Moonchild Farstrider (Dreamspeaker)

Daughter of Unicorn, Speaker with Dreams

(Adventures in the Digital Web)

© 2003 by Fuzzy

This page was last modified: 2005/01/30


Stayka's World of Darkness Stuff | Digital Web Campaign



        Name: Caitlyn Murphy    Essence: Primoridial    Concept:  Healer
        Player: Fuzzy           Nature:  Caregiver      Demeanor: Caregiver
	Craft/CoG Name(public): Moonchild Farstrider

                                Attributes

        Physical     5          Social        3         Mental        7
        --------------		---------------         ---------------
	Strength:    2	(3)	Charisma:     3	(2)	Perception:   4 (5)
                                 	 		  Keen Senses
        Dexterity:   3  (4)     Manipulation: 1 (0)     Intelligence: 3 (4)

	Stamina:     3  (6) 	Appearance:   2 	Wits:	      3
	  Tough
            Iron Body (L3/P2) +3  Rowan wood ring Fetish: Gnosis 6
            Kevlar            +2  [Provides six Countermagick dice vs.]
                              --  [Mind magick, Changing Breeds Mind  ]
            Soak              11  [Control Gifts  / Rites, Kindred    ]
                                  [Mind Control Disciplines and       ]
                                  [Changling Mind Control Cantrips.   ]

				Abilities

        Talents                 Skills                  Knowledges
 	---------------		-----------------	------------------
	Alertness:    4 (5)	Meditation:     3       Cosmology:       4
	  Spot Ambushes		Research	3	  Otherworlds
	Awareness:    2		Melee:          3       Linguistics:	 3
	Intuition:    2  	 			  English(N),
 	Blatency:     2					  ASL(Sign), Garou,
	Dodge:	      3         			  Irish Gaelic
	                				Lore(Spirit)     3
					       		Lore(Garou):	 2
							Medicine: 	 4
	 			           		  Alternative Medicine
				Advantages

        Life:             4       Spirit:          4      Mind:         2
	 	    		    Spirit Dealings
        Correspondence:   2       Forces:	  __ 	  Prime:        2

	Entropy:         __       Matter:         __      Time:	       __

        Arete:	4 (5)      Willpower: 8 ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )

	Quintessence:     15	  Paradox:        __      Experience:   5

                                Backgrounds
        Node:		  1     Avatar:		3   Totem (Unicorn):  1
        Resources:	  2	Dream:		3   Familiar(Moira):  3
	Ally(Cethlenn)	  1	Arcane:		2   Sanctum:	      1
	Fetish(Staff)     -	Wisdom:		2   (adds 2 dice to socials
        Fetish(Navi)      -     Fetish(Ring)    -    with the Changing Breeds)
	Fetish(Broom)	  -     Fetish(Case)    -
	Fetish(Wand of Lightning)(2) -

               		        Health
   			  Bruised:        -0 [ ]
      			  Hurt:           -1 [ ]
      			  Injured:        -1 [ ]
     			  Wounded:        -2 [ ]
      		          Mauled:         -2 [ ]
     			  Crippled:       -5 [ ]
     		          Incapacitated:     [ ]

	   Merits				     Flaws
-------------------------------		---------------------------------
Spark of Life:		 +5		DID/MPD			      -5
 [-2 difficulty to all positive		[Willpower roll to avoid switching]
 Life Sphere Magicks]

Medium:			 +2		Help "Angels in the Garden"   -4
 [-2 difficulty to all Spirit		[Heal and house rescuee's for
 Sphere Magicks]			 "The Angels in the Garden" camp
					 of The Children of Gaia Tribe.

Gift of Tongues		 +3 		Spiritually Noticable	       -4
 [You have the natural ability
  to transend language. When 		Spiritual Duty		       -4
  speaking with any sentient 		[Unicorn/Children of Gaia]
  being, (from earth), you can
  understand its language as if it
  was your own. This only works
  in person, (not by phone or magick)]

Communicate with Animals +2
 [Though your deep and profound
  understanding of the spirits
  within all life, you can
  communicate with any normal
  animal. This communication
  is not as detailed or
  exact as ordinary speech,
  nor does it necessarily
  involve actual speaking.
  Instead, the animal you
  are communicating with
  understands you through
  a combination of posture
  facial expressions, smell
  and speech, while you
  understand it on an equally
  primal level.]

[[From Spirit Ways WW4043]]
Communicate with Animals pg 103, Gift of Tongues pg 104,
Spiritual Duty pg 106, Spiritually Noticable pg 107.

Apparent Age:		20		(actual age 40)
Age at Awakening:	10 (Mage)
Hair:			Straight Red
Eyes:			Violet
Ears:			Rounded
Race:			White
Nationality:		Irish/American
Height:			5'8"
Weight:			125
Gender:			Female

I think maybe a small map of people that are likely to evidence.

Caitlyn,        f, 20,                     presenter, adult.
Nikki,	        f, 18,                     young adult
Dani,		f, 6-8,                    little (child alter)
Kat,		f, adult		   protector

Caitlyn:You see a 20-something young woman, with straight
	red hair, violet eyes, she has a slim muscular
	build, height 5'8", weight about 120lbs. She's
	wearing jeans, shirt, high  boots and jacket that
	appears pretty heavy. She carries a staff.

Amber:	Her InnerSelfHelper (ISH) / Avatar who looks
	rather like a Tolkein elf to her. Tall, adult
	but ageless, moonsilver hair, violet eyes,
	pointed ears... "glowing appearence". Amber
	helped her through dealing with the cult abuse,
	until she was rescued by the CoG Garou, and she
	is at least in part, the source of the high mental
	and physical stats. Internally she wears a simple
	mid-calf white tunic with a sash tie and sandles.
	She carries a staff.

Kat:	Same height and weight as Moonchild, appearence of
	an androgenous (genderless) adult but ageless,
	red hair like Moonchild. A Protector. (when she
	presents she always does Life3 effect "adrenal
	rush" with willpower). Internally she wears a
	t-shirt, jeans and boots. She also carries a staff.

Dani:	You see a female child, maybe 6-8 yrs old,
	height about 4 feet, weight about 45 lbs.
	She has straight red hair in pigtails and
	violet eyes. She's usually found wearing a
	denim jumper over a T shirt, knee socks
	and sneakers. Dani is curious and interested
	in learning about the world around her. She's
	made friends with some of the spirits she met
	in Unicorn's homeland. She has awareness of
	correct social forms for interacting with Garou
	and Spirits, (per her training as described in
	backstory).

Nikki:	same height and weight as robyn, pretty and outgoing,
	young adult, red hair like Moonchild.  Nikki is the social
	alter. She usually pretends to be Moonchild. She has awareness
	of correct social forms for interacting with Garou and
	Spirits, (per her training as described in backstory).

Equipment

	"Awakend", (as having had the Spirit3 rote: "Awaken the Inanimate"
	performed on it). "Enchanted" (as having had the Prime2 rote:
	"Enchant Weapon" performed on it).

	Awakened enchanted silver dagger
		in a back waist sheith. this was grandmother's ritual
		knife (athame). Its mundane view is an oddly sharp silver
		knife. Its umbral view is a glowing extreamly sharp silver
		knife. [Spirit focus]

	Cell phone/PDA combo
	[[See NAVI in Fetishes]]

	Beeper

	VOX audio recorder

	Awakened enchanted non-metallic knife in boot sheith, Umbrally,
	it is an oddly sharp knife.

	Large purse containing: Teddybear stuffie, 1st aid kit,
	wallet, lipstick, compact, pocket calculator, checkbook,
	crayons, coloring book... the usual stuff. [can be a backpack]

	Necklace, of amber and jet,
	from which is suspended a pentical pendent.
	[Life focus]

	Dr's bag,
		containing various medicines, bandages,
		a small set of gold plated sterile curved suture
		needles, sterile white thread for sutures, herbal
		perparations, (these having been "awakened" to be more
		effective than usual, but still coincidental),
		stethescope, other misc medical paraphenalia.
		This is outfitted to be placed in a backpack,
		along with the purse.

	Awakened enchanted light jacket, providing some shielding
		from spirit attacks.

	Clothing:
		Tee shirt, long sleve shirt, jeans, high boots
		(with boot sheith), Informal dress usually. In
		Clinic she'd be wearing scrubs. Pantsuit and flat
		heel dress shoes when needed. A Kevlar vest,
		(the type meant to be worn under outer clothing).

	In addition, all her usual clothes have had the Prime1
	effect attunement performed on them, (this effectively
	allows her to take the items with her through the gauntlet
	as if she was steping-sideways skyclad). Like the similar
	Rite the Garou use, attuned items become "part of her life
	pattern", so if she shapeshifts the clothes shift with her.

Fetishes

	Cell phone/PDA combo, [[Linked to NAVI, via
	a Glasswalker ritual (acting like a
	Correspondence3/Spirit2/Prime2 effect)]].

	NAVI: 	"Navigational Autonomous Visual Investigator."
		Gnosis 8
		Navigational, morphological, and miscellaneous
		functions are enabled. Voice access enabled.

		NAVI is a Weaver Tech creation, a combination
		of an electricity elemental gaffling, a gaffling
		of mathmatics and programming. He speaks with a
		clear mechanically generated computer generated
		voice. He is most usefull in the Digital Web,
		where he can create things out of the ambient
		gnosis/quinessence and polymorph existing things,
		(manipulate the users icon program). He is able to
		provide navigational instructions using a "heads up"
		display in the Digital Web, or the screen of the PDA
		elsewhere. As he is partly composed of an elemental
		gaffling, he has the standard "Airt Sense" for finding
		pathways in the Umbra and the Otherworlds as well as
		code to look up routes within the Digital Web and
		the material world.

		In the Digital Web, NAVI appears as a glowing
		blue small winged flying creature, (modeled
		after the image of Tinkerbell, (from Disney's
		Peter Pan). He usually hovers at Moonchild's
		shoulder. In the Otherworlds, he appears as a
		ball of blue lightning flashing and flickering.
		He doesn't materialize in the physical world,
		but communicates with Moonchild through his
		link to her PDA.

	Awakened enchanted Quarterstaff/Walking stick
		Gnosis 8
		brass banded, brass capped, one end has a rubbber
		tip for walking. It is carved with images of unicorns
		and wolves and decorated as a walking stick with
		handgrips for use as weapon. There is area showing
		the Willow tree, (its been merged with a branch
		from Cethlenn's tree). There is a leather thong
		thru the "top". The Dryad has merged herself
		with this item, (so effectively, its her 'tree').
		She accompanies Caitlyn on her journeys.
		The spirit pact is in exchange for showing
		her the Otherworlds, she'd accompany Caitlyn
		and offer her wisdom and companionship.

	Broom of Flying
		Gnosis 6
		This is a "classic" Witches broom, handmade
		and enchanted with Prime2/Prime1, Life2,
		Corresspondence2, Spirit2/Spirit4, and
		the co-operation of The Powers Elemental
		Air, (which provides the capability of flight).
		The Broom responds to verbal / mental commands
		in Iwapo', (the Spirit language), and has
		"always on" Correspondence2/Life2 effects to keep
		the rider "aboard" and balanced. The Broom can
		be steered / directed by either mental / verbal
		commands in Iwapo' and with tactile directions
		on the staff part of the broom.

	Ring, rowan wood, (an anti-mind control Fetish),
		Gnosis 6
		This item has been awakened, with Spirit3,
		infused with Prime2, and Attuned with Prime1.
		The spirit within blocks the attacking mind
		effects. Protects against Faerie mind control
		cantrips, Garou mind control Gifts/Rites and Vampire
		mind control disciplines. Its part of an ancient
		Spirit Pact. (A Mythic Thread, in M:tA terms).
		[Spirit focus]

	Wand, of Lightning (2)
		Gnosis 8
		This item is a collapsable, pen sized (closed),
		18" opened, metal wand. There is a red laser
		pointer for targeting, (well it was for actual
		pointing originally ;)), and is controlled by
		a trigger word. This fetish does 6 dice of
                electrical damage to a target. It is powered
		by a gaffling of lightning,
		(Gnosis 8, Rage 6, Willpower 8).


Known Rotes

	Create Talen
	Spirit 3 or Spirit 3, Prime 2

	Talens are essentially single-use fetishes. Both Shamans
	and the Changing Breeds make use of talens as simple, portable,
	easily created items of magickal power. Creating a talen involves
	either awakening the spirit of the object that will become the
	talen or persuading a lesser spirit to imbue the item some of
	its Power. Obviously, talens are most effective when their powers
	mirror some of the items archetypical properties.

	The talen rolls its gnosis against a base target of 5.
	All the talens Caitlyn produces have a gnosis of 4.

	Examples: potions, elixirs, ointment/salves, and the like.

	P permanent, S scene,

	Caitlyn uses this rote to produce:

		Potion
			Healing(P): Life3/Prime2
				Heal Life
				This calls upon Gaia's
				spirits to repair the damage
				to the body. Much like the
				Gift Mother's Touch.

			Cure Disease(P): Life2/Life3/Prime2
				Life2 (affect simple life forms), disables
				the bacteria/virus and Life3/Prime2 repairs
				the damage.
				This removes the spirit of disease from
				the body of the user.

			Night Sight(S): Life3/Spirit2/Prime2
				Better Body effect,
				Allows seeing into the
				infrared, as well as increasing
				the perception of lowlight vision.
				This calls upon a spirit of vision
				to enable the user to see in the dark.

			Emergancy Preparedness(S):
				Life3/Spirit2/Prime2
				Better Body /
				Physiologial Emotion Control
				This potion stimulates
				the body to produce
				hormones and brain
				chemicals to prepare
				to fight or flee an
				emergancy.

				For 1 scene:
					Strength     +1
					Dexterity    +1
					Stamina      +3
					Intelligence +1
					Alertness    +1
					Manipulation -1
					Charisma     -1

				 It also flushes any
			         poisons and other
				 foreign harmfull
				 life forms, ( diseases,
				 bacteria, virii etc ).
				 The PEC effect allows
				 the mage to keep a
				 calm logical state
				 while dealing with
				 the emergancy.

        Jack in the Green
                Spirit 3, Life 2
	Mystics often travel to dense forests to contact Glade Children the
	live there. however, a dilligent mage can communicate with a Glade
	Child in a park or city street, altho the Umbrood spirit is
	usually torpid and decrepit. The mage sacrifices a few drops of
	her blood at the roots of the tree, then chants quietly.

        Jack is usually a good information source, but his gossip varies with
        the season. Jack notices many nearby events in the spring and summer,
        fewer in autumn; in winter he is too sleepy. His memory is long and
        excellent though.

        [The plant spirit often has Willpower 7, Rage 3, Gnosis 8, power 20,
        and the charms "Cleanse the Blight" and "Forrest Sense". The number
	of successes determines how long takes to rouse the spirit and how
        cooperative it is. Communicating with a rural oak in summer
	requires only 1 success, rousing a city sapling in the dead of winter
	may require seven or more successes. Roleplaying influences this
	as can a successfull Charisma+Etiquette rolls. an added bonus like
	a burst of vitality or a sudden bloom, (prime or life 2), might
	convince the spirit to be more cooperative.]

        Tummo
          Life 2
                accomodate to hostile environments w/o dulling the senses,
                (cold, heat, toxins etc).

        Goddess' Blessing
          Life 2, Life 3
                increases sexual desire and stamina to inhuman levels.
                Life 3 can extend the blessing to others.

        Purify
          Life 3, Matter 3, (and both)
                Life only avoids disease and unwanted pregnancy.
		Matter only removes poisons from non-alive substances.
		Both detoxify a living subject.

        Where Am I?
          Correspondance 1 (& Spirit 1 or Mind 1)
                The Mage can sense where in relation to everywhere else.
		when used conjunctionally with Spirit 1, it can help
		establish which world or shard realm (and where in it.).
		used conjunctionally with Mind 1, allows the Mage to
		establish whether she is hallucinating or dreaming.

        Perceive Forces
          Forces 1
                The Mage descerns the movements of energy.  she can perceive all
                types of energy, sensing wavelengths far beyond the limited
		range of visable light. the mage may use anything from
		infra-red to x-rays to gravity waves.

        Deduction
          Life 1, Mind 1
                By sensing the small details of a stranger's life pattern and
                integrating them using shart insight, a mage can decide
                if a stranger represents a threat to her loved ones.

        Adrenal Rush
          Life3, Prime2
                This rote allows the Mage to refresh her body and cleanse
                it of all toxins. Any Poisons, Foreign chemicals, Diseases
                or Viruses within the Mages body are flushed out thru her sweat
                glands. with three successes the Mage gains an additional dot
                in Stamina, Strength and Alertness for the duration of the
		rote. The Life Sphere stimulates the body to release the
		neccessary by-products and purify the body, while Prime
		fuels the re-weaving of the Pattern.

        Iron Body
          Life3, Prime2
                The rote hardens the skin so it can take exposure to intense
                temperature extream, from chilling artic wind to the heat of a
                lava flow. It hardens the body like armor, adding one level or
                armor per success. This later effect slows the Make down as if
		he were actually wearing armor of that type. The Mage can
		decide the level  of armor desired once the number of
		successes are known.

        Body of Spirit
          Life3, Spirit3
                The transformation of the physical body into Ephemera occurs
		when the Mage enters the Umbra, but with this effect the
		Mage may move about in the physical world in spirit form.
		[This is rather like the effect of the Spirit Charm:
		Appear in its effect]

                [The Mage appears normal to all that view him, but he may not
                interact with physical matter in any way. His body simply
		passes thru all physical things and all physical things pass
		thru him. The rote is very vulgar and so is generally
		performed away from sleepers.]

        Levitation Walk
          Spirit2
                By attuning herself to the subtle influences of the Spirit
		World, the Mage can reach in and briefly touch the Umbra,
		connecting to it in a mild fashion. This allows the Mage
		the ability to move as quickly as if she was in the Umbra
		itself. Her feet glide silently a few inches above the
		ground.

                [This rote allows the Mage to levitate a short distance --
                up to about thirty feet per turn, about six inches above the
                ground -- and lasts one turn per success, (difficulty six).
                All she needs to do is see where she wishes to move in that
		short time. Any small obstical -- a hole, but not a wall
		-- may be bypassed while "in flight". This is typically
		done when sleepers are not looking, as its vulgar enough
		to cause trouble otherwise]

        Massage Therapy
          Life3, Mind3 or both
                With specially prepared oils and herbs, the mage skilled
                in massage can clean almost any blemish, ache or wound
                from her client's body. Another version lets her use
                ease mental traumas as well and an advance varient
                allows her to heal both. With time and treatment,
                almost any amount of minor healing may be coincidental
                this way.

        Green Thumb
          Life2 or Life2, Prime2
                A close eye is kept on the health of the plants during the
		growing season.

                [Life helps the crops grow and sustains nutrients in the soil;
                adding prime to the equation helps plants grow from damaged or
                infertile soil.]

        Bug Off
          Life3, Prime2
                This favorite of ecoterrorists creates a swarm of insects,
                with one reflex built into thier tiny little brains: to
                attack any target the mage specifies. This can be a person
                an emblem (like a company logo), or "all white people in this
                clearing". This can easily made to look coincidental; after
		all, who knew there was a wasps nest in that tree?

        Spirit Kiss
          Spirit2 (or Spirit2, Prime2)
                The mage physically embraces beings on other side the of
		the Gauntlet. Apart from the more obvious pleasures of
		such contact, the mage can accept power from or lend
		quintessence, to her partner, if she uses Prime2. For game
		puposes, concider Power and Quintessence one and the same,
		(Corpus, if the partner is a Wraith).

                A spirit's nature affects the Quintessence she gives; however,
                this can be good and bad. For example, a Nymph's Power would be
                particularly good for Love spells (it has the approriate
                Resonance), but a mage who accepted it into her Avatar would
		find herself increacingly horny).

        Scrying
          Correspondence 2, Spirit 1
                [This rote allows the mage to view other locations. It is
                usually limited to familiar locations or those that have been
                purposely memorized, but this can be used to slowly "drag"
		one's Sphere sensing across an area by moving the point of
                Corresspondence around within sensing range. This takes time
                and can be blocked by, (and is visible to), other magicks.
                This is coincidental magick as it appear as the shaman is
                completely immersed in her trance. Others do not know what
		she is doing.]

        Eagle Eye
          Correspondence 2, Life 1
                [The mage looks into the sky and focuses her senses so
                that she is looking down from that point in the sky.
                This is often used for tracking opponents across rooftops
                and through crowds of people. It has been also been used
                to help mages escape from mazes and detect approaching
		individuals.]

        Alarm System
          Life 1, Spirit 1, Correspondence 1
                [Life 1 allows the Mage to sense and identify
                life forms, Spirit 1 allows the Mage to
                sense and identify Spirits/Umbrood and
                Correspondence  1 allows the Mage to sense
                the area around her.]

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