OCCULT OBJECTS
Items that bear some small amount of magic.
Items that bear some small amount of magic.
The signature weapon of the lycans, klaives are silver fetish daggers that are passed down from clan hero to hero. A warspirit is typically bound into the klaive, empowering the blade to deal hideous wounds to most supernatural creatures, including garou and vampires. When it becomes known a vampire has gotten ahold of a klaive, werewolves of all breeds seek to reclaim the weapon.
System: A klaive inflicts Aggravated Health damage against supernatural creatures and has a damage value of +2. Many klaives have unique powers and abilities tied to the spirit held within, such as being able to always discern the direction of true north or glowing like a torch in moonlight.
The weapon of the Black Spiral Dancer warleader Blood-in-the-Water, the Wyrmfang is a baneblade, a type of klaive imbued with a corrupted warspirit that empowers the weapon to deal hideous wounds to most supernatural creatures, including garou and vampires.
System: Wyrmfang inflicts Aggravated Health damage against supernatural creatures and has a damage value of +2. When blood is drawn with the weapon (any damage), the wielder must make a Difficulty 3 Willpower Test or enter a Fury Frenzy (Core, pg 220). The wielder can voluntarily choose to fail, Riding the Wave as per Core pg 219. The only option for this type of Fury Frenzy is "destroying the subject of ire". Effects of Frenzy are on pg 220. While in Fury Frenzy, all Physical attributes are +2.
Warleader's Curse: You must bind yourself to the Wyrmfang by dealing one Aggravated damage to yourself. If you do not bind yourself, this functions as a normal knife and deals no Aggravated damage. Once bound only death can part the owner and the weapon (there are no retired Black Spiral Dancer warleaders). If disarmed, the owner can spend a point of Willpower to instantly recall the weapon to their hand. If someone not bound to Wyrmfang tries to wield it, they must make a Willpower roll versus 5 every round or go into a Terror Frenzy/Rotschreck (Core pg 220). In doing so, they release the weapon and flee.
Wyrm's Challenge: Every night of a Full Moon you must roll Wits + Awareness against Difficult 3. If successful, you are aware of the direction and distance to the nearest non-wyrm corrupted garou. If you fail, the nearest non-wyrm corrupted garou is aware of the direction and distance of you.
A mage's potion that allows a limited and pre-targeted version of the Unerring Pursuit power of Auspex (Sabbat pg 46).
System: While the power is active the user can concentrate for a turn to gain a view of the last position of the target from the perspective of the target’s own reflection. Essentially, they view a mental impression of the most recent moment the victim saw themselves, intentionally or unintentionally, in a mirror or mirror-like surface (including polished chrome, shopping windows, or even someone’s sunglasses). Note that Obfuscate provides no protection from this power, as it relies on the victim’s self-perception.
The user can recognize the surroundings of the target with an Intelligence + Streetwise (for urban areas) or Intelligence + Survival (for rural areas), the Difficulty depending on circumstances, such as being indoors, but should range from 2 to 4. The target can get a glimpse of their pursuer in their own reflection on a Wits + Awareness test at Difficulty 4, and only on a critical win will recognize their face, or recall it from where the individual saw them if they don’t know them personally.
Duration: One night. When imbibing, roll Resolve + Auspex or Resolve x 2 if Auspex is not owned. Every Success extends the duration by one night.
A pair of long daggers crafted from fangs removed from the transformed skull of the Cappodocian/Nagah abomination known as Eun-baem. Because the weapons are crafted from pieces of a garou, they are especially deadly to vampires. The weapons were crafted by Professor Prudence Thatcher in exchange for a large draught of garou blood.
System: Each dagger is a 1H Large Knife that deals non-halved superficial damage (+2 damage modifier) to vampires.
A clay tablet provided by Augustus Giovanni to fulfil his end of the bargain struck with the PCs. It functions as a limited use fetter for four powerful wraiths. Once the tablet is broken, the Blood and Oblivion Magic contained within is released, binding four powerful Wraiths to the tablet breaker for a period of 24 hours.
System: Once the tablet is broken, the magic occurs by GM Fiat. It is essentially a powerful version of the Oblivion Ceremony Compel Spirit.
Attributes: Strength 4, Dexterity 4, Stamina 4;
Charisma 1, Manipulation 3, Composure 2;
Intelligence 3, Wits 3, Resolve 2
Secondary Attributes: Health 7, Willpower 4
Skills: Academics 1, Awareness 5, Investigation 1, Medicine 2, Occult 4; Athletics 3, Brawl 3, Drive 4, Larceny 2, Stealth 5, Survival 2; Insight 2, Intimidation 3, Persua-sion 1, Subterfuge 2
Disciplines: Auspex 4, Celerity 2, Dominate 2, Obfuscate 2
Special: It is not possible to strike a spectre unless it takes solid form. Only dark magic or an exorcism performed by a priest or inquisitor can banish, destroy, or enslave a spectre. A spectre possesses a mortal using a power equivalent mechanically to the Possession (Auspex-Dominate) power. Spectres use Manipulation + Drive to control a possessed human into performing functions they would normally avoid. Spectres use Dexterity + Brawl to hurl objects telekinetically.