Here’s the second in my series of taking existing Spirit Charms and turning them into Power for Possessed characters. This time I’m taking on a couple of the big, big Powers like Break Reality, Gateway and Warp Reality. I’ve added thsoe Spirit Charms from the Book of the Wyrm, 2nd edition and Umbra Revised that i felt were suitable for conversion, and I’m adding notes on using a couple more of the Charms found in the BotW2 but that may not really merit their own Power writeups. (more…)
Posts Tagged ‘Wyrm’
This is a side scene/blue book focusing on one miss Linda Lee, who until a few minutes before this scene was Kinfolk to the Black Spiral Dancers, but now has renounced them and been adopted into the Uktena.
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Linda huddled in the ritual robe that Mapiya Sacred Hoop had been kind enough to drape over her thin, freezing shoulders and the moccasins that had been provided for her feet once the Rite of Adoption was completed. Sunset on a mountainside in springtime was no time to be standing around with nothing but some body paint between oneself and the elements. She took a few moments as the Garou cleaned up after their rite to rescue her abandoned overcoat and slip that across her shoulders like a cloak for a bit of extra warmth. (more…)
This is a cut-scene taking place a number of miles north of Prospect Peak during the early stages of The Scouring.
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Not far from the Penumbral representation of Signal Butte, a little bit south of the scar that was the spiritual representation of Highway 44 in the vicinity of Lassen Volcanic National Park, a dingy white-furred wolf loped steadily away from the roiling smoke that rose up behind Prospect Peak. Screams and shrieks of Banes and Glade Children and the howls of Garou could be heard in the far distance if one had ears sharp enough to listen. The wolf had such ears. (more…)
This is a transcript of a brief scene that takes place immediately after the most recent scene of The Boiling Earth (part of Chapter 4), where the troupe had just come from meeting with Solomon Wright. It focuses on Linda and Amrita.
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Aladdin pulled up at the Seneca Motel in Chester. It really was a bargain basement sort of a place, but on the plus side they didn’t ask questions when Linda came in with blood on her jumpsuit the day before.
Linda clambered out of the vehicle and uttered a slight gasp. “Oh, ah almost fergot… Am? Ah still got that present fer ya.” (more…)
Here is a story segment covering some of the events after The Boiling Earth, Chapter III: The Scouring of Prospect Peak. It takes place just after Steve passes out in his motel room’s bed from pain and fatigue at just having had his midsection sewed back into one piece on a tile floor then cleaned up, dragged to a bed and put down to rest.
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Sighing heavily, Linda slipped over to the sink. The pale and sickly woman stared at her haggard and blood-begrimed self there and shook her head. The cut on her cheek was still bleeding, and blood had run out from under its soaked bandage to befoul the neck of her jumpsuit. Some had gotten in her hair as well. Stitches for herself after all, then. (more…)
Possessed: a Player’s Guide gives very general rules for the Background: Consecrated but some intriguing possibilities. In its section on Kami, it mentions that maybe a Kami Consecrated to a Totem avatar might gain the same benefit for their consecration that a Garou might from a pack totem.
This needed some further exploration. (more…)
Here is another interlude that takes place shortly a few minutes after my recent post about Guillermo, but this time following the stealthy Kinfolk ritualist and secret Fomor named Linda Lee. I rolled for the results of the rite and other actions performed here a couple of days ago before I began writing this post, and then incorporated the results of the dice into the narrative.
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As the others rushed up the hill towards the Blight, Linda had some unfinished business to attend to. The Banes had assaulted them, and one had given her a wound. Revenge for this insult would not be furloughed or delayed as the Garou seemed content to allow for the moment. They were needed to confront still more Banes elsewhere on the mountain, she agreed, but she herself was not, and she wanted to make sure that there was no chance of further trouble from the defeated spirits. She made as if to follow her compatriots, but the moment Marcus looked away she slipped behind a tree near to where the others had fought the Blight Children and slipped across the Gauntlet. Searing pain riddled her body as she crossed the barrier between worlds, as it always did; the Gauntlet was exceedingly well named, and though she relished her ability to enter the Umbra, the transition itself was something that she always dreaded. (more…)
The 2nd edition of Werewolf: the Apocalypse had rules for Garou and other shapeshifters having a familiar spirit. They were basically broken (a cheap source for extra Willpower, Rage or Gnosis points – sort of a cheaper Personal Totem that wasn’t mutually exclusive with having a pack totem), but flavorful. Revised edition replaces that with the Numen, which is much less broken but still pretty flavorful and interesting. A player in my very strange mixed oWoD chronicle asked me if there was some way for her character to have a spiritually aware “pet” that, as we discussed its nature, was much closer in nature to the Familiars as found in Mage: the Ascension than anything available in the Werewolf: the Apocalypse gameline. In this case, she wanted what amounts to a small, permanently animated and Awakened plant or “permanently” Materialized plant-spirit of some sort – almost a minor Kami itself… almost.
I wouldn’t allow a Garou to have any such thing, but for a Kami of the particular nature and abilities of the one that asked me, it actually made sense and I was able to see ways that she might go about acquiring such a companion. My instincts were to build something based on the rules for Familiars as laid out in the revised edition Mage book Guide to the Traditions until a friend pointed me to the Chimera rules in Changeling: the Dreaming and yet another system for Familiars found in Forged by Dragon’s Fire. (more…)
Here are a few more Powers for Possessed characters that I feel were fairly glaring omissions, especially Cleanse the Blight. They are converted from Spirit Charms found in the Werewolf core book.
If the powers of Possessed characters are derived from the spirits that inhabit them, it seems awfully strange to me that a number of the really basic core Charms are not represented with some sort of related Power. Quite a few of the Charms in the books are represented in some manner, especially since there are hundreds upon hundreds of Spirit Gifts that possessed characters can take, but there are a few Charms that don’t really seem to have a good equivalent Spirit Gift. Anyhow, here I’m endeavoring to fix that a bit. (more…)
There are a number of different forms of possession that exist in Werewolf: the Apocalypse, and here I will examine and compare each. Due to space concerns we’re not going to examine the other World of Darkness games’ take on the subject (The Mind and Spirit spheres in Mage, Kindred Disciplines, the entire premise of Demon: the Fallen and so on).
The various extant methods of possession, both beneficial and maleficent, and some of their details follow: (more…)