Session 16
Date: Unknown
Time: Unknown
Place: Outdoors - Camping



Pack Alpha
Elodoth Iron Master
Voice of the Pack
Played by Adam Betts
Read Marcus's Blog




Ithaeur Bone Shadow
Mind of the Pack
Played by Ben Harris
Read Eric's Blog




Irraka Iron Master
Wits of the Pack
Played by Chris Boyer
Read Deacons's Blog



Sacrificed his life to destroy Simmons
Died During Session 13
Former Pack Alpha
Rahu Blood Talon
Played by Alex Eichen
Read Nails's Blog




Healing Scar's GM
White & Nerdy
Eithan's MySpace


Moon Phase Info

Full Moon - Rahu
Gibbous Moon - Cahalith
Half Moon - Elodoth
Crescent Moon - Ithaeur
New Moon - Irraka

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Saturday, January 07, 2006

The Conduit Fetish

Fetish
Conduit

Spirit
Agamemnon, Jaggling of the Shadow

User
Eric Sky

Type
Weapon/Support (Whip)

Damage
+1 Bashing/+1 Lethal - *1 Essence/1 Health
+1 to Disarm/Grapple
+1 Against Skeletons and Vampires

Appearance
The whip is of standard black design, with incricate runes carved in the leather weaving. When dormant, the whip is 5ft. in length. When activated, the leather twists lightly as though it were breathing, occasionally twitching.

Abilities

Essence Transfer: As a standard ability, when activated, the whip allows for the transfer of essence to and from a desired target. The user spends 1 essence, and activates the whip. The user must then entangle the target, living or spiritual, via Grapple (Dexterity will replace Strength for this maneuver, as the weapon is engaging in the Grapple). The user then makes an Intelligence + Occult roll vs. the target's Intelligence + Composure. *For a success, the user and target's essence can then be transferred to one another at a rate of 1 Essence per round of combat, or every six seconds. If the user fails, the whip deactivates and the user loses 1 Essence. If there is no Essence to be lost, the user will lose 1 Health instead. For an exceptional success, the user may transfer additional Essence at GM discretion.

Extend/Retract, Thorns: Upon expenditure of 2 Essence, the whip extrudes jagged barbs which line its length, effectively making its damage lethal. Its "breathing" becomes more noticeable, and its movements are more violent and rapid. At the user's will, the whip can then extend and retract to a minimum of 2 ft. and a maximum of 10ft., moving at very high speeds. The user gains +1 towards Grapple and Disarm, as the whip's thorned edge and tightened attacks make these more effective.

Heave: The whip can be perceived as a muscle in and of itself. Having been activated and engaged in a Grapple, the whip can absorb Essence on its own. This Essence roll remains the same, but all Essence goes to the whip. Upon absorbing enough Essence from a target, the whip can then hurl that or another target several feet. The distance and weight are GM discretion, but 200lbs is its maximum lifting strength*.


Drawbacks: The whip is highly attuned to the Shadow. Such is its bond with spirit that when in the Shadow, the whip becomes mildly sentient. It bonds with the user's dominate hand, wrapping itself around his/her upper arm. The fetish then acts as more of a tentacle than a whip, occasionally snapping and grappling of its own accord. The stronger the bond with the owner, the more likely the whip is to succumb to his/her will. A willpower roll may be required to keep Conduit under the user's control. *When using the Heave ability while in the Shadow, Conduit can hurl up to 400lbs or more, as it is stronger when in this realm. This can be dangerous, as the whip could techincally pull the user, if it so desired.

Special: Eric Sky can perform the Binding and Banishing Rituals, as well as the Life Drain with the use of this whip. This process takes a minimum of 4 turns, and 3 Essence. The Life Tap must be activated, as well as the Conduit. When these are complete, Eric must Grapple the target with the whip. If successful, he can begin the Health/Essence transfer at the beginning of the next round, or he can begin the desired Rite.

Also, Conduit's affinity for the Shadow give it latent abilities that may be accessed at the GM's discretion. With a sufficient source of energy and proper activation, Conduit may be used to tear holes in the Gauntlet, or even create portals to the destination of the user's choice.

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Tuesday, November 15, 2005

The Life Tap Fetish

Fetish
Life Tap

Spirit
Atman & Brahman, Life Jagglings

User
Eric Sky

Type
Support (Tattoos/Hands)

Damage
*1 Health/Round

-Abilities-

Drain/Heal: User activates Life Tap, spending 1 essence. The tattoos glow lightly, and are warm to the touch. The user then attempts to make contact with a living being, be it physical or spiritual, then rolls Intelligence + Occult vs. the target's Stamina + Composure. *For a success, the user and target's health can be transferred to one another, at a rate of 1 health level per round of combat, or for every six seconds. For an exceptional success, the user can transfer additional health and possibly essence at GM's discretion. If the user fails, the fetish deactivates and the user loses 1 health. In certain circumstances, primarily combat, the user must succeed in a grapple against an unwilling target. Provided that the grapple is successful, the health transfer will begin at the beginning of the next round. Note: The user loses his defense for every round the fetish is used- it is assumed that focus is needed for the desired effect, thus the user foregoes his self-preservation. Only the tattoo with the desired effect need be in contact with the target, i.e. the tattoo that drains health (Atman/Right Hand/Circle of Binding) can still drain, without the effects of the tattoo that bestows health (Brahman/Left Hand/Circle of Banishing). Health can be taken or given from a third party, provided that both targets are willing and/or grappled.

Drawbacks
Aside from the possible damage and vulnerability the user undergoes during usage, there is no negative effect. If the user decides to kill a neutral/unhostile target through the use of this fetish, it will require a harmony roll, and a possible harmony deduction.

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Thursday, October 20, 2005

Crashing Halt Fetish

Fetish
Crashing Halt

Spirit
Thane Daku, Lune of Cunning

User
Nails

Type
Weapon (Stop Sign)

Damage
+3 Bashing

Abilities

Terrify: User spends a point of Essence. The sign will reflect an image of terror upon whatever spirit is gazing into the sign. Roll Strength + Intimidation + Cunning, minus Spirit’s Resilience. For a success, lunacy is inflicted on a spirit for a single turn. With an exceptional success (5 successes) lunacy lasts for an entire scene. This power only works against spirits and can only target one spirit at a time. Terrify will only work when inside the Shadow. For example, using Terrify on a spirit-ridden human in the physical world will not scare or exorcise the spirit from the host.

Six-Sided Blade: Upon expenditure of 2 points of Essence the stop sign turns black and emits a jagged hexagonal blade around the outer sign. This blade does +2 lethal damage. Also, targeted attacks are easier to achieve with this fetish (-2 modifier). It is important to note that achieving an exceptional success (5 successes) on a targeted point, such as a head, will decapitate the opponent. This blade reeks of Luna’s death and may require a harmony roll, depending on the severity of its use. 1 point of Essence will hide the blade and return the fetish to normal.

Seal Locus: Normally if a Werewolf wants to rid the world of a locus they naturally drain the essence of that locus. This does take a considerable amount of time, sometimes even days. If the situation is dire, with the expenditure of essence, this fetish can quickly attempt to seal any locus. The amount of essence spent will equal the rating of the locus. This will be an extended action. Roll Wits + Occult + Cunning. The amount of successes needed to achieve the effect is equal to the locus’s rating times 3. The action is skill based and must be completed within a certain amount of rolls, equal to the user’s Wits + Occult. The amount of time passes with each roll is 3 turns, or 5-10 minutes for non-combat. If successful, the locus is sealed and destroyed. If the attempt to seal the locus fails, the Uratha can immediately try again as long as he spends the appropriate essence. If a dramatic failure ever results, the locus simply cannot be sealed. Note: If the user is in the Shadow world while sealing the locus they do not have access to the spiritual essence. The essence is destroyed with the locus.

Drawbacks
This fetish is powered by a Lune of Cunning, Thane Daku. Lunes offer incredibly power, but due to their variant nature, are not stable spirits for Urathan use. Many elders downright forbid the use of Lunes, other than for obvious advancement in renown. Many stories tell of Uratha that used mighty Lunes as totems to wield awesome power, but later were driven mad.

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