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Seven War-Song Howlings

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  • #16
    Hey, change my vote to B.

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    • #17
      B for the variety.


      Malkydel: "And the Machine dictated; let there be adequate illumination."
      Yossarian: "And lo, it was optimal."

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      • #18
        I gotta go with B.

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        • #19
          I vote for B

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          • #20
            B sounds awesome

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            • #21
              I need more War Songs - vote B - because METAL!


              My Dark Eras: Needed Merits
              Byzantine Empire and Eastern Europe in Early Middle Ages ( 330–1453 A.D.)
              Conquer of Paradise – Portugal and Spain and their conquests in XVI century
              My Hacks and Z-Splats for VtR 2E, WtF 2E, MtAw 2E

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              • #22
                Looks like the Bs have it!


                - Chris Allen
                Freelance Writer, Deviant: the Renegade / The Pack / Dark Eras / Werewolf: the Forsaken 2nd Edition / Idigam Anthology / Fallen World Chronicle / Trinity Aeon

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                • #23
                  Yes B has it :P

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                  • #24
                    Seven War-Songs Howling

                    Howl Up The Hunt (Werewolf Merit ••)
                    Prerequisite:
                    Presence 3, Expression 3, Primal Urge 2+

                    Effect: Your character can invoke the rite of the Sacred Hunt with the strength of her spirit and her howl. If she howls loudly throughout the performance of the rite, she shifts the time used for each roll from 1 minute to 1 turn, can incant it on the move with no penalties, and friendly werewolves do not need to be present to be cast as hunters and affected by the rite's benefits - they merely need to be able to hear the ritemaster's howls. The rite must otherwise conform to the usual requirements such as symbols, successes required, etc.

                    Doom Howler (Werewolf Merit ••)
                    Prerequisite: Cahalith Auspice
                    Effect: Your character replaces the Prophetic Dreams Auspice Ability with the Doom Howler ability: Once per chapter, you can force an attack or hostile effect that would be targeted at a packmate to be targeted at the Cahalith instead, if it would possibly be viable. This is your choice as the player, rather than a conscious ability on the Cahalith, and so they do not need to be aware of the attack to retarget it; however, the source of the effect must be aware of the Cahalith's presence. Ablaze with the moon's power, the Cahalith is rendered as a threatening apparition of Luna's might, and draws the greatest risks of battle onto themselves.

                    Scream-Drinker (Fetish •••)
                    Scream-drinkers take the form of musical instruments, usually embellished with unnerving or frightening images.
                    Effect: A character with the Lunatic Inspiration Facet from the Inspiration Gift can use a scream-drinker to unleash the Facet's effects in an unusual manifestation. The Facet requires a full musical performance to activate, and its dice pool is rolled against the highest Composure of all human beings present; success means that all human beings who can hear the instrument being played are affected. The altered Facet doesn't inflict the Madness Condition; instead, it suppresses persistent negative mental Conditions such as Madness for a week's duration, and removes other negative mental Conditions entirely. If any negative Conditions are removed in this way, the Uratha gains the Madness Condition for a day, and a +2 bonus on Empathy checks for a week towards any human aided in this way.

                    Neverprey (•••)
                    A neverprey fetish is a talisman or amulet that wards off predation by the Uratha's own kind.
                    Effect: A character with the War-Howl Facet from the Gibbous Moon Gift can use a neverprey when activating the Facet to trigger a different effect. Instead of increasing damage, the Facet simply allows the Cahalith to reflexively spend 1 point of Essence and immediately remove any Conditions or Tilts caused by Hunter's Aspects, vampires Lashing Out with the Beast, Awakened Nimbus', and other innate aura-based effects from up to the character's Glory in packmates. This does not trigger a Clash of Wills; the Facet overcomes such auras automatically.

                    Thunder Shriek (Wolf Rite ••••)
                    An ancient pact with the spirits of storm and glory, this rite leashes the lightning and binds it to a Cahalith's howl.
                    Symbols: Thunder or lightning, chains, song, glory
                    Action: Extended (10 successes; each roll represents 1 minute)
                    ​Duration: The duration of a single thunderstorm
                    Success:​ This rite can only be performed during a storm that has unleashed thunder or lightning, and targets a single Cahalith present during its performance. At its culmination, the storm and Cahalith are bound together. The next time lightning will strike, the character can flare their Glory renown reflexively; instead of the usual effects of flaring Glory, instead the Cahalith forces the lightning to strike them. This deals no damage; the Cahalith transforms into a crackling, huge wolf of sparking cloud and electricity, crashing up into the clouds above along the path that the lightning took. There they boom across the roiling sky; they briefly have a greatly increased awareness of the world below, able to see the entirety of the area covered by the storm, and can choose a single point to howl back down as a wolf of thunder entwined with coils of lightning. The Cahalith cannot remain in the storm for more than their Glory rating in turns before striking back down; attempts to leave it longer will result in the Uratha being hurled down wherever the storm's tumultuous energies care to choose. Anyone where the lightning wolf impacts is electrocuted for 7 points of bashing damage. After impact, the Cahalith reforms into their usual solidity; for the duration of the remainder of the storm, their Glory renown brands shine with coruscating lightning, sparks shower on their breath, their Dexterity is increased by their Glory rating, and their attacks deal an additional 2 points of bashing damage from electricity that dances and coils around them. The Cahalith may catch up to their Glory rating in additional lightning strikes for the rite's duration, again directing the bolts down onto themselves to ride them back into the clouds; they do not gain any control over when or how frequently the lightning strikes happen, however.

                    ​Shadow Chorus (Wolf Rite •••••)
                    An imposition of power onto the fabric of the Shadow, this rite shapes the Hisil​ into a vessel for the authority and glory of the Gibbous Moon.
                    Symbols: Song, bells, authority, shadows
                    Action:​ Extended (20 successes; each roll represents 2 hours)
                    Cost:​ 25 Essence; this can be paid gradually during the rite's performance.
                    Duration:​ 1 month; after a month, any Uratha may pay an additional 5 Essence into the Shadow Chorus to sustain it for a further month.
                    Success:​ This rite affects a small area of the Shadow, usually no more than a few dozen feet across. At the culmination of the rite, the area begins to transform over the course of a day, resculpted into a bell-tower, a tree with hollow limbs and leaves of gently ringing metal, a gallery of pipes and apertures like a church organ's nightmare, a caged aviary of ghastly bird-things with monstrous aspects, or other form as appropriate to the aesthetic leanings of the ritemaster, the resonance of nearby loci, and the vagaries of the local Shadow. A Shadow Chorus offers little in the way of defensive benefits; its key purpose is to extend the words and commands of the Uratha across the territory.

                    ​By using the Shadow Chorus in a way appropriate to its form (singing a message to the birds, ringing the bell, etc) and expending their once-per-chapter Auspice Ability, a Cahalith can trigger one of the following effects in a territory sanctified by the Hunting Ground rite that also contains the Chorus. They do not gain the usual benefits of the Auspice Ability when doing so.
                    • ​Announce a message. It will be heard, loudly, by all beings in the territory's Shadow.
                    • ​Issue a song, peal, or howl of dominance. All spirits of Rank below the Uratha's dots in Expression in the territory's Shadow must spend a point of Willpower or gain the Cowed Condition towards the Uratha and their pack.
                    • ​Emit a soothing tone to calm and subdue, stilling the spirits across the territory's Shadow. All spirits of Rank below the Uratha's dots in Expression must spend 1 Willpower point to be able to attack another being; however, once a spirit has paid this cost, it does not need to do so again for further attacks or against different beings.
                    • Demand tribute. Over the following day, minor spirits will arrive to deposit minor talens, their accumulated dots totalling the Uratha's dots in Expression; this demand can only be uttered once per month, during the phases of the gibbous moon. This tribute is in addition to any existing tithes or arrangements the spirits may have with Uratha to provide talens.
                    • ​Charm with a song or howl of enchanting aspect. All spirits of Rank below the Uratha's dots in Expression in the territory's Shadow have their First Impression towards the Uratha temporarily improved by one step.
                    ​A chorus's dominance, soothing and charming effects last a day when activated. The Uratha's own totem is never affected by the Shadow Chorus.



                    Primeval Echoes
                    In rare, deep corners of the Shadow, the careful listener might find a fragment of sound caught in an endless repetition - a primeval echo, an audio-splinter of something momentous or reality-shaking that has been trapped like an insect in amber. In the bowels of an insane Shadow-labyrinth, the roaring screams of a battle between two spirit-gods bounce around a corridor with no reflection in the Flesh; anyone walking through hears the faint ghost of that distant, thunderous conflict now lost to past aeons. In the embrace of a hidden glade where not even a spirit has walked for many years, under the shade cast by an upside-down tree whose roots rear up in the air and whose bark is studded with plates of gold, the last strains of a deeply moving song from one human lover to another, a song that changed the course of the world, still wind through the quiet susurrus. Where spirit-mountains rear so high that they grow distant from their Flesh twins, some Uratha claim to have heard the final reverberations of Father Wolf's death-howl still dancing from peak to peak.

                    ​To many Cahalith, these primeval echoes are sacred and moving; Hunters in Darkness in particular tend to guard the places where such fragments of untethered sound and song still flit through the air. Some primeval echoes offer power - the performance of a rare rite, trapped in a Shadow-cave, its symbols evident to a listener; or the secret that founded a city and could bring its ruler down, slithering through the spiritual airwaves at the top of a mad-angled skyscraper. To some, of course, these echoes are a resource to be harvested.

                    ​In the extremely rare event that a Cahalith discovers a primeval echo, they can attempt to capture it. This requires an appropriate vessel - a pot or jar, a recording device, a net or other tool. The Cahalith must sing to the echo to subdue it, beginning an extended action using either Presence or Manipulation plus Expression. Each roll represents a day; an echo usually requires between ten and twenty-five successes to subdue and charm, varying depending on its age and power. If the Cahalith manages to subdue the echo before the end of the extended action - or before they are forced to retreat from the Shadow due to the sheer length of the effort - then the echo is caught in the vessel, which shows signs of its captive; a pot occasionally clangs, a recording device crackles with static, a net twitches and spasms, etc. The echo's sound ceases to play in the Shadow; it is now entirely in the vessel.

                    ​The Cahalith can then repurpose the echo's power for their own ends. The echo's original nature is lost; they must work it into a new audio form. This may involve creating a song, writing and reciting a diatribe or manifesto, or otherwise using their expression to craft the desired result. Once this is done, the song, proclamation or sound can be unleashed into the world. This requires a single normal human as a vector; once they are exposed to it, it will hop on from there, and it will generate supporting structure. A song will start to play on the airwaves even though the Cahalith has never sent a single copy to a production company, and will be heralded as the next big thing (and possibly end up 'adopted' by an actual musician, who will believe they created it all along). A manifesto finds itself willing politicians who will chant and utter its fiery tenets. A prayer spills from the lips of fervent priests who feel they are being moved by the Holy Spirit or the touch of the divine.

                    ​The echo's supernatural effects usually burn out within a week, but by then it has become self-sustaining, albeit mundane - there will be an entire, normal explanation for where it came from and how it spread by that point. In that first week, though, it carries the Cahalith's intent through society. The Cahalith may choose, when unleashing this intent, how large an area it will affect; a local town or city, a region, or a country. There is no upper limit on the actual number of human beings that can be supernaturally affected in this way, beyond the practicalities of how many live in the chosen area. Some Cahalith theorise there may be truly potent echoes that could affect the entire planet.

                    ​The Cahalith's intent inflicts one of the following on the chosen size of society:
                    • Every human being has their First Impression improved by one step towards social manoeuvers involving an idea the Cahalith chooses and includes in the recrafted echo.
                    • Every human being has their First Impression worsened by one step towards social manoeuvers involving an idea the Cahalith chooses and includes in the recrafted echo.
                    • ​Every human being gains a +2 bonus against spiritual Manifestations that target them.
                    • ​Every human being suffers a -2 penalty against spiritual Manifestations that target them.
                    • ​Every human being regains a single point of extra Willpower each day.
                    • Every human being gains the Guilty, Shaken or Spooked Condition.
                    • ​Every human being who has the Guilty, Shaken or Spooked Condition suffers nightmares.
                    • Every human being automatically fails attempts to detect lies or subterfuge on the part of any Uratha.
                    • ​A new idea that is in line with the dominant culture is permanently added to that culture's body of customs and beliefs.
                    • ​The Cahalith gains five bonus dots of social Merits relevant to the affected society; these fade over time, with one dot lost every six months.
                    ​Other possibilities are also viable for a Cahalith of the cunning and craft required to shape them from an echo.

                    ​Unless otherwise noted, the above effects fade after a week, although the results may well be lasting in one form or another.

                    ​Unusual applications of echoes may also include ones crafted to affect only lower, base animals across a region rather than humans, such as stirring every beast to a greater level of aggression and volatility; forms of supernatural 'static' that might force a named spirit to flee humans as if they were its Bane or that might interfere with the supernatural capabilities of non-spirit, non-Uratha beings; weather worsens rapidly or earthquakes trigger, stirred by strange harmonics and vibrations; or other weird and unsettling effects.

                    ​An echo, once unleashed, is gone; it cannot be harvested and crafted again.


                    - Chris Allen
                    Freelance Writer, Deviant: the Renegade / The Pack / Dark Eras / Werewolf: the Forsaken 2nd Edition / Idigam Anthology / Fallen World Chronicle / Trinity Aeon

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                    • #25
                      Wow, that's awesome. I especially like the rites, like ancient lightning and thunder gods. Some neat uses for fetishes.

                      The Primeval Echoes mechanic is cool too, very interesting and adds some of the weirdness of the Chronicles to the Shadow and ways to take advantage of it, though it removes one of those echoes from the world.

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                      • #26
                        Originally posted by nofather View Post
                        The Primeval Echoes mechanic is cool too, very interesting and adds some of the weirdness of the Chronicles to the Shadow and ways to take advantage of it, though it removes one of those echoes from the world.
                        Yeah, this opens up options for Packs and Lodges that go hunting for echos, or protect them from being stolen, etc. All kinds of possibilities.


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                        • #27
                          I can see Howl Up the Hunt paying off for me down the road in a couple years. Very cool!


                          CofD booklists:
                          Beast I Changeling | Geist l Hunter l Mage | Mummy | Promethean | Vampire

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                          • #28
                            Yowza, Thunder Shriek is a beast of a siege weapon.


                            Sean K.I.W. Steele, Freelance Writer
                            Work Blog Coming Soon
                            The world is not beautiful, therefore it is.-Keiichi Sigsawa, Kino's Journey

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                            • #29
                              Primeval Echoes is awesome. I may use them for some homebrew conspiracy which I wrote, which use songs in order to lure and ambush werewolves. I really love it all


                              My Homebrew Signature- Because I need one. If you use any of it, please share with me how it went!

                              On a Dragonlance-reading break. Surprise homebrew may still happen :P
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                              • #30
                                I love all this material, as I'm Cahalith in heart! And Primeval Echoes are just excellent as story ideas and mechanics!

                                But as ST I have one question, Acrozatarim - HOW can Howl Up The Hunt (Werewolf Merit ••) work in Hishu or Urhan? I know that Dalu is main form for Rites, but this Merit do not limit's it's use in human form where character cannot (?) proper howl. Urhan, on the other hand, do not can perform Rites - yes?

                                Finally I can make my Cahalith Iron Master Metal vocalist!
                                Last edited by wyrdhamster; 01-11-2018, 04:52 AM.


                                My Dark Eras: Needed Merits
                                Byzantine Empire and Eastern Europe in Early Middle Ages ( 330–1453 A.D.)
                                Conquer of Paradise – Portugal and Spain and their conquests in XVI century
                                My Hacks and Z-Splats for VtR 2E, WtF 2E, MtAw 2E

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