. If you eat any of these things by mistake, you’re auto­matically affected by a level 7 Surprise.Feigned Innocence (4): This lets you hide your true character and put on an excellent act. Declare that you’re using this power before you make the check. When you use it, you can use whichever attribute you like for a check, rather than one designated by the narrator or the rules.Can’t Swim: You’re one of those cats who can’t swim and hates water. If you enter a bathtub, pool, or a large body of water, you’re automatically affected by a level 7 Surprise.Acrobatics (4): You can move as though you’re practically fly­ing. When it comes to athletic stuff, if you make an Animal check, you can pull off things that seem impossible. (Except, of course, for swimming.)Selfish: You’re very independent and moody. Even if you and someone else have Connections of 5 to each other, you’ll still only get 5 points of Feelings/Wonder each.From the Shadows (6): You can be anywhere and catch sight of any­thing. If you use this power, you can declare that you’ve seen something that happened before in another scene or story, even if you weren’t there. However, you can’t use this for things that happened before you were born.Shred: When you see a shoji/fusuma (paper sliding door), poster, etc., you can’t help but go at it with your claws. When you come across some­thing like that in the town, you’ll forget what you were doing and start scratching.Menace (8): This lets you use a cat’s mysterious dignity to menace and drive someone away. Make a Henge check. If you beat their Adult or Henge, they’ll flee the scene. However, you cannot use this on a friendly henge.
Dog (Anzeigen)WeaknessAdditional PowerCollar: You have a master, and you cannot disobey this person. Regardless of the strength of your connection to him or her, you cannot go against your master.Home (0): At the start of each story, you have a connection with your master with a strength of 2 each way. You can only raise this connection after a scene where your master has appeared. Please discuss with the narrator the kind of person your master is.Clumsy: You’re not very good at doing things effi­ciently or taking care of yourself. Your Adult attribute has to be zero, and you can only use 1 point of Feelings on a given Adult check.Perseverance (4): You have the ability to persevere through pretty much anything. If you use this, you can ignore Surprise. (You must declare that you are perse­vering.) Also, you can use this power to perse­vere through your own Weaknesses.Honest: You’re a very honest dog who just can’t lie. Throughout every story, you can’t tell lies at all, not even lies that would be kind.Sorry (8): You’re such a good kid that for the most part, if you apologize, you’ll be forgiven. By using this power, people will forgive you for almost any non-fatal mistake, but your words and attitude must be properly apologetic.Shy: You are a bashful dog who has trouble with getting to know new people. When making an Impression Check, reduce the strength of the resulting connection by 1. However, this only applies to people you’re meeting for the first time, so you can make a normal ImpressionI Believe in You (6): You can stay true to your feelings and you keep on believing in someone special to you. You can use this power at the end of a scene. When you use this power, everyone you have connections to receives Feelings equal to the strengths of your connections to each of them.Naïve: Being such a pure, innocent dog, it’s not in your nature to distrust or dislike others. You cannot show dislike or distrust towards oth­ers during stories. (There’s room for a little bit of give and take, but you still can’t seri­ously think of people that way.)I Love Everyone (0): You truly love the whole world from the bottom of your heart. You start each story with a connection to “Love For Everyone” at a strength of 3. (You do not get a connection back.) You can only raise this special connection at the end of a story. Also, if the Narrator approves, you may well be able to start a connection from “Everyone.”Scary: You are a scary dog with a large body, and per­haps a fearsome bark. When you make Impres­sion Checks, the strength of the other person’s connection to you is reduced by 1. However, this only applies to people you’re meeting for the first time, so you can make a normal Impres­sion Check if you have a Thread to that person.Go Away! (8): By barking and chasing, you can scare someone and drive them away. Make an Animal check. If it’s higher than their Animal, they will leave the scene. However, you cannot use this against friendly henge.
Rabbit (Anzeigen)WeaknessAdditional PowerLoneliness: You’re prone to loneliness, and you hate being alone. You can’t act separately from someone else. You have to always be with someone.Friendship (0): You’re good at getting to know people, and you’re naturally lovable. Reduce the cost to strengthen your connections to others by 1 Dream.Crybaby: You’re very easily brought to tears. You are easy to Surprise, and for Surprise checks your attribute drops by 2. Also, unless you lose consciousness, you will cry very loudly when you are Surprised. This stays the same in human form.Please (6): You can make requests with tearful eyes and get someone to listen. If the person’s Adult is higher than your Child, they can refuse. How­ever, if the request is self-destructive, the nar­rator can choose to ignore it.Lovesick: You are particularly prone to falling in love. When you make an Impression Check with someone, you have “Love” as the contents of the connection formed, regardless of strength. Unless your partner strongly tells you otherwise, you cannot separate yourself from them.I Love You! (12): By proactively appealing to the person you love, you can heighten the feelings between the two of you. This raises the strength of a connection from someone else to you by 1. You can only use this power on a given partner once per story.Impatient: You’re very prone to panic, and are always in a rush. Because you’re so flustered, you do lots of pointless things. Whenever you want to use a power, you have to spend 1 extra point of Wonder.Dash (8): You’re very, very quick when you run away at full speed. You can interrupt any check to flee from the current scene to somewhere safe. You can also take one unresisting human or henge with you as you run away.Meddling: You can’t help but stick your nose into other people’s business. You’re too sympathetic to others’ problems and tend to adopt their way of thinking. Whenever you’re in a scene with someone who has a connection to the person to whom you have your strongest connection, the contents of your connection will change to become the same as that other person’s.Remember (6): You can make it so that you and someone you’ve met have previous memories together. This lets you increase the strength of a connec­tion someone makes to you via an Impression Check by 1.Spoiled: Rather than doing things yourself, you’d much rather find a way to get someone else to do them for you. With the exception of Impression Checks, you cannot make any checks unless all of your friends have tried and failed.Let’s Play! (8): You pass the time playing with someone. When you’re not appearing in a scene you can play with others who are also not in the scene. When you use this power, you and anyone who played with you can spend Dreams to increase connec­tions, and gain Wonder and Feelings like usual.
Bird (Anzeigen)WeaknessAdditional PowerNight Blindness: You can barely see at night or in dark places. You can’t make Animal checks at night at all.Found It (10): You have sharp eyes that let you see exception­ally far. If the narrator agrees, you can use it to find an object or person you need to locate in the area. (Actually getting to the thing or per­son once you’ve spotted it is a separate matter, however.)Eyeball: You have a weakness for eyeball patterns. (In Japan, these are used like scarecrows.) Any time you see a large eyeball pattern (large concentric circles of different colors, etc.), you’re automatically affected by a level 7 Surprise. Needless to say, you can’t get close to things with such patterns by yourself.Flock (14): You can get many other birds to come help you. This will bring out a number of birds equal to the sum of your Henge and Animal attributes, times two. However, with so many birds in one place, you cannot use your Little Bird power. If you and your friends don’t do a good job of hid­ing, you’ll probably Surprise people you meet.Bird Brain: You tend to forget things very quickly. You cannot do knowledge-related Adult or Henge checks at all. Even if you as the player re­member things, your bird henge will forget.Trust the Wind (4): You go into action putting your trust into luck, and come out on top. When you use this, you gain 3 points of Feelings.Delicate: You’re not very good at doing things on the ground. Whether in animal or human form, you cannot do any checks relating to physi­cal activities (especially with Animal) unless you’re using your wings to fly.Tranquility (6): By embracing someone, you can give them peace of mind. If someone is Surprised, has lost a quarrel, or is otherwise troubled, you can cheer them up and bring them out of that state.Chatter: You are quick to tell people what you know. At the conclusion of each story, you must tell everyone with whom you have a connec­tion what you’ve found out (except the town, of course).Listen Up (4): You can inform your friends of things you’ve realized or seen even when they’re far away. When you use this, you can relay information even to people who are not appearing in the same scene. You can also use this to cheer up people who are in another scene from far away.Distant: You are distant from the mundane world, and you think differently from humans. The re­quired result for Impression Checks goes up by 2 for both you and people making connec­tions to you.Twilight (20): You can cause night to fall suddenly. This works regardless of the time the narrator has described. Until the current scene ends, it be­comes night, and henge can use their powers at half the usual cost.
Wolf (Anzeigen)WeaknessAdditional PowerViolent: You’re a bit reckless, and tend to come out swinging rather than talking. When you need to make a check to persuade someone or make a request, you’ll Quar­rel with them instead. Needless to say, this means you’re no good at persuasion or making requests. Also, if you use the Call of the Wild power and the animals you call don’t resist, you don’t have to spend points to temporarily overcome this weakness.Growl (10): You can glare and growl menacingly to scare someone. When you use this power, if your Animal attribute beats their Adult attribute, they’ll be Surprised. If you manage to Surprise a henge with this power, they’ll be forced to return to their animal form.Frightening: Being a wild animal, you’re rather scary. When you make an Impression Check, the Strength of the connection the other side gets to you is reduced by 1. (In other words, you need a result of 8 to create a Connection at all.)Go Away! (8): By scaring someone, you can drive them away from the area. Make an Animal check. If it’s higher than their Animal, they will leave the scene. However, you cannot use this against friendly henge.Klutz: You’re not very good at doing things efficiently or taking care of yourself. Your Adult attribute has to be zero, and you have to use 1 extra point of Feelings to make an Adult check .Perseverance (4): You have the ability to persevere through pretty much anything. If you use this, you can ignore Surprise. (You must declare that you are perse­vering.) Also, you can use this power to perse­vere through your own Weaknesses.Honest: You’re a very honest wolf who just can’t lie. Throughout every story, you can’t tell lies at all, not even lies that would be kind.Giant Wolf (20): You transform into a wolf some 3 meters long and as tall as an adult human. In this state, your Animal and Henge attributes increase by +10, and you’re big enough for a few people (or 5 children) to ride on your back. This power lasts until the end of the scene or until you cancel it. However, each time you use this power, the strength of your connection from the town (or a connection from a friend if you don’t have a connection to the town) goes down by 1.Loneliness: You’re prone to loneliness, and you hate be­ing alone. You can’t act separately from some­one else. You have to always be with someone.Spirited Away (12): In the blink of an eye, you dart off, interrupting any checks or powers and leave the scene to go to your territory. When you use this power, you can take someone with you as long as you have a connection with them. Even if they don’t want to go, you can force them if you wish by making a check that beats their Animal attribute.Gullible: You just can’t figure out when you’re being tricked, even when you’re in the middle of tricking someone yourself. You never suspect you’re being lied to, and even if you as the player fully understand that a lie has been told, your henge will have to believe it.Wolf Guide (12): By quietly following someone from behind, you can guide them and ensure that they stay on the correct path. You can guide any number of others you have connections with. You can ignore distance and travel times to swiftly deliver them to most anywhere. How­ever, if you use this power to go somewhere outside of town, you’ll have to use it again to get back.
Schritt 3: Werte verteilen

Ihr habt acht Punkte die ihr auf eure vier Werte verteilen könnt. Jede Wert außer Adult muss dabei mindestens eins betragen und maximal vier. Als generelle Einschätzung eins ist unterdurchschnittlich, zwei ist Durchschnitt und drei ist außergewöhnlich. Der Wert Adult kann auch null betragen, als einzige Ausnahme. Wenn ihr dies wählt, heißt es jedoch, dass euer Charakter noch nicht wirklich bereit ist mit Menschen umzugehen und keinerlei Wissen über die Zivilisation hat. Zusätzlich kann er keinerlei elektronische Geräte benutzen und muss selbst so etwas einfaches wie einen Lichtschalter bedienen erklärt bekommen. Die vier Werte und ihre Bedeutung sind folgende:

Henge represents the strength of your henge’s special powers, and his or her knowledge of the gods and the other henge of the town. It also indicates your status among your friends.
Animal measures your henge’s strength, stamina, agility, senses, etc. It is every­thing to do with physical strength and animalistic power.
Adult is how well you can hide your feelings, read the feelings of others, use machines, act with finesse, and so forth. This is very high for human adults.
Child represents how well you can ex­press your emotions, wheedle your way into getting what you want, get others to protect you, and just plain have fun.

Schritt 4: Menschliche Form festlegen

Jeder Henge kann, außer er hat besondere Kräfte, nur eine menschliche Form annehmen und diese müsst ihr festlegen. Also euer Alter, die Kleidung und generelles Aussehen. Das Geschlecht entspricht immer dem Geschlecht eurer wahren Gestalt, allerdings seid ihr beim Alter flexibel. Das heißt auch ein junger Henge kann älter in menschlicher Gestalt sein oder ein uralter Henge nur ein Kind. In der Regel sollte eure menschliche Form zwischen acht und achtzehn Jahre alt sein. Wenn ihr nicht gerade eine entsprechende Schwäche habt, wird eure Kleidung der aktuellen Zeit angemessen sein.

Schritt 6: Letzter Schliff

Dann fehlt eigentlich nur noch der Name und euer Henge ist fertig. Wenn ihr dabei Hilfe braucht, sagt Bescheid. Ansonsten ist die Erschaffung damit tatsächlich schon fertig und es gibt nur noch eine weitere Sache zu erledigen. Die so genannten Connections.

Schritt 7: Verbindungen

Bevor das Spiel losgeht müssen noch die Verbindungen der Henge untereinander festgelegt werden. Ihr lebt schließlich nicht erst seit gestern in der Gegend und werdet die anderen kennen, höchstwahrscheinlich sogar befreundet sein. Deshalb gibt es zum Start des Spiels eine Connection zwischen jedem Henge und der Stadt selbst. Connection halten fest wie tief man mit jemand verbunden ist und was für eine Art von Gefühlen man hegt. Praktisch das Beziehungslevel zwischen zwei Personen. Zum Start hat jeder von euch eine Conncetion der Stufe zwei zur Stadt, die bereits im Bogen vermerkt ist, und zu jedem anderen Henge eine Connection der Stufe eins. Ihr legt dabei immer den Inhalt der Verbindung auf eurer Seite fest, während der Gegenpart der Beziehung es für sich aussucht. Sie können also völlig andere Inhalte haben und werden entsprechend unter Contents eingetragen. Die möglichen Arten von Verbindungen kommen im folgend, ihr könnt euch aber auch eigene ausdenken:

ContentsDescriptionLikeYou like them, for whatever reason. Note: The strength of this kind of connection can only go as high as 2. If you want to raise it to 3 or higher, you’ll have to change its contents.AffectionYou like them. You’re lonely when they’re not around. You want to be with them.ProtectionYou want to protect them. You feel you need to be there for them.TrustYou trust them. You go to them when you need help.FamilyYou’ve lived with them for a long time. You understand them very well.AdmirationYou want to be like them. You want to be like that too.RivalryYou don’t want to lose to them. You see them as a rival. You see them as competition.RespectYou think they’re amazing. You think they’re great.LoveYou’re in love with them. You love them a lot. Just thinking about them makes your heart pound. Note: This kind of connection must be of strength 2 or higher. If it has a strength of 1, you’ll have to pick a different contents.AcceptanceYou accept them; you give them a place to belong. Note: This is only for the town and local gods. You must have the narrator’s permission to select it.

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