Daughter of Unicorn, Speaker with Dreams
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).
"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.
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).
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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