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Carnamagos
Vice Captain

PostPosted: Wed Jul 13, 2011 4:34 pm


[Placeholder]
PostPosted: Wed Jul 13, 2011 4:36 pm


VIRTUES

The Virtue Traits define a character's outlook on unlife — they shape a character's ethical code and describe his commitment to his chosen morality. Virtues exist to help give a character a sense of being, not to force players to portray their characters in a given way. However, Kindred are passionate creatures, and sometimes an act or situation may force a character to consider exactly how she should react to a given stimulus. Virtues come into play when a character faces an impending frenzy, does something ethi-cally questionable (according to the character's morality), of confronts something that terrifies or disturbs her.
A vampire's Virtues are determined by his Path, the particular code of ethics he follows. Most Camarilla Kindred maintain their mortal values and follow the Path of Humanity (referred to simply as "Humanity"), but other vampires often subscribe to radically different philosophies. These alternate Virtues and Paths are detailed in the Appendix, while Humanity is covered below.

CONSCIENCE
Conscience is a Trait that allows characters to evaluate their conduct with relation to what is "right "and "wrong." A character's moral judgment with Conscience stems from her attitude and outlook. Conscience is what prevents a vampire from succumbing to the Beast, by defining the Beast's urges as unacceptable.
Conscience factors into the difficulty of many rolls to avoid committing a transgression. Additionally, Conscience determines whether or not a character loses Humanity by committing acts that do not uphold her moral code. A character with a high Conscience score feels remorse for transgressions, while a character with a lower Conscience may be a bit more callous or ethically lax.
Some vampires replace the Conscience Virtue with the Virtue of Conviction; unless your Storyteller tells you it's desirable to do this, assume Conscience is used.
• Uncaring
•• Normal
••• Ethical
•••• Righteous
••••• Remorseful

SELF-CONTROL
Self-Control defines a character's discipline and mastery over the Beast. Characters with high Sell-Control rarely succumb to emotional urges, and are thus able to restrain their darker sides more readily than characters with low Self-Control.
Self-Control comes into play when a character faces her Beast in the form of frenzy. Self-Control allows the character to resist the frenzy. Note: A character may never roll more dice to resist or control a frenzy than she has blood pool — it's hard to deny the Beast when one's mind clouds with hunger.
As with Conscience, Self-Control can be replaced, in this case by the Virtue of Instinct. Again, unless the Storyteller specifically says it's all right to do so, assume Self-Control is used.
• Unstable
•• Normal
••• Temperate
•••• Hardened
••••• Total Self-mastery

COURAGE
All characters have a Courage Trait, regardless of the Path they follow. Courage is the quality that allows characters to stand in the face of fear or daunting adversity. It is bravery, mettle and stoicism combined. A character with high Courage meets her fear, head-on, while a character of lesser Courage may flee in terror.
Kindred use the Courage Virtue when faced with circumstances they endemically dread: fire, sunlight, True Faith.
• Timid
•• Normal
••• Bold
•••• Resolute
••••• Heroic

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Tue Jul 19, 2011 9:09 pm


Pack Totems


One of the first and strongest ties that binds a group of werewolves into a pack is the association with a totem spirit. Although the pack members may choose the totem that they feel best represents them, it's really more a case of the totem adopting the pack. Totems often refer to those Garou it chooses as its "children."
Totem spirits are generally Incarnae. They are typically animal spirits, but many packs have mythological beings, elemental forces, or other spirits as totems. When a totem chooses the pack, it sends a Jaggling representative known as a totem avatar to attend the pack. The devotion of the Garou gives the totem and its avatar power, and their actions further the totem's goals. In return, the totem bestows some of its powers upon the pack.
Most totems fall into one of the four following categories: respect, war, wisdom and cunning. The first three are roughly associated with Garou renown; the last is rather less popular among Garou, as the cunning warrior is not always quite so honorable or wise.

Background Costs and Traits
The Totem Background allows characters to "buy" a totem spirit to be affiliated with their pack. Obviously, only one totem can be affiliated with a pack. Unless stated otherwise, all bonuses and penalties apply immediately upon being accepted by the totem.
Traits are given on a per-turn basis, and they are available to one pack member at a time. The pack member with the power designates who can use it the following rum, in effect, handing it off to another packmate. Attribute and Ability bonuses add to the pack member's dice pool for that Trait, even if the member has no dots in the Trait. Ordinarily, renown awards are temporary Renown, and they are given once when the pack is accepted by the totem (unless stated otherwise).
For example, everyone in Falcon's pack gains a point of temporary Renown upon being accepted by Falcon. Every scene, one member of the pack receives three additional dots in her Leadership dice pool for as long as she wishes, until she "gives" it to another packmate. Four Willpower points are available during the story as well, and anyone in the pack can use them until they've been expended.
By spending more experience points, the totem can become more powerful and give the pack greater access to its powers. In addition, pack totems may teach Gifts relating to their affiliation and powers. Unicorn may teach healing Gifts, for instance. The totem may also allow its children to use a particular Gift without teaching it to them properly. An example is Bear, who allows his packs to use the Gift: Mother's Touch without requiring them to learn it themselves.
In addition to the benefits, a totem also has some restric-tions that its children must follow to stay in the totem's favor. These restrictions are called Bans. Garou who don't follow the Ban will be cut off from their pack totem, and they must undertake a Rite of Contrition to get back in its good graces. As such, they lose all benefits of the totem, including extra Traits and access to unlearned Gifts. Packs that violate the totem's wishes repeatedly may find themselves abandoned completely.
Some of the most common totems and their affiliations follow. Several totems are also affiliated with tribes, but members of the tribe don't gain the Traits listed with each totem. Only packs allied with avatars of these totems (who are the ones responsible for channeling the granted powers) gain the bonus.
Tribes benefit from the patronage and wisdom of the tribal totem. It is often the spirit that cubs meet during their Rite of Passage and teaches them their tribal Gifts.

Totems of Respect

These grand spirits represent virtue and honor, and werewolves look to them when in need of advice in leadership and diplomacy. Some of the greatest Garou leaders have been followers of totems of respect.

Falcon
Background Cost: 5
Like the Silver Fangs he serves, Falcon is a most noble spirit. His keen eyes look deep into the Garou heart, rewarding and inspiring the valorous and honorable. A respected totem, Falcon brings unity to the Fangs and thus to the Garou. Rumors of the Silver Fang's less-than-sterling performance of late has tarnished Falcon's reputation only slightly.
Traits: Packs chosen by Falcon gain three dice to Leader-ship as well as an extra four Willpower points per story. Each pack member also gains two points of Honor Renown.
Ban: To Falcon's children, dishonor is worse than death; they can never allow themselves to lose permanent Honor. If they do, they must either put right the wrong or perform a Rite of Contrition and further atone for their offense by hurling themselves at a powerful minion of the Wyrm. While essentially a suicide run, their blood will wash away the stain on their names.

Grandfather Thunder
Background Cost: 7
Like his Shadow Lord children, Grandfather Thunder is more feared than respected by other Garou. Thunder is patient and subtle, and he seldom sends his own avatar to packs. Instead, he commands one of his Stormcrows to tend them.
Traits: Thunder's packs can call upon five extra Willpower points per story, and they gain three dice to Etiquette. All pack members can also gain two extra Intimidation dice when they invoke Thunder. Many Shadow Lords see little difference between respect and fear. Each pack member also gains one point of Honor Renown. Shadow Lords will follow the pack's activities with keen interest.
Ban: Grandfather Thunder commands his children to give their peers and their rivals no more respect than they deserve.

Pegasus
Background Cost: 4
Like the Black Furies it holds under its wings, Pegasus is chiefly concerned with protecting sacred places. It comes to its packs as a winged horse with tire in its eyes, and it teaches them Gifts associated with travel and air. Because of the rivalry between the Black Furies and the Get of Fenris, Pegasus will never accept a pack with even one Get member.
Traits: The Children of Pegasus can call upon an extra three Willpower points per story, and gain three dice in an Animal Ken dice pool. Each pack member gains two points of Honor Renown. Black Furies are well disposed toward the pack.
Ban: Garou chosen by Pegasus must always aid females of all species, young females in particular.

Stag
Background Cost: 6
Great Stag is an ancient spirit, older than the Fianna who claim him as totem. He is associated with masculinity, virility and the wild raw power of nature. Light and dark are both in Stag. He gave the Garou their affinity with nature, and he teaches responsibility toward humans, but he is also the master of the Wild Hunt. An avatar of Stag occasionally appears to lost Garou, leading them to safety or otherwise aiding them.
Traits: Stag's packs can call upon an extra three Willpower points per story, gain three dice to a Survival dice pool, and one die to Stamina dice pools for long-distance running. Each member gains three points of Honor Renown. Fianna will always be well disposed toward them, and faeries, spirits and changelings honor them as well.
Ban: Children of Stag must always show respect toward prey, including performing a Prayer for the Prey after a successful hunt. Children of Stag must always aid the fae.

Totems of War

These totems are spirits of battle, tactics and Rage. Ancestral warriors or predator spirits are the most common war totems. Naturally, warriors are the chief followers of these totems, although, scouts and even healers (in the case of Bear) ally themselves with these bloodthirsty spirits. While they don't garner the same sort of respect among Garou as other totems, their assistance is invaluable on the battlefield.

Bear
Background Cost: 5
Great Bear is wise in peace and fierce in war. He is renowned as a master of healing and mystical rites. Garou don't favor this totem because of a mistrust for his true children, the Gurahl werebears.
Traits: Bear's children gain three dots of Medicine. Each pack member's Strength increases by one permanently, and each pack member may use the Gift: Mother's Touch once per day. The pack also gains the ability to hibernate for up to three months at a time without food or water.
Garou with this totem are well regarded by werebears as well as pertain animistic peoples. Such is not the case with other Garou, however. All pack members lose five points of temporary Honor Renown if they have that many. Further-more, they must subtract one from any temporary Honor Renown awards they receive. The pack members must work harder to prove that they are honorable.
Ban: Bear asks nothing of his Garou children. Asking for his favor has already cost them much standing among their own people.

Boar
Background Cost: 5
Boar is feared by hunters, and with good reason. He is too angry to pass up a challenge, too fierce to concede a fight and too ornery to die with good grace. Many combative young packs, particularly of the Get of Fenris and Fianna, choose Boar as their totem.
Traits: A hearty scrapper, Boar grants his packs two dots of Brawl; each pack member also receives an additional dot of Stamina.
Ban: Children of Boar must never hunt or eat boars.

Fenris
Background Cost: 5
Over a thousand years ago, the Norse spoke of the raven¬ing Wolf-God Fenris a beast even the other gods feared. He is powerful, bloodthirsty, and he neither gives nor expects quar-ter. The patron of the Get of Fenris is a warrior's totem who disdains weakness and chooses only packs that soak their blades and claws in the blood of foes frequently,
Traits: Fenris' packs gets an additional point in a Physical Attribute (Dexterity, Strength or Stamina, at the individual's choice), even if it increases the rating over 5. Each pack member gains two points of Glory Renown. Get of Fenris respect the followers of their tribal totem a little more than other "outsiders," and they test them often by inviting them on Wild Hunts and battles against powerful enemies.
Ban: Fenris requires that his followers never pass up an opportunity for a worthy fight.

Griffin
Background Cost: 4
Griffin mourns those species lost to extinction, and his rage against humans—so often the killers of entire species — makes him one with his Red Talon children. Always hungry, always hunting, Griffin strikes like lightning and kills without hesitation.
Traits: A swift, watchful hunter, Griffin grants three dice to an Alertness dice pool. In a token of Griffin's avian aspect, each pack member can communicate with birds of prey without resorting to a Gift. Each pack member gains two points of Glory. Red Talons respect the followers of Griffin.
Ban: Griffin's children may not associate with humans. Griffin almost never accepts a homid Garou as his child.

Rat
Background Cost: 5
Silent and quick, Rat is adept at hit-and-run warfare. Rat fights to weaken, cripple and finally overwhelm, but he can be as vicious as any other when cornered.
Traits: Rat's children can call upon five Willpower points per story. Rat teaches how to bite to best advantage, subtracting one from the difficulty of all biting rolls. The pack also subtracts one from the difficulties of all rolls involving stealth or quiet. Bone Gnawers respect Rat's children and will aid them (al-though not at the risk of their own lives). Ratkin will be more tolerant of the pack than of most Garou.
Ban: Rat's children must never kill vermin.

Wendigo
Background Cost: 7
Cloaked in ice, roaring like the wind, eating the hearts of foes — that is Wendigo, cannibal spirit of the frozen north. He teaches the Garou to be as relentless as the storm, harnessing the cold bitterness of their hearts and converting it to a lethal rage.
Traits: Each pack member gains five Rage points per story, regardless of his actual Rage rating. Each pack member also gains two points of Glory Renown. While the Wendigo tribe respects Wendigo's children, they don't trust them easily, for Wendigo is unpredictable.
Ban: Wendigo's children must always aid animistic peoples in need.

Totems of Wisdom

These spirits are the keepers of mystical secrets. Garou who ally with them learn to uncover hidden truths and rare Gifts. More straightforward Garou don't trusted them, but those who seek answers in the unknown find friends among the totems of wisdom.

Chimera
Background Cost: 7
The totem of the Stargazers, Chimera is an enigmatic spirit, mysterious She of Many Faces, who invites one to find the inner wisdom beneath layers of puzzles and deceptions.
Traits: Chimera's children are granted the ability to dis-guise themselves or something else when in the Umbra (Gnosis roll, difficulty 7). Chimera also teaches how to find the truth behind a tangle of deceptions; the pack gains three dice to Enigmas and one to Perception. Each pack member subtracts two from all difficulties involving riddles, dream interpretation or enigmas. Each pack member also gains two points of Wisdom Renown. While Stargazers will notice the pack's affiliation, that affiliation won't necessarily influence their opinion of the pack.
Ban: The pack must seek enlightenment, but otherwise Chimera places no restrictions.

Cockroach
Background Cost: 6
Cockroach, say the cockier Glass Walkers, is the totem of the modern age. To be sure, Cockroach is quick, hardy and persistent. Hardly a nook exists in the city in which its kin can't be found.
Traits: Each pack member subtracts two to difficulties involving computers, electricity and science. The pack gains three dice on tolls to activate Gifts affecting technology. Also, Cockroach's pack has the ability to enter the Umbra and view data stored on media or streaming through data cables (with a successful Gnosis roll).
Ban: Pack members must take pains not to kill cockroaches.

Owl
Background Cost: 6
Silent watcher, Owl strikes without warning in the dark-ness. Like the Silent Striders who claim the totem's protection, Owl holds hidden wisdom; The totem is also associated with secrets of death and the shadowy Dark Umbra. Some believe that owls are vengeful spirits of the dead.
Traits: Owl's children are often gifted with premonitions of danger and of the location of mystic places long forgotten. Upon entering the Umbra, each of Owl's children gains wings, allowing them to fly from place to place. Owl's children subtract two from all difficulties involving stealth, silence or quiet. The pack gains three dice when using any Gift involving air, travel, movement or darkness. Each pack member gains two points of Wisdom. Silent Striders may appear mysteriously to aid the pack when it is in danger. Ratkin and children of Rat do not get along well at all with Owl's children, considering Owl's predatory nature.
Ban: Owl asks that the pack leave small tired or helpless rodents in the woods for him and his kind.

Raven
Background Cost: 5
Raven is perhaps the cleverest bird. He likes to play, baiting wolves and then flying out of range when they lunge for him. Raven is wise, for he feeds without hunting, by following wolves and picking over their kills. If he finds an animal dead in the snow he summons the wolf to tear open the carcass for him. For time out of mind Raven has been companion to the wolf, finding food and feasting with the hunters, teaching him wisdom through his games. (After all, who wants to look foolish by trying to catch the uncatchable bird?) Raven is also a totem of wealth, making sure the wolves want for nothing, although he himself is always hungry.
Traits: Raven grants his packs three extra dice in Survival, one in Subterfuge and one in Enigmas. Each pack member gains one Wisdom point. Wereravens are sympathetic to Raven's Garou followers.
Ban: Raven expects his Children to carry no wealth, instead trusting to him to provide.

Uktena
Background Cost: 7
Uktena is an ancient water spirit with the features of a serpent, cougar and deer. He is a spun of riverbeds and dark places, and he knows many hidden secrets.
Traits: Uktena places a protective ward on each of its children while they are in the Umbra, adding three dice to all soak rolls. Uktena teaches secret lore to its children, so each member gains two extra experience points per story that may be applied only to improving Enigmas, Occult, Rituals, Gifts or other mystical knowledge. In addition, each member gains two points of Wisdom when accepted by their new totem.
More straightforward Garou distrust Uktena's mysterious ways. Social roll difficulties increase by one when interacting with werewolves of tribes other than Uktena or Wendigo. Garou of the Uktena tribe treat the pack like brothers.
Ban: Uktena asks that its Children recover mystical lore, objects, places and animals from the minions of the Wyrm.

Unicorn
Background Cost: 7
The totem of the Children of Gaia, Unicorn is a wise totem of peace, purity, healing and harmony. She is the embodiment of the blissful and encompassing love of Gaia.
Traits: Unicorn's children gain her swiftness in the Umbra, moving at twice the normal speed. They subtract two from all difficulties involving healing and empathy, although they add two to all difficulties to harm other Garou not of the Wyrm. T he pack gains three dice when using Gifts of healing, strength and protection. Each pack member gains three points of Wisdom Renown. Children of Gaia will always aid and usually side with the pack in disputes.
Bans: Unicorn's children must aid and protect the weak and exploited (as long as doing so doesn't aid the Wyrm).

Totems of Cunning

As a rule, Garou don't look kindly on trickery and stealth, so pack totems of cunning are fairly rare. These days, however, more and more young Garou look to new ways of thinking to combat the threats they face. Should they choose to ally with these clever spirits, however, they will find they are little trusted by more "respectable" traditionalist Garou.

Coyote
Background Cost: 7
Coyote is the consummate trickster. He's an outlaw, more Ragabash than Ragabash. Utterly unpredictable, remarkably lusty and sometimes even foolish, Coyote is a clever warrior and a master of deception.
Traits: Coyote gives his packs three extra Stealth dice, three extra dots of Streetwise, one dot of Subterfuge and one dot of Survival. He always has the ability to find his children wherever they are (i.e., this ability doesn't have to be purchased with extra Background points).
Although Coyote is cunning, he isn't considered particularly wise. Each member of the pack subtracts one from any temporary Wisdom received. If something goes wrong, everyone blames the pack regardless of culpability. Coyote's children have more than their share of difficulties, but at least they never get bored.
Ban: Coyote wouldn't think of limiting his children.

Cuckoo
Background Cost: 6
The cuckoo lays her egg in the nests of other birds. The chick then pushes the other squabs out of the nest, and the unsuspecting foster parents raise it. Likewise, the children of Cuckoo are master infiltrators, able to enter caerns, Pentex offices and even Black Spiral Hives without being challenged. Exceptional spies and manipulators, packs aligned with Cuckoo often win prize fetishes and choice quarters in septs, earning the resentment of more "deserving" Garou.
Traits: Cuckoo grants her packs an additional dot of Manipulation and two dots of Subterfuge. In addition, it grants the power to be overlooked. The player of the pack member granted this power rolls Manipulation + Subterfuge (difficulty 6 or higher depending on how well the Garou blends in to begin with). Anyone who notices her must get more successes on a Perception + Alertness roll than the Garou's player rolled. Guards will assume that the pack member is "one of us," and even a ranking officer won't think twice about the "tech" or servant in the corner. Should the character draw attention to herself (by attacking someone or speaking loudly, for instance) the player must roll again immediately with a +2 difficulty penalty, lest the character lose the effect.
Ban: Cuckoo's children are opportunists who often seek to improve their pack's situation at the expense of others. Garou aware of the pack's affiliation will be very wary. Pack members lose two temporary points from any Honor Renown award.

Fox
Background Cost: 7
Fox likes to confound both prey and enemy, be it a rabbit who doesn't see danger approaching or a pack of hounds who follow him into a hornet's nest. He loves to trick opponents into trusting him, then ensnare them in a cunning trap. He loves it even better if the trap also teaches the foe a lesson.
Traits: Fox teaches his followers Stealth 2, Subterfuge 3 and Streetwise 2, the better to confuse opponents (who, it should be noted, are not always enemies). He also grants each pack member a dot of Manipulation.
Ban: Fox asks only that his children not participate in fox hunts, and that they always help foxes subjected to such hunts. Most other Garou view Fox's children as untrustworthy; pack members receive one less temporary point from any Honor Renown award.
PostPosted: Wed Jul 27, 2011 1:37 am


Avatar Essences


Although the Avatar is generally seen as a shard of Prime energy possessed only of whatever consciousness and drives it's picked up through previous incarnations, there is no denying that Avatars do seem to have certain intrinsic characteristics. Mages classify Avatars according to these perceived differences and place them into broad categories. As with all things magical, there is a wide range of beliefs regarding the true natures of Avatars and their actual categorization (or lack thereof). Still, most mages can agree on four general directions to Avatars: Dynamic, Pattern, Primordial and Questing. Theoreticians sometimes further subdivide these groups into more precise types, and add a fifth Essence that has never actually been witnessed in a mage: Infinite. These categories are thought to give some insight into the ways that different Avatars nudge mages toward Ascension, as well as the sorts of goals that such Avatars pursue.
The exact limits and functions of the Avatar remain unknown. Fatalistic mages sometimes claim that the Avatar itself predetermines the mage's actions, or that it tells which faction the mage will join Reincarnationists point to the Avatar as the source of past lives and argue that the Avatar seeks out a familiar home, so a mage can be determined to follow in the footsteps of his own previous incarnations. Mages struggling just to survive and understand their unique nature generally don't have time to worry about such trivia, though. They take the Avatar at whatever level it's given and get on with forging their own destinies.
Your character's Avatar plays a large, but subconscious, role in her development. Psychologically, the mage is driven by her Nature and Demeanor, and by the motives and desires fostered in the course of living, as with any human. Once Awakened, though, the Avatar pushes its own direction through dream-messages, subconscious urges and emotional patterns. The mage may find herself engaging in behaviors indicative of her Avatar: jumping from one interest to another with a Dynamic Avatar, seeking ordered perfection with a Pattern Avatar, looking for hidden meanings in everyday occurrences with a Primordial Avatar or forging ahead into new hobbies with a Questing Avatar.
Most often, Avatars only show themselves through soft, barely-noticed whispers and flashes. A mage's Avatar might sound like a reasonable voice in the back of her head, or come across as a sudden urge to do something. Rarely, strong Avatars will actually manifest, creating a material form and then dealing with the mage directly. Ultimately, the mage may or may not believe in or be aware of the existence other Avatar, but it's there as an unseen influence that pushes toward a vision of Ascension The various Essences describe an Avatar's specific composition in Prime terms. Although Avatars carry different sets of memories or goals, most (if not all) can be classified according to the way that they operate. These methods, fractured as they may be, form Essences. Your mage's Essence determines the basic motives and methods of her Avatar, and it determines what sorts of metaphysical systems she's most comfortable with.

Dynamic
Just as mages are forces of change, so too are Dynamic Essences the incarnation of that change. The Dynamic Essence pushes a mage in new directions constantly, unable to settle and simply interested in the raw creation of new ideas, experiences and horizons. Even mages with a powerful Destiny may not he able to see their road with a Dynamic Avatar. The paths taken by such explorers are many and varied, and they often defy conventional wisdom. Dynamic mages are true heralds of randomness and inspiration, as they bring forth concepts never before imagined. Though powerfully unpredictable and often moving"outside the box," the Dynamic Essence also finds it difficult to focus on a single task or goal.
Subtle dynamism shows up by causing the mage to feel curiosity, impatience and flashes of inspiration. Such an Avatar may appear as a strange shadow, a half-formed concept or a jagged abstraction, changing form constantly. Overtime, the appearance, goals and emotional tools of a Dynamic Essence often change. Even mages who heed the directions of these Avatars find that the completion of one task simply opens the door to others. Dynamic Avatars do not rest, and their mages can rarely keep up.

Pattern
When other mages create new methods, Pattern mages refine and reuse these methods until they become stable and well-defined. The Pattern Essence cements magic into reality, gives shape to the poorly executed and repairs the flawed. Instead of seeking new and dynamic means of change, Pattern Essences stabilize existing elements or methodically build on solid foundations. Naturally, such Essences are vital to stability, learning and society. As the Essence most driven by a need to form connections, the Pattern Essence fits naturally into such a role.
Mages who feel the push of Pattern often experience periods of crystal clear lucidity. They are commonly rational thinkers driven by a strong desire for familiarity and most comfortable with clearly defined archetypes. These Avatars may manifest in dreams as authoritarian figures, repeating patterns or fantastic machines, but they usually keep the same appearance from instance to instance.

Primordial
All things came from a great morass of unformed creation at the birth of the universe, be it the emptiness before a divinely inspired genesis or swirling chaos before a big bang, The universe will return to such a state ultimately. Primordial Essences reflect the raw elements of such creation and destruction. Driven to seek new experiences, yet always comparing them to the past, these Essences resonate with the humming vibration that underlies all creation. Conscious of the keystones of the universe, the Primordial Essences thus seek the root of all things.
Most often, Primordial Essences take on very clearly defined archetypes, roles deeply seared in the subconscious. Such mages are driven by deep and overwhelming emotional urges or needs, but they also seem to experience the heights of grand passion more powerfully than anyone else. When manifesting, Primordial Avatars often take the roles of spirits, animals or gods, typifying the most basic elements of reality in the shells of recognizable forms.

Questing
As a sort of balance between other Essences, the Questing Essence seeks knowledge and new frontiers with purpose and with a final goal in mind. Not content to test on foundations already laid, the Questing Avatar pushes to some goal and does not flag or change direction. Once a destination is reached, the Questing Avatar sets a new goal and heads off again. Mages with this drive find themselves consumed by the need for a journey, the need to be in motion with a goal to achieve. These Essences seek a union of the other elements, and they strive to find a wholesome balance by treading the roads that lead between other Essences' paths.
Emotionally, Questing Essences are driven and visionary. Such mages often focus on a new idea and pursue it to its conclusion, then settle on a new project. The Avatar ensures this constant progression by keeping the mage interested in the final steps, with a need to know, understand and experience. In Appearance and demeanor, such Avatars most often appear in a form carrying elements similar to the mage's companions or even herself. The Essence leads the mage through the internal dialogue that opens doors of self-discovery, and sends the mage on quests to understand herself and her world.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Wed Jul 27, 2011 1:40 am


Resonance


As a mage creates magical Effects, she invests them with her own wills, desires and drives. Naturally, the results reflect such strong emotions as the mage imprints her own vision of reality over the cosmos. Each mage has a few Resonance Traits, a set of adjectives that describe the sorts of Resonance that the mage normally builds. A mage normally starts with one dot in one Resonance Trait: a Dynamic Trait, an Entropic Trait or a Static Trait. Through further actions, the mage may develop additional Traits of the different sorts or garner additional dots.
During character creation, you need to select the Resonance characteristics for each Trait. Your character's Dynamic Resonance might be Energetic, Violent or Fiery; Entropic Resonance could be Destructive, Languorous or Seething; Static Resonance might manifest as Accurate, Geometric or Smothering.
These Traits describe how your character's magic rends to change according to her emotions. Every magical Effect that the mage does is affected in some way by Resonance; the more dots the mage has in a Trait, the stronger its manifestation.
Dynamic Resonance reflects the pure creative force of the universe, the drive to make new and different things, action without thought to consequences and continuous motion and evolution. Such Resonance Traits are fast, moving and mutating, though the Trait itself tends to stay the same for any given mage, Entropic Resonance reflects the mage's tie to primordial energy, the bubbling morass that melts Creation back down into fluid emptiness and makes room for new birth. Entropic Traits show decay, destruction and death, though not always in a wholly negative way. Jhor is a special kind of Entropic Resonance, garnered from too much interaction with death energy.
Static Resonance shows up in patterns, constants and the solidification of Creation into permanent or semi-permanent forms and repeatable ideas. Such Traits are often intellectual, heavily patterned or highly organized.
X|Negligible Resonance
•|Quirky
••|Odd
•••|Noticeable
••••|Influential
•••••|Overwhelming
• Each dot in a Resonance Trait indicates a certain level of Resonance that appears in the mage's magic. With high levels of Resonance, the mage is likely to have every Effect twisted in a noticeable way to reflect his personal Resonance. A mage with low levels of Resonance might show only subtle changes, and he might not manifest any noticeable Resonance in very small Effects.
• Resonance is traceable to those who know what to look for. A mage can often determine if a particular Resonance fits a certain mage's style. With a Perception + Awareness roll (difficulty of 10 minus the Resonance score), a mage can determine the type of Resonance present in an Effect if it's not otherwise immediately noticeable. ("Aha! My old nemesis Dr. Lugan always used Vindictive magic, and this Effect fits his style perfectly.")
• A mage who builds an Effect that works with her Resonance often finds it easier to work such magic. A mage with the Fiery Dynamic Resonance has an easier time with fire magic, a mage with the Static Resonance of Perspicacious is better with insightful Mind magic and so on. This effect translates as a reduction in difficulty (by one) to Effects that play on the mage's specific Resonance, as long as the player describes a specific way to make the spell use his Resonance Trait. It's not enough just to say "I have Static Resonance for Thinking so I get a bonus on all Mind Effects." The player must make some part of the Effect reflect the appropriate Resonance deliberately.
• A mage's Resonance usually changes only when she's heavily influenced by strong magical powers. This change can occur during a Seeking, after botching an Effect in a spectacular fashion or when visiting a strange Horizon Realm.
PostPosted: Thu Jul 28, 2011 11:36 pm


Passions


What matters most is us
What matters most is now
What matters is this
How it comes, and where and how
Passion

— Hothouse Flowers, "Isn't It Amazing?"

Passions are what fuel a wraith's existence. Each Passion has three parts to it: A statement of the Passion (i.e., Protect my lover or Avenge my death); a core emotion for the Passion (such as Love or Vengeance); and a rating from one to five.
You have 10 points to divvy up among your Passions however you see fit. You can choose to have 10 Passions, each with a rating of one, or two Passions that have ratings of five. As your Passions are very much tied into who you are as well as what you can do, the Passions that are most important to you should have higher ratings than general or incidental ones.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Thu Jul 28, 2011 11:37 pm


Fetters


Fetters are the physical things that tie you to your former existence. A Fetter is a person, place or thing that has special importance to you, and that will continue to anchor you to the Shadowlands until either it is destroyed by outside forces, or it loses its meaning to you.
You have 10 points to assign to your Fetters, which can have ratings from one to five. The more important the Fetter is the higher its rating, and vice versa. Fetters can have some mystery to them — you may not remember why they are so important to you, and whole chronicles can be built around the quest to uncover a Fetter's significance.
Your Passions and Fetters can work together. For example, you can have the Passion Finish My Novel (Determination) 5, and the Fetter Incomplete Manuscript: 4.
PostPosted: Fri Jul 29, 2011 4:58 pm


Dark Passions


Just as a wraith has Passions, her dark side has Dark Passions. These function in roughly the same manner that Passions do, feeding the Shadow instead of the Psyche. Each Dark Passion should be phrased in the same way a Passion is, with a brief imperative description of the Dark Passion and its core emotion following in parentheses. Each Dark Passion also has a rating to indicate how strong the obsession is. For example, a wraith who was a frustrated artist in life might have the Dark Passion Destroy works of art better than those I could have made (Envy) 3. Dark Passions often reverse a wraith's regular Passions, driving the Shadow to hurt those the Psyche wants to protect, etc. On the other hand, some Dark Passions can parallel normal Passions, and many have nothing to do with a wraith's Passions at all.
Dark Passions can be increased during the freebie points section of Shadow creation, but each wraith starts with seven points.

Creating Dark Passions
One of the most difficult aspects of creating a Shadow is coming up with appropriate Dark Passions. Often, it's enough to take a wraith's normal Passions and invert them. A wraith whose Passion is Protect my wife (Love) 5 might well have a Dark Passion of Destroy my wife (Hate) 4 to reflect both that the Psyche is stronger than the Shadow, and that the Shadow usually wishes to counter the Psyche's desires on general principle.
On the other hand, not all Dark Passions are linked directly to Passions. A Dark Passion based around the emotion Self-Hatred, for example, could be Dive into a Nihil (Self-Hatred) 2, while a Rage-based Dark Passion could simply be Cause random destruction (Rage) 3. Other emotions that commonly serve as the core for Dark Passions include Envy, Lust, Twisted Love, Greed, Hate and Fear.
Some Dark Passions stem instead from what the character does. A wraith skilled in Argos might have a Dark Passion that reads Lose people in the Tempest (Hate) 3. An Artificer could have a Dark Passion like Soulforge all of my Circlemates (Greed) 3. In the end, the most important thing is to draw an emotion that the character is likely to feel and suppress, and a logical action for them to take in connection to this emotion.

Carnamagos
Vice Captain

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