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  • [2E Fan] Valkyrie Mot as Lodge

    ( Note: Blasphemies book points Mots as Norse based Lodges variants, so Valkyrie are Lodges in this conversion. It’s also based on lore from Wolf and Raven Dark Era and 2E Werewolf changes to genders of God Parents of Uratha. )

    Valkyrie Mot - Choosers of the Slain
    Our proud name and legend is tainted by human myth and fancy. They would have you believe our grandmothers were flying about on the backs of grass-eating horses garbed in chrome breastplates and winged helmets. They know nothing of us — most even mistake the fact that the Old Norse for “valkyrie horse” was a play on words for wolf. This much they got right — when the wolves and ravens came to feed among the battle dead, we were not far behind.

    Odin, humanity’s All Father, did not die. Long before the Uratha were cast out from gods grace by killing Angerboda, Mother of Wolves, he journeyed to the base of the World Tree at the heart of the Shadow and found the Well of Prophecy. Only sacrifice could stir its waters, so he dug out his right eye so that he could see the future of the universe. There, painted in blood, he saw a last battle far in the future, when the fetters that hold back the Idigams would be sundered and the fate of the world would depend upon one apocalyptic battle. He knew what he must do. He did not flinch from his painful sacrifice, neither do we. He then went to Mani, our own father, and talked like both parents, concerned with fate of all Nine Realms.

    To us, Odin’s adopted daughters, he gave the task of finding the best for him. Thus, we are called Summis-urdu, the Choosers of the Slain. That is our sacred duty, to send the greatest warriors to join his hall. At the death of a mighty warrior, we come to perform the Funeral Rite and speed them to the All-Father, preparing for the Final Battle. Of course, we, too, will join with All-Fathers army when the time comes to slay Idigams and their lot, and, for that reason, we must master the arts of war as well.

    Sometimes, only when in great need, our elders may call us to fight together for some cause. For this reason, we often train together, to learn our own special arts of war. Know this: when the Valkyries go to war, we go to victory, or to the hall of all dead.

    Mot of Valkyrie is sisterhood that had its beginnings in ancient Scandinavia, whene stories of Norse people only take first shape. Great prophecy of Odin was a tale that start to gather female Uratha and Wolf-Blooded warriors shield maidens that wanted to prepare their kind for the Ragnarök, the Final Battle. They commune with Odin by the ancient spirit called Valkyrja, that is said to be first of their kind.

    Adherents are women driven by duty and understanding that All Fathers army will let to stop armies of Idigams in future apocalypse. For this, they search great and renowned heroes, to collect their souls for this last stand to come and send them to join forces of Odin. They also become paragons of female Uratha on the North, sacred order of the sisters that fight with dead itself.

    Mot is dedicated to seeking souls of heroes and traditional burial practices, so it’s not a surprise they are in large part composed of Bone Shadows members, taking role for ‘Angels of Death’ and following Odin and Kamduis-Ur examples in their practice. Rest of the group hails from Storm Lords, cultivating proud traditions of their ancestors and always looking for hidden Claimed posing as recently fallen dead hero – phenomena known as Draugr. Many point to group’s similarities with Lodge of Arms as Pillar of Iron Masters, but Valkyrie answer they are under guidance of Odin, not man, so they follow their own traditions.

    [For more on the Mot, see p. 101 of Blasphemies book]

    TOTEM: Valkyrja
    The spirit that oversees the Choosers of the Slain is a fierce, driven but silent in kind. It manifests in a form that’s almost woman-like, with a feminine curves and lines, under great, powerful armor and armed with spear, shield and sword, accompanied by few ravens. But spirit rides not the horse as myths suggest, but majestic Urshul of grey fur. Adherents suspect that Lunacy wraps image of great beast in minds of mortal to popular and harmless kind known from stories. Other abnormality of spirit is that human-like figure has always covered face by winged great helmet. Anyone seeing directly in Totem’s face see she does not have eyes, only two pale lights in their place, like two hunting soul trying to free themselves from her body.

    Valkyrja is dedicated to war and dead, obsessed with battle fields and ‘decent death’. Spirit looks over passing of souls to their proper afterlife in Valhalla, if they lead good life. She is also far removed from her adherents, leaving a considerable distance for the work of gathering souls, contacting directly only in most dire situations. Mot see their Totem on great battle fields and in silence they do their duties. Most of communication between adherents and Valkyria is done by several ancestor-spirits that serve as this lesser messengers, usually given the customary names of Brynhildr, Freja, Göll, Göndul, Gudr, Gunn, Herfjoturr, Hildr, Hladgunnr, Hlokk, Hrist, Sigrdrifa, Sigrún and Svafa. The Valkyrie regard the aurora borealis as a portent of their ancestor-spirits’ approval. But the Valkyrie also often study flocks of ravens regarding the habits of local wolves, if present, looking for signs of their benefactors’ approval and desires. Many Valkyrie care for ravens and feed them to keep them nearby.

    Mot fulfil their duties to Valkyrie by making sure that virtues ( by Norse standards, i.e. Renowns ) people and werewolves will join Odin’s army. Lodges Totem cannot be everywhere – only on greatest battlefields – and it’s adherents duty to collect as much great warriors they can. They look for souls of most close associated by their life with Renowns and collect their souls in the moment of death by making their Rite of Funeral.

    Influences of Valkyrie Totem: Death 4, War 3, Wolves 2, Ravens 2

    BONDS

    Blessing: Valkyrie Mot are guardians of boundaries between life and death. By this, they can see the restless dead - like ghosts – anytime they would normally see spirits in Twilight. They can also sense if particular Urged or Claimed is instead driven by dead clinging too much to living.

    Aspiration: To find and send souls of those high in Renowns – i.e. Uratha with Renown 3+ and humans or Wolf-Blooded that could would be marked by the deeds if they were Uratha

    Ban: A Lodge member must at least once per month send soul of one close to Renowns.

    SACRED HUNT
    The Lodge Sacred Hunt grants your character the ability to detect nearby dying character close to Renowns within a number of miles equal to half his Primal Urge, rounded up.

    TOOLS
    Valkyrie's Children may purchase the Lodge Armory, Lodge Connections and Lodge Sorcery Merits.

    ( Section to come )
    Last edited by wyrdhamster; 01-04-2018, 09:24 AM.


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  • #2
    Will have to see more on what you've planned for, but in the mean time...

    I'm surprised that you chose "the Valkyrie" as the totem, considering there were supposed to me many of them, and Lodge totems are usually unique aren't they? How about choosing some famous valkyrie, an aspect of Odin, or maybe Odin himself as the totem? And have "Valkyries" be the Lodge members' nicknames?

    Oh, and if these guys are gunning for the Claimed, how about alluding more of the Jotunn who chained Fenris-Ur? Even if you don't use that plot hook since it's technically non-canon, those Jotunn are still Hive-Claimed, and Hive-Claimed are 1) implied to be the source of mortal myths on giants, at least from the Werewolf perspective, and 2) closely related to the idigam in the sense that the idigam are the only confirmed cases of beings capable of creating them.


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    • #3
      Originally posted by 21C Hermit View Post
      I'm surprised that you chose "the Valkyrie" as the totem, considering there were supposed to me many of them, and Lodge totems are usually unique aren't they?
      2E Lodges need singular Totem as patron to work as Spirit Cult they are mechaniclly. Valkyrie Mot from 1E had many ancestors-spirits patrons ( see Totem section above or in Blasphemies ), so I needed to focus on one spirit as proper 'Lodge creator'. She is treated as 'Valkyries Mother' and her lesser ancestors-spirits are day-to-day patrons of particular Lodges gatherings. This way we can have many lesser 'valkyrie spirits' ( mentioned in text ), and still have singular spirit that is proper, but distant, Totem. Think here on relations of Firstborns and Uratha Tribes - most of the time Firstborn do not care everyday workings of Tribe or particular member. He just sends member of his umia as messenger and represntative. It's the same with Valkyrie and her own 'brood'.

      Originally posted by 21C Hermit View Post
      How about choosing some famous valkyrie, an aspect of Odin, or maybe Odin himself as the totem? And have "Valkyries" be the Lodge members' nicknames?
      Spirits are less people, more general concepts. You can have all the tales about Luna ( or Mani in Norse setting ), but it still be general spirit of Moon. Ephemeral copy of famous characters are more Goetia part of CoD cosmology.

      As to Odin and using of god in general - the Wolf and Raven Dark Era alludes that even if some Shadow spirits have direct relations to Norse myths - like Mani, Sol or Fenris Ur - rest of the Norse gods can be just nothing more than tales people in Scandinavia tell to themselves. Even if myself I would make them more as Astrals Goetia of particular concepts, it's still that official stand of Dark Eras it's more that Norse gods are just tales for the humans, nowhere to encounter in Hisil. You could, for example, meet Thuderer as looking somehow similiar to Thor from local legends, but in Shadow Realm you will not meet 'The Thor'.

      Originally posted by Wolf and Raven Dark Era
      Coming into this period, almost all Scandinavians arepagans in the sight of their Christian neighbors, worshiping the Aesir and the Vanir. These are not the distant gods of other faiths, but living beings who wander this world and others pursuing their own agendas and creating new stories.
      The religion centers on Uppsala, a holy site where pilgrimage and sacrifices are made every nine years. More regular sacrifice, blót, is made around each solstice and equinox. Despite their own knowledge of the Shadow and its deities, the Forsaken are none the wiser about the nature of the gods of Asgard. Some worship out of tradition or political convenience, regarding genuine faith as leaning towards the Flesh. But almost all revere Mani, the moon god, as an embodiment of Luna.
      'Genuine faith leaning towards to Flesh' implying that literal worship of gods is 'non-Spirit', i.e. gods are not part of Shadow Realm.

      Originally posted by 21C Hermit View Post
      Oh, and if these guys are gunning for the Claimed, how about alluding more of the Jotunn who chained Fenris-Ur? Even if you don't use that plot hook since it's technically non-canon, those Jotunn are still Hive-Claimed, and Hive-Claimed are 1) implied to be the source of mortal myths on giants, at least from the Werewolf perspective, and 2) closely related to the idigam in the sense that the idigam are the only confirmed cases of beings capable of creating them.
      Thanks for idea, I will over if putting Jotunn somewhere in write-up will have sense.
      Last edited by wyrdhamster; 03-21-2017, 10:12 AM.


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      • #4
        Okay, so let’s go in to Tools of Valkyrie Mot. First is…

        Funeral Rites

        Heart and soul of Mot’s duties is performing service for dying or dead warriors, sending their souls to Valhalla to join the Odin’s army. They do this by invoking so called Funeral Rites, last soul’s anointing before going to second world. They are also done to free the corpses from any spiritual influence. There are two versions of Rite – one is of Wolf kind, for battle situations. Another is Pack one, where whole pack comes to send fallen hero in his last journey.

        Funeral Wolf Rite (•)

        A gift of living to the dead, rite assures that souls move to afterlife and body is cleansed of other influences.
        Symbols: Death, journey, deeds
        Sample Rite: On the battlefield, Valkryie kneel beside the target of Rite, takes his head in her hands and recite his Renowns, calling Odin All Father to claim his soul. ( Presence + Expression )
        Modifiers: Renown that target earn in live and invoked in recitation +1
        Action: Instant ( 3 successes; roll represents 1 turn of recitation )
        Success: Soul of the dead is send to Afterlife. If there is Ephemeral Entity taken power over body, it’s Manifestations are ended and Entity linger in the Twilight near the body. Being rolls her Rank to contrast roll of Ritemaster. If he wins, Entity lost it’s ties to body and linger near to it in Twilight.

        Funeral Pack Rite (•)

        This Funeral Rite is performed when there is a time to make proper funeral ceremony. This version of Rite is much more powerful, but it’s also let the target lay at least few hours, suspended between life and death. It’s also more effective in banishing bad forces from it.
        Symbols: Death, journey, deeds
        Sample Rite: Running of the Rite is local culture funeral ceremony, lead by the Ritemaster. In Norse culture, it’s typical ‘Viking funeral’ scenes. (Presence + Expression)
        Modifiers: Renown that target earn in live and invoked in recitation +1
        Action: Extended (10 successes; each roll represents 15 minutes)
        Success: Soul of the dead is send to Afterlife. If there is Ephemeral Entity taken power over body, it’s Manifestations are ended and Entity linger in the Twilight near the body. Being rolls her Rank to contrast roll of Ritemaster. If he wins, Entity lost it’s ties to body and linger near to it in Twilight. Additionally, all participants are cleansed from foreign influence of Ephemerals also – treat all Pack members taking part in ceremony as the targets of above power.


        Example scene of invoking Funeral Rite in Norse community by Valkiries whole Pack.



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        • #5
          I was more about spirits claiming themselves to be the source of human faiths, like how the Thunderer can claim himself to be Zeus, Indra, Thor and such. Rather than spirits really being that person/god, since then that'd make them closer to Goetia like you said. So in this case, the lodge's totem is "the" Valkyrie, who commands lesser 'valkyries', right?

          On the funeral rites: So they're basically exorcism in function? Hmm... how did the Pass On (name?) Ceremony in Geist work again? I was expecting something closer to that - sending the fallen hero's ghost to the 'true' afterlife. Ending their Manifestations just send them to the Underworld, which the Norse would associate with Helheim. And heroes don't go to Helheim.

          How do this guys interact with the einherjar? Since this is Werewolf, they're likely ancestor spirits. Can the lodge summon them in times of great need?


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          • #6
            Originally posted by wyrdhamster View Post
            Success: Soul of the dead is send to Afterlife. If there is Ephemeral Entity taken power over body, it’s Manifestations are ended and Entity linger in the Twilight near the body. Being rolls her Rank to contrast roll of Ritemaster. If he wins, Entity lost it’s ties to body and linger near to it in Twilight.
            If they're going to pay Experience for a rite at least have it be useful, it should send any ghost onward to the great beyond, not just temporarily end manifestations.

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            • #7
              Originally posted by 21C Hermit View Post
              I was more about spirits claiming themselves to be the source of human faiths, like how the Thunderer can claim himself to be Zeus, Indra, Thor and such. Rather than spirits really being that person/god, since then that'd make them closer to Goetia like you said. So in this case, the lodge's totem is "the" Valkyrie, who commands lesser 'valkyries', right?

              On the funeral rites: So they're basically exorcism in function? Hmm... how did the Pass On (name?) Ceremony in Geist work again? I was expecting something closer to that - sending the fallen hero's ghost to the 'true' afterlife. Ending their Manifestations just send them to the Underworld, which the Norse would associate with Helheim. And heroes don't go to Helheim.

              How do this guys interact with the einherjar? Since this is Werewolf, they're likely ancestor spirits. Can the lodge summon them in times of great need?
              oi wait gods arent spirits of a higher level?


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              • #8
                Originally posted by Lyrics Of War View Post

                oi wait gods arent spirits of a higher level?
                There are many, many things in the world that can claim themselves to be gods. Even if you don't go crossover, we have both the spirit lords of the Shadow and chthonic ghost-gods of the Underworld, both of which can claim divinity. Go a little sideways, and werewolves can dream themselves to the Dreaming Earth, which is a section of the Astral Realms where archetypical gods born out of the World's dreams dwell. (Mages call these spirits of the Astrals as Goetia, but werewolves probably don't care.) There are also hints that a werewolf who attains Primal Urge 10 may metamorphosize into something stranger, more akin to the Pangaeans of old. Oh, and we can't forget the idigam.

                And if we do go full crossover, let's see... high-Rank angels of the God-Machine, Supernal entities, Abyssal entities, archmages, Dominions of the Inferno, other acathartoi of the Lower Depths (including some particularly potent Strix), really ancient vampires, qashmallim, True Fae, the Judges of Duat, some Beasts who attained Inheritance...

                Whether any of those things above really are divine is up to how you define divinity. But many people would, and a good number of them sure see themselves as gods. And they aren't too keen on someone criticizing them.
                Last edited by 21C Hermit; 03-21-2017, 08:30 PM. Reason: typo


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                • #9
                  Thinking back on the first question from 21C Hermit, I was also surprised you abandoned the mot in favor to make a lodge. One suggestion I'd offer is to simply have the lodge be an exception. These exist in the game, and for whatever reason the Lodge might have multiple spirit totems instead of one.

                  Another solution that might dovetail with your lodge concept is having one valkyrie spirit per lodge, and each devoted to a different Renown. I'm reading, 'Aspiration: To find and send souls of those close to Renowns.' to mean that the werewolf seeks and sends the soul of a character who acted within the realm of one Renown. So an honorable person or a glorious person. Instead, keeping the 'mot' as a group of lodges, each lodge can have a valkyrie devoted to a different Renown. This way you can get some back and forth conflict between them, too, with werewolves arguing over who the dead 'deserves' to be sent to, the Honorable Valkyrie or the Glorious one.

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                  • #10
                    Originally posted by 21C Hermit View Post
                    I was more about spirits claiming themselves to be the source of human faiths, like how the Thunderer can claim himself to be Zeus, Indra, Thor and such. Rather than spirits really being that person/god, since then that'd make them closer to Goetia like you said. So in this case, the lodge's totem is "the" Valkyrie, who commands lesser 'valkyries', right?
                    Yes, Totem is 'the' Valkyrie, that is Shadow archetype of battlefield death. Lesser valkyries are her Umia.

                    Originally posted by 21C Hermit View Post
                    On the funeral rites: So they're basically exorcism in function? Hmm... how did the Pass On (name?) Ceremony in Geist work again?
                    Do not know enoguht Geist for this to know. If someone can compare rules for those, I would appreciate.

                    Originally posted by 21C Hermit View Post
                    I was expecting something closer to that - sending the fallen hero's ghost to the 'true' afterlife. Ending their Manifestations just send them to the Underworld, which the Norse would associate with Helheim. And heroes don't go to Helheim.
                    You all assume that only bodies own ghosts is taking control of corpses after death. Wolf and Raven in section on Restless Dead points that is not the case. Many spirits like to flee Shadow using dead mans body as Resonant. OTHER, older ghosts on battlefield would want to use corpses to leave they place of eternal demantion. Not to mention wierder things... It's not a coincidence that I made Storm Lords join Valkyries Lodge to hunt Claimed and other things controlling bodies.

                    Helheim is sending place OF GHOSTS, those that died unworthy death ( old age, sickness, etc. ). As I pointed in Nine Realms topic, both Helheim and Valhalla are in CoD cosmology as Domains in Underworld. Even then, only small percentage of dead warriors leave ghosts in first place - most souls in death instance goes to Afterlife, whatever it is in reality of CoD ( Remember, Underworld =/= Afterlife ). BUT if mage was looking for souls, any residual soul would left body after Funeral Rite, in Mage terms. Bodies own ghost also.

                    Originally posted by 21C Hermit View Post
                    How do this guys interact with the einherjar? Since this is Werewolf, they're likely ancestor spirits. Can the lodge summon them in times of great need?
                    Very cool idea! I will look over rules and prepear probably Rite for summoning Einherjars.
                    Last edited by wyrdhamster; 12-30-2017, 01:45 PM.


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                    • #11
                      Ah, so the exorcism is done to prevent desecration of the fallen warriors' bodies? That I understand well now.

                      Dunno much about Geist's mechanics myself, either. So I instead suggest separating the two effects into two rites, instead of having two rites with broad effects. One rite, intended for use mid-battle, would banish malign ghosts and spirits from corpses they possess. And perhaps make the corpse 'sanctified' and unable to be possessed? The other rite, intended for use post-battle, would send off a fallen warrior's soul to Valhalla. When used on a mortal's remains, it prevents him from leaving a ghost and Passes On any ghost already left. When used on a werewolf's remains, it adds the werewolf's personality and prowess to the spiritual amalgam that is the ancestor spirit.

                      Don't count on me for rites, though. I haven't read the section on them in detail yet!


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                      • #12
                        Originally posted by nofather View Post
                        If they're going to pay Experience for a rite at least have it be useful, it should send any ghost onward to the great beyond, not just temporarily end manifestations.
                        Answered in post above for 21Hermit. But want to point once more - Valkyrie Lodge would perform Funeral Rite over the body of great warrior ( or suspected to be inhabited by Ephemeral Entity ). They send bodies souls to Afterlife ( or Valhalla if to Underworld ) and there are left with some spirits or other ghost fettered to corpses. Making Funeral Rite let's them to dislodge entity from corpses - and when Ephemeral is in Twilight, they can hunt it, leaving corpses free of alien influence. Having time, I would suspect most Valkyrie would initiate second Sacred Hunt on the Ephemeral Entity that was using corpses before.


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                        • #13
                          Originally posted by nofather View Post
                          Thinking back on the first question from 21C Hermit, I was also surprised you abandoned the mot in favor to make a lodge. One suggestion I'd offer is to simply have the lodge be an exception. These exist in the game, and for whatever reason the Lodge might have multiple spirit totems instead of one.
                          Mots ARE culturally connected Lodges - it was consensus from previous discussion on this topic. And, really, I made singular Totem only because of mechanics write up of Lodges use them. This, and needed one Influences list to let members choose Lodge Sorcery Merit.

                          Originally posted by nofather View Post
                          Another solution that might dovetail with your lodge concept is having one valkyrie spirit per lodge, and each devoted to a different Renown. I'm reading, 'Aspiration: To find and send souls of those close to Renowns.' to mean that the werewolf seeks and sends the soul of a character who acted within the realm of one Renown. So an honorable person or a glorious person. Instead, keeping the 'mot' as a group of lodges, each lodge can have a valkyrie devoted to a different Renown. This way you can get some back and forth conflict between them, too, with werewolves arguing over who the dead 'deserves' to be sent to, the Honorable Valkyrie or the Glorious one.
                          It could work this way, but I think it would be to niche to work. Remember, we talk here about Lodge that is female only and dedicated to sending dead man to their resting place AND making sure they bodies would be not desecrated by alien forces. We add split over what Renowns to seek, and we end with group that very much can be unplayable in normal chronicle, just because this much specialized it is. I certainly can see each particular adherent favoring seeking one Renown over another, but Lodge, as whole, should stick all great warriors examples for all Five Renowns.

                          If you want to run more decentralized Lodge, you can focus each particular group over one Renown, just easily. But I will write them as adhering to Five Renowns in rules.
                          Last edited by wyrdhamster; 03-22-2017, 04:32 AM.


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                          • #14
                            I want to make simple popular Fetish for Valkyries that can give them knowlegde of fallen heroes actions that makrs him as would-be having Renown just by looking over them. I just do not have particualr idea what it should be, as items. Maybe famous Valkyries Helmets?

                            Originally posted by 21C Hermit View Post
                            So I instead suggest separating the two effects into two rites, instead of having two rites with broad effects. One rite, intended for use mid-battle, would banish malign ghosts and spirits from corpses they possess. And perhaps make the corpse 'sanctified' and unable to be possessed?
                            The other rite, intended for use post-battle, would send off a fallen warrior's soul to Valhalla. When used on a mortal's remains, it prevents him from leaving a ghost and Passes On any ghost already left. When used on a werewolf's remains, it adds the werewolf's personality and prowess to the spiritual amalgam that is the ancestor spirit.
                            The problems I see with this take are those:
                            1. This splitting of Funeral Rites means you need to do it twice ( mid-battle and post-battle ) and in first place - take all the corpses of the battlefield. I imagine Valkyrie going over many Renowns related dead in battle, to send as many to Valhalla. Then you would need all those corpses to find and make each 'Viking funeral', always. It's A LOT of work considering you have spirits magic.
                            2. Even if you would make limited Rite, you would may have too much Ephemeral Entities on battlefield to go after all of them. Remember, Rite is cleansing corpse from Entity influences, but not killing Entity instantly. It's just there, in Twilight, probably ready to run from Valkyries as soon as free. Need of cleaning corpses for second Rite would take too much time and let those Entities to run away.
                            3. Having Funeral Rite as both Wolf and Pack Rite let Wolf-Blooded members of Lodge to perform those elaborate 'Viking funerals' when Uratha member is not in vicinity ( probably tracking Ephemeral that run from previous battle ).
                            Last edited by wyrdhamster; 03-22-2017, 05:21 AM.


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                            • #15
                              Pack Rite – Call the Einherjar (•••)
                              This rite summons up a Einherjar from Odin’s army that was once send to Valhalla by Valkyrie, returning by their call. Bone Shadows Choosers of Slain still debate if Einherjar are really ghosts or ancestor spirits.
                              Symbols: Circles, a call, deeds, the memento of Einherjar
                              Sample Rite: Valkyrie prepares summoning of Einherjar by finding memento of his life and reciting his Renowns deeds. She invokes call to the Odin himself, pleading him to release one of his warriors cause he’s help in doing great deeds is needed. ( Presence + Expression)
                              Modifiers: Renown that target earn in live and invoked in recitation +1
                              Action: Extended (20 successes; each roll represents 1 minute); potentially contested by the Einherjar’s Resistance
                              Success: This rite targets a particular Einherjar by name. The entity becomes immediately aware once the rite begins, and can try to resist or can voluntarily respond to the call. If the rite succeeds, the Einherjar immediately appears within a delineated summoning spot.
                              If the summoning takes place in the material world, the area within the delineated space gains the Open Condition and the Einherjar appears in Twilight. If it has the Materialize Manifestation, then it may use this power at no cost when it appears.

                              Fetish – Valkyrie’s Helmet (•)
                              Famous winged helmets of Valkyries not only protect them from harm to head – they also convey knowledge of Renown closest deeds of seen person, as they are made of Knowledge spirits.
                              Effects: Activations of helmet let’s to ‘hear’ the deeds of observed person in the head of Valkyrie for whole scene. Item also works as proper helmet that not confers typical penalty to Perception roles and having those traits: Rating 2/1, Strength 2, Defense –1, Speed 0, Covarage: Head
                              Last edited by wyrdhamster; 03-22-2017, 05:56 AM.


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