【旧版黑暗世界】【狼人】【汇总】6级灵具
本帖最后由 雷鹰 于 2020-9-12 23:25 编辑原文:
http://www.goddessfantasy.net/bbs/index.php?topic=119823.0
https://trow.cc/board/showtopic=49534
此帖为官方6级灵具的汇总。
以英文原名首位字母的排列顺序为准整理。
如有遗漏请指出。
本帖最后由 雷鹰 于 2020-9-12 23:24 编辑
忌灵之剑
灵知点 7
忌灵之剑是一把黑旋舞者使用的做工精美的剑。它和盖亚狼人的灵具银剑几乎一模一样——除所提供的力量外。它除了能在白刃战中额外提供1点骰子,还能让持有者从目标身上吸取灵知点并为自己所用。投掷此剑的灵知点对抗目标的(仅限1次成功的攻击后,且对已吸收了伤害的目标至少造成了1个健康等级的伤害)。可以吸收成功数个灵知点。该剑在每幕只能对1个对手用1次。
出处:《第1版妖蛆之书(WW3200)》 第110页
利土托卡之书
传说:狼人极少为一件灵具的丢失而感到高兴,但这本连名字都很少敢被提起(起码在狼人中是如此)的书却是其中之一。疯狂能产生睿智,而感染了黑旋舞者的疯狂也当然能产生巨大的恐怖。一个名叫威珀提林特的黑旋舞者隆月写就了本书的第一页。据传说所述,他在有一天突然放弃了自己的生活,成为了浪人并漫步于废土中。他所看到、凝视的每只动物都跟随他,它们的眼里毫无生气,它们的口中充满血腥味。它们是猎人还是猎物则并不重要。
他带领这只由昆虫,猫,狼,马和其它动物组成的军队来到了一个大型的人类群落。当他依次进入,屠杀,折磨并qj其中的人时,他也释放了他的军队,使其攻击群落。这个地方被命名为利土托卡。当一个狼人狼群找到他时,他们看到他正盘腿坐在三米高的有着动物和人类尸体的死尸堆上,那本书就在他的腿上。
所以他们杀了他。而这只狼群便再也没回去过。一个又一个的狼群找到上次屠杀的幸存者,之后就都没了下文。最后一个畏惧大于勇气的狼群终于带着真相返回。利土托卡之书也变成了世界的毒瘤,它疯狂蔓延,并将其接触到的所有物质都变成灰烬和焦油。
也许是因为如此之深的邪恶永不会停息,也许是因为妖蛆本尊的直接介入,此书会一次又一次地回到世界上来。有芬里斯之子宣称一个古老传说揭示了真相,这个传说说到曾目击此书出现在一个黑旋舞者族群中,而后果就是两百只芬里斯之子,一半狼人一半狼嫡,死于除掉他们手中的书。另一个传说来自玻璃行者,他们说是这本书创建了罗马,在两周中这座城市只有杀戮,奸淫和相食,然而这段传说从未出现在任何史书中。而玻璃行者,这个在这类人类历史中积淀最多的部族,依旧在这段传说前颤颤发抖,这让许多狼人恐惧不已。而在开拓时期,一个名叫爪路海格赫蒂和的费奥纳满月,通过读写此书保住了他的族群。但他本人被附身,无法停止书写,他的心智也被腐化。当他的部族知道必须杀了他后,四支狼群死于击倒他。
从那时起,这本书就销声匿迹了,再也没被找到过。但所有人都害怕黑旋舞者找回它。
灵具:利土托卡之书是本至少有四英尺厚并用厚实的黑色牛皮皮革装订的大书。它的封面写有8种狼人无法理解的符文,但它们的意思分别是“知识”,“神”,“疫病”,“疼痛”,“羞耻”,“爱”,“黑暗”和“索命”,依次按顺时针旋转排列。一旦被打开,此书就会充满用同种符文写就的文书——除了最后3页。但不论书写了多少,最后那3页始终是空白的。
激活此书看似毫无效果——它还是纹丝不动。然而在此之后,激活者每看此书都需要投掷1次意志点(难度7)来抑制书写的欲望(这种欲望很明显有外力引导,是书或… 其它东西?)。每次使用者书写此书时都会推动封面上的符文环。讽刺的是书里的文本并没有真正重要的(尽管说书人可以在其中提供有关此书秘密和本质的线索等)。
而且他们会不由自主地经常看这本书——如果有哪天没看,就必须投掷1次意志点(难度10!)来避免在能睡觉前看一次。那些书被偷走的人会无比抑郁,并会竭尽全力找回它。
符文环中的每个符文都有不同的效果:
第1个“知识”是最单纯的:使用者可以读懂书中的文字。
第2个“神”会让此书变得无比强大——到达这个符文后,使用者在任何投掷上的成功数都会翻倍。这个效果永远不会被解除。
但从第3个开始,就完全是灾难了。“疫病”正如其名:使用者会染上可传染的疫病。水肿和溃疡经常发生。耐力和外貌属性降低1级。
第4个“疼痛”会让使用者遭受无比剧烈的痛苦。每次他投掷物理属性时,投掷中的失败都会造成全身的剧痛,忍受1回合后才能再次行动。
第5个“羞耻”会让其他人对使用者产生强烈的反感并漠视他的成就。所有投掷的难度都+1——除了投掷魂怒点,这个难度-2。
第6个“爱”能对使用者几年来所伤害——包括杀死——的任何人产生同情。不久后,由于使用者无法正视自己的生活,他会产生强烈的自我厌恶。如果使用者的意志点在这一阶段后降低到了0,他就会立刻进入哀号状态(黑旋舞者只有在这个阶段的反应不一样。绝大多数舞者都会对自我的毁灭感到荣耀。他们不会陷入哀号,相反上阶段的难度+1会消失,但魂怒点投掷的难度-2则依旧保持)。
第7个“黑暗”则会出卖使用者的命运。他的心智会完全处于妖蛆(如果不是妖蛆,那就是任何运作此书的精魂)的控制之下。说书人可让走到这步的玩家放弃对其人物的控制,或合作着在人物间创造出一个潜伏在幕后的“特务”。
第8个“索命”也很单纯:它会立刻杀死玩家。并且死状极惨,会成为灰烬和焦油。
故事灵感:使用利土托卡之书的方式有多种,包括敌人手中的利器和狼人与恶魔的致命交易。
敌人会怎么使用它呢?他们只会一直写,直到转至无比强大的“神”符文吗?如果真是这样,敌人最终会沦为书的牺牲品吗?或者他们是否会有更仪式化的使用方法? 在一个相当史诗级的启示录中启用它的方法之一就是将使用此书当作末日到来的开端——一个黑旋舞者弦月发现了本书,书写了一次然后发现了一个邪恶的仪式,它能使此书起初带来的灾难再次降临到世上,使世界化为灰烬与焦油。也可以设定一个扭曲的“寻找失落灵具”的游戏,玩家的狼群要拼命在黑旋舞者狼群找到它前摧毁掉他们。
在狼人手中,此书能以诱饵或邪恶传说的方式介绍给玩家之一,而狼群的其他人则竭力拯救他——也许这已经太晚了。它也可以作为族群中一些人的黑暗秘密而被保存着。但如果真是如此,他们又为什么要自己保存呢?
最后,此书的所在之处也可以有答案。它在哪儿?是现世吗?还是仅存在于影界?介于它的历史,或许它只存在于暴虐界域。而任何涉及此书的故事都可能以利土托卡结束…
出处:《月锤与月刃(WW3813)》 第123-125页
复兴圣杯
灵知点8
这个神秘的金圣杯在虔诚者加雷特和他的战士去亚马逊前的宴会上出现了。此灵具在盖亚子民的传说中时不时地出现。一些人说它含着盖亚女神为她子民——那五只被杀害的部族创始人——哭泣的泪水。另一些人宣称这就是亚瑟王的骑士所寻找的那个圣杯。但无论如何它的功能都是确定的。
三分之一个新月期时,圣杯会充满海水。任何喝下这些原始咸水的人都将深睡,他们会在睡眠中看到盖亚。
每次的内容都有不同,但都包含了母亲对她堕落子民的悲伤,以及随早晨而到来的生命复兴。它们都是盖亚的记忆,但也和使用者自身的经历及职业有关。
此灵具独一无二。
出处:《第2版部族书:盖亚子民(WW3853)》 第80页
疯狂之弓(译注:星观这几个灵具我稍微修改了下名字,原版的太古怪了)
灵知点7
这个古老的灵具实际上是一把弓和箭袋,其起源远在有记载的历史之前。几乎没有星观能习得这件物品的任何真相——除了它非常古老,和精魂不希望讨论此事以外。
传说它是一个古老的星观神话中的遗物。那个神话是这样的:一天,一个叫七蚀的星观被叫到了朝廷上,他被告知太阳很愤怒。它比平时热一倍,似乎有些生气。七蚀走了出去,感受到了热度并看见太阳变成了空中的一个巨大球体。在他的超凡视力面前,球体分离开并形成了两个太阳。分裂继续,直到空中有十个太阳为止。植物因高温而着火,人们从头发烫到头皮,土地被烤成了黑沙。但七蚀没有受影响,他拿出了自己的弓并对每个太阳射出了魔法箭,一个又一个地击落了它们。最终他摧毁了九个太阳,但最初的那个还留着,并又开始膨胀了。
不过七蚀看见了太阳火焰后有一点黑色的闪光,便对其射出了弓箭。一团乌黑的羽毛从太阳的怒火中咳出,那是只乌鸦,一只邪恶的妖蛆精魂。乌鸦的羽毛变成了凉爽的雨水并让盖亚恢复了正常——但乌鸦并未罢休。它飞进了七蚀的魔法弓并污染了它。最终七蚀疯掉了。
传说认为这个古老的灵具就是他的弓。激活后,其弓箭袋会充满无尽的箭。激活后的弓的任何攻击骰子都自动获得1个成功数(但这1个能被大失败移除掉)。1只箭造成7个骰子的恶性伤害。
叫它“疯狂之弓”是由于激活后,弓会暂时腐化使用者的心智(据说来自于依旧被绑定的乌鸦精魂)。说书人必须选择1项不会妨碍攻击的精神疾病,余下的激活时间(1幕)内,星观会受到疾病的影响。
出处:《第2版部族书:星观(WW3861)》 第83-84页
福格的9毫米手枪
灵知点8
在武器中,玻璃行者最爱将其中的手枪变成灵具。灵具手枪存在几个变种,但当中知名度最高的几个之一还是福格的9毫米手枪。
据传说所述,芝加哥侦探杰克逊·福格穷极一生试图放倒传奇的玻璃行者詹路易吉·卢奇,最终在一个被废弃的海滨旁,福格发现了他和随行的他的狼群。卢西在福克射击前戏弄了他近一个小时,但手枪的精度和威力使卢西完全措手不及,他喘不上气,几近死亡。最后他的狼群将侦探撕成了碎片,但福格的勇猛吸引了一只风之精魂,它自愿被绑定进枪中,这解释了其子弹的高速和高精度。卢西本人一直用着该枪,直至他去世。
任何由此枪射出的子弹都造成恶性伤害。所有使用此枪时的枪械技能投掷的难度都-3。此外,在不移动枪支、不改变准星的每回合中,都会多加2个骰子的伤害,最多能这样加20个骰子。
出处:《第2版部族书:玻璃行者(WW3856)》 第85页
干将
灵知点8
干将是一位古代的星观铸剑师。他那使金属精魂服从自己的知名技艺使他能将钢铁重叠再重叠,从而铸造出强大又锋利的剑。他将许多这样的武器提供给自己的部族,并常常为其铸造灵具武器供他们作战。他对精魂有一种天生的魅力,能诱使它们进入自己的武器里。然而有一天,干将的这种能力却消失了。
干将和另一位星观有一个忌子儿子。有一天,一只奇美拉的侍灵前来,并告诉干将一个令人不安的预言: 他生下的这头狼很丑陋。而且它即使正处在襁褓中,也对此非常怨恨。干将并不知道这只侍灵其实是蚣蚣的精魂,是大腐化者派来腐蚀他内心的。他害怕自己真生了头怪物,所以当晚就前去杀掉了他自己的孩子。
他的部族发现了他的越界并以诅咒惩罚了他。从那时起他便再也无法操控金属;而且他无论怎么铸造,都只能刚好加热它们,要使其有延展性则完全不可能。所以他退居乡村,在哀号中度过了一生。然而在他退居前,他造了最后一把剑,它的制造无需使用铸造,或者是和炼铁相关的灵赋。他以自己的名字命名了它,并将其留给了星观们作为对自己罪行的补偿。
干将是把太极剑。由交错排列并绑在一起的硬币(有点像闪电)造成。握柄是包裹在皮革绳中的木芯。这是把简陋的剑,它甚至没有一点棱角。并被绑定了麒麟的化身。
激活后,剑会长出利刃。它会以突然拖拉和推挤的方式引导持剑者的手,并能让星观击中敌人最脆弱的脉轮。激活后每次的攻击投掷的难度都-1。造成力量+5的恶性伤害。持有激活后的干将的星观会觉得自己的脉轮迸发着活力,这会让他多2个吸收骰子。
出处:《第2版部族书:星观(WW3861)》 第83页
瘟疫之锤
传说:雷爪萨瓦,狼人已知的最伟大的武器工匠之一,在上古时代为一位影侯首领打造了此锤。他用地底深处的铅制造了该锤,并绑定了二十七只种类未知的精魂,然后站立于山顶,用一束闪电铸就了它。
装备了这一武器的影侯长老比任何时候都要令人恐惧。众所周知,它不仅会杀伤被击中的受害者,还会令他们永世不得安宁。即使在几个世纪后,受害者的家系依旧会被排挤——因为他们是受诅且不洁的。
据说只有影侯和他们的家族才被允许触碰此锤,违反这一规定会给世界造成严重后果。但这部分传说在其被铸就后的千年中被无视了许多次,如今它被认为是对神话的错误补充。当然,很多影侯都希望是如此。
灵具:瘟疫之锤是把大到能让芬里斯之子宣称是他们所有的战锤,然而它的设计却完全是影侯式的:锤身是灰褐色的铅,两边各刻有两只风暴乌鸦的宏伟图画;锤柄上有一组符号。它色彩沉闷,但很有威胁性,旨在向任何看到它的人发出严肃警告。瘟疫之锤也确实很好地做到了这点。
激活(难度8)后,任何被锤子击中的人都要投掷1次灵知点(难度7),否则会遭受锤子的诅咒。那些没有灵知点的根本无法抵抗。受害者的耳鼻和gang门会在被击中的1周内流血不止;其手脚会长出水泡;其他地方则长水疱;随机而来的刺痛穿过他的胃。受害者还会失去1个除非诅咒被移除否则不会回复的健康等级。但目前并没有移除诅咒的方法,历史上也没先例。
最让知晓传说的人感到害怕的是,受害者只要触碰就能传染这些疫病(感染者同样要投掷灵知点来检定)。如此一来,家庭关系就会破裂,受害者成为社会上的贱民,瘟疫会在家族几代里一直传递下去。
此锤造成力量+3的恶性伤害。
故事灵感:引入瘟疫之锤的最直接的方式就是让其在敌人手里,玩家之一可能会被击中,狼群会出动,极力寻找移除诅咒的方法。如果你这么构思,请把故事的感情戏做好。受害的玩家是否会恐惧无法移除诅咒?绝望会何时出现?孤独呢?甚至可以考虑引入物理上的反应,失眠算是其中比较合理的。
另一个方式就是让玩家拥有此锤,用以对抗其它狼人敌人。在游戏中可将该锤当成巨大的政治威胁手段——玩家随时都可能使用它,但真正用上它相当于宣告了全面战争的开始。间谍和有限的介入活动可以和僵持与外交手段相匹配,来创造一个比绝大多数狼人游戏更激烈,压抑的环境。
当然你也可以将此锤设定成只有自称有相匹配血统的科涅茨科一家才能使用…
出处:《月锤与月刃(WW3813)》 第120-121页
利萨玛鲁之剑
灵知点8
利萨玛鲁之剑看起来像个带柄的暗色大金属盒——非常像剑,但要厚,方得多,且有个大开口。它的边缘变得薄,以达到能切割的锋利程度。
它能造成力量+3的恶性伤害,攻击难度7。然而当激活后,该剑的开口能产生噼啪作响的电流,光和热从剑身上散发出来。在普通的敏捷+白刃攻击骰上投掷出的第1个之后的每个成功数都能让1个额外的敌人受到伤害,所以3个成功数就能让3个不同的敌人受到伤害(1个是打中的,另外2个是被波及的)。所有受害者都受到剑击打的完整伤害。吸收时将这种扩散伤害当成恶性的。
出处:《末日怒嚎(WW3999)》 第196页
月银月刃
灵知点7
这一仪式用匕首并不像其他月刃那样,它有着月银涂层。因此携带它的狼人并不会因其涂层下的银而失去灵知点;相反,狼人还会因月银而在使用它时被认为多有1点灵知点。匕首寄宿了一只战斗或保护精魂,面对被银克制的敌人会造成双倍伤害。攻击难度为6。像狼人等被银克制的生物无法吸收它造成的伤害。
此灵具来自索克塔的界域,而且只有她或她的精魂拥有。但狼人可以自己用月银浸染个人的月刃。
出处:《魂怒天体(WW3110)》 第133页
盗火者的火炬
灵知点8
这是一个永不熄灭的火炬——即使被泡在水中也是如此。
如果作为武器使用,投掷敏捷+白刃,抵抗的难度是5,造成1个健康等级的伤害。但它还有另一个功能。它能给持有者的智力属性多加1个骰子,并可以通过投掷1次智力+语言学来理解任何语言。
玻璃行者将此看作圣物,并花费了许多精力来寻找。据传丛林深处的一位狼子拥有着它,使其远离了人类。
出处:《狼种法则(WW3050)》 第54页
莫克勒-姆边贝的长矛
灵知点5
不清楚此灵具是否真是莫克勒-姆边贝本人的物品(译注:莫克勒-姆边贝在游戏中是刚果丛林的远古龙王,美、非洲鳄人的祖先),但鳄人的刚果支系坚信它就是。它在外表上是非洲风格的战斗长矛,而对矛头成分的检测则显示出它是由金银矿制成的。此外,这件武器的纯度之奇特意味着它能既像银又像金那样影响变形者。除龙人外的变形者很难分辨出这件武器的银材质(所有相关的骰子的难度都是10)。所有使用该长矛的难度都+1,但激活后的武器会造成双倍伤害。
此灵具仅存一件。
出处:《变形种书:鳄人(WW3801)》 第70页
精魂月刃
灵知点6
此月刃绑定了1只精魂,它可让你从影界中保护现世。精魂提供灵赋影界视觉和跨界攻击。
出处:《法肯堡基金会(WW3101)》 第25页
雄鹿战车
传说:很少有灵具像这件一样诞生于如此的悲剧之中。玻璃行者宣称它诞生于古罗马,费奥纳则说是中世纪的威尔士,噬骨者却认为是上周的新泽西州。这些时间什么的都没关系,有关系的是名字。暮色雷霆,一支勇猛的狼群。闪电之击,它勇猛的队长。还有怀洛特,在诱使闪电之击离开他的族群后杀掉了七只狼嫡姐妹的堕妖。
自闪电之击是雏狼以来,她就知道这七个姐妹——因为她在原始觉醒前是这个家族的第八个。她怒不可遏地带着自己的狼群去追杀胆小的怀洛特。不敢迎击盖亚武士的怀洛特逃到了用暗铁制成的战车上。但他终究难逃一死,闪电之击用利爪杀了他,但她还不满足——毕竟,她失去了七个姐妹。在怀洛特死后,她放弃了她的生活,驾驶着战车穿越了险棘。
她搜遍了高和低影界,却找不到强大到能复活她死去姐妹的精魂。露娜为她哭泣,将银置于她的战车上,却爱莫能助。赫利俄斯给她温暖的怀抱,将金置于她的战车上,可也无能为力。
最后她找到了雄鹿,它充满了生息与欲望。他倾听了闪电之击并因此被打动——不是因为她们的死去,而是因为她们还未找到伴侣。而她们都很年轻,但都没有最年幼的闪电之击年轻。
他同意复活七姐妹,但这是有代价的——毕竟,没有人能活着离开死神的交易桌。为了复活姐妹们,另外七个少女必须代替她们死去。心中充满悲伤的闪电之击接受了他的条件。他告诉她让七位少女清洗战车,然后姐妹就会复活。
所以她找了六个女孩,将她们带到了湖边的战车前,而她,第一个舔舐了战车。
灵具:雄鹿战车由金银和铁制成,它在世界某处的一个深湖旁。
它1年只能被激活1次,而且为了激活,7位少女必须清洗战车并被献祭。少女必须是自愿的,而且得是狼嫡或狼人(无需言明,即使找到战车也很少用它,而且用于献祭的几乎都是狼嫡)。
然而此战车非常强大。如果驾驶着它在某个地区绕圈,该地区就会被丰产所祝福。1年内其中的植物会以5倍的速度生长,变得异常丰腴健康。而这并不会让土壤负担过重。动物也会生长,但速度不会那么快。最后(对狼人来说这点最重要),任何怀孕的狼嫡或狼人都有50%的机率怀上狼人,而非平常的10%。
故事灵感:雄鹿战车算是传奇灵具中比较有趣的一个,因为它的传说和其能力并不相关。你能以几种方式利用这一事实。
其中一个就是“先钓上钩再换鱼饵”。向你的玩家展示传说,而当他们真找到战车后,就会发现其功用和传说完全不同。这可以用来挑战玩家的心理底线(当他们满怀复活死者的希望来寻找时,尤其如此)。
另一个方式就是让玩家寻找真能让战车复活死者的方法。它真能实现吗?如果可以,又该怎么做?
出处:《月锤与月刃(WW3813)》 第122-123页
超强召唤镜
灵知点 7
这是一面小镜子,它有个木制框架并画有奇怪的符号。它能让使用者通过前世背景和古时的求索狼群沟通。
使用者在镜中凝视自己,投掷1次意志点,对抗镜子的灵知点。但它只有被如今狼群的成员之一使用才会起作用,而且她要证明自己有价值。
当狼群结束了故事四时,他们才能成功使用它。 随后就能通过一位已死狼群成员的“转生”发现基金会的幕后主使(请看故事五:黑暗联盟)。
出处:《法肯堡基金会(WW3101)》 第26页
太阳剑
传说:在孟图霍特普三世时期,有一位名叫伊尼晖的年轻寂静行者满月回到了她在埃及的故乡。她的丈夫和儿子住在那儿。每九个月只能和他们见一次。当她离开时,她送给了他们饰有赫利俄斯,露娜和猫头鹰符号的饰物,称这会让他们免遭黑夜中怪物的攻击。悲伤的是,事实并非如此。
她在穿越着现实和梦境的染血沙漠返回了故乡。在那些夜晚,她的部族中没有一人能在故乡安稳睡去。但当伊尼晖接近她家人的家时,她连睡意都全无了——她只发现了被妖蛆之蛇的獠牙吸干血的尸体。他们打了一整夜,直到伊尼晖将她的满月刀(译注:寂静行者部族的代表武器,刀刃部分被做成满月形状的刀)插入了毒蛇的脖子,它是如此之深入以至于伊尼晖的手腕都跟着陷进去了。毒蛇不会死,可也不能动,因为任何移动都会让刀的利刃切断他的脖子。伊尼晖将这只瘫痪的杀人恶魔带进了影界。
即使在寂静行者这个旅行者部族中,伊尼晖也称得上是个真正的旅行者,没有她去不到的地方。因此她首先找到了月神露娜,向其鞠躬,乞求她杀掉屠杀了她家人的这条毒蛇。但露娜并不知道如何杀死这种蛇,她摇了摇头。伊尼晖对此表示了赞美,随后走了。
然后她又找到了猫头鹰,向其鞠躬,乞求他杀掉屠杀了她家人的这条毒蛇。猫头鹰知道如何杀死蛇,于是他把爪子搭在这条毒蛇身上。但即使强大如他也无法杀死这条蛇,所以他把这个秽恶之物甩到了地上并认输。伊尼晖对此表示了赞美,随后走了。
所以她去见了赫利俄斯,向其鞠躬,乞求他杀掉屠杀了她家人的这条毒蛇。赫利俄斯看了一眼毒蛇,随后它就化为了灰烬。伊尼晖这才知道毒蛇原来是吸血鬼。她把刀从灰烬中取出,看见它变成了金色。赫利俄斯已经用自己的火焰祝福了这柄剑,吸血鬼会因此害怕它。伊尼晖对此表示了赞美,随后走了。
传说在这之后,伊尼晖就带上了太阳剑并用它杀了两百只吸血鬼以复仇,然后带着它消失在了暗影界,希望能找到死去的家人。从那时起,时不时有人目击到她,太阳剑也因而重见天日。但传说也说道,在收到太阳剑的九个夜晚后,伊尼晖就会取回它。那些拒绝归还的将会悲惨地死去——有时是几小时后,有时则是几年后。
灵具:太阳剑这个名字并不恰当。认真说它之前其实是把锋利的刀,而根本不是什么剑。此灵具是金色的满月刀,绑定了赫利俄斯本尊的一部分。激活后此剑会成为纯粹的阳光。
它造成力量+3的恶性伤害,对吸血鬼翻倍;也会散发出阳光,且只要吸血鬼在场就会被其灼伤。30码以内,此剑散发的阳光便和正午的日光一样强,会影响被阳光克制的生物。
故事灵感:太阳剑很适合用作扭转战局的工具——至少是和吸血鬼的战争。然而持有该剑的时间限制会创造出一个有趣的窘况——玩家需要永久解决这场战争,或将战争推进到无需此剑的地步。否则他们在时限内达成的战果会很快消失。
持有时限也给开启“争分夺秒”类的编年史提供了可能。在这种编年史里,太阳剑被偷走,而且必须找回,因为伊尼晖,与其说是向持有太阳剑,不如说更倾向于向她给太阳剑的人要回它。无法取回剑意味着从前主人的受诅死亡。怀有恶意的说书人能在不破坏故事的情况下让玩家在取回的任务中失败,因为死亡距离诅咒降下还有很长一段时间(这是个不错的黑暗命运,它能降临到一些有合适缺点的不幸狼人上)。
出处:《月锤与月刃(WW3813)》 第119-120页
反基督血清(第338号展品)
灵知点10
这件独一无二的物品的贴切称呼由一位富有创造力(如果也算毛骨悚然)的安保人员给出,他看了太多的韦斯·卡彭特电影。它与其它数百件奇珍异宝被一同放在分类存储设施的箱子中。
如果从箱子和包装材料中取出这件物品,那么它就是个有三英尺长的细长圆柱体,里头装有一些呈虹彩的蓝绿色液体,它比绝大多数液体都稠,但也没到固体的程度。测试表明它所使用的技术比目前已知的都要先进。它在所有环境下都保持温暖的触感(37摄氏度),并由一些无眩光的“玻璃”制成——如果真是玻璃的话,那它还尚未被铸造成能触及表面的程度。
这件发掘出的容器和那奇怪的液体都无法被识别,它们有着数不清的谜团。一些人相信它是一位古老的秩者神灵的精华,至今都还保存着其力量。另一些则坚信它是原初时代之前的物质——是远在诸名,身份甚至意识存在前的那个至古时代的原初物质。还有好些人指出,这件物品的发现和同期久远景象族群的斗争有着一些相似之处,暗示它是个监狱,其所囚禁的个体的实力不亚于最小的妖蛆之爪,即三次受诅者萨拉撒斯。
但,既然是这么邪恶的力量(或强大的妖蛆灵具),那它又为何,能这么彻底地融合进,这种前所未有的秩者科技?到底是多邪恶的结盟才能解释妖蛆和秩者如此水乳交融的结合?
出处:《秩者之书(WW3209)》 第60-61页
巴别塔
传说:公元前53年,奥皮乌斯·曼努斯·加拉,一个其部族将成为后世的玻璃行者的古罗马狼人,发疯了 。他在某天开始语无伦次,完全无法治愈。但他在将被同族杀死前进入了影界并就此消失。他很有可能以某种方式和机器之父取得了联系,这即让他发疯又使他创造出了如此这般宏伟的物品,以至于当他再次出现并将自己所属的狼群领到其所在之处时,他们害怕他还会造出另一个,最终杀掉了他。
他所创造的是一只由玻璃和钢建造的塔状的精魂。奥皮乌斯·曼努斯·加拉在死前曾预言到“在错误的一年中,我们自己的工具会反过来对付我们,这座塔也会找到它的同伴”。一些行者弦月认为2000年就是“错误的一年”——它被错误地视作千禧年的开始,也是千年虫之年(译注:千年虫是一种非常古老的计算机bug,指电脑在进行跨世纪的日期处理运算时由于智能系统问题会发生故障,多出现于2000年前后)。他们也认为机器们在这时会对抗人类自己。这是一个引子,但让行者们害怕的是这是迄今为止的首次被宣告的引子——过去两千年来,加拉的预言从未被证实过。这种缺席让很多部族成员严肃对待这一引子。
所以如果前半段预言为真,那后半段的“寻找同伴”又是什么意思?在此的解释各有不同,但很多弦月其实已经知道了正确答案——这座塔将自己绑定到了世上的一座摩天大楼里。如今它正处于休眠状态。玻璃行者的计算机网络正试图找到它。但至今没人成功过。
灵具:直至今日还没有狼人知道这座塔的用途。真相是,它是个影界的避雷针,总机和连接点。
激活后,任何在塔内的有灵知点的人都会具有影界中处于几个不同位置的生物的视角,从表影界到诸界域再到暗影界。一头狼人先会进入一间会议室并看到死灵,还会在地球另一端听到对话,又会在他的皮肤上感受到暴虐界域的存在。由于这些混乱的经历,说书人可以要求投掷1次意志点来避免暂时的疯狂——塔那极具冲击力的影像和感官上的刺激会使使用者非常痛苦。
此外,走进塔内的一些门会让访客进入不寻常的地方——可以是影界的任何一处。但并不清楚哪扇门会通向哪儿。
最后此塔对影界没有防护。激活后精魂也能进来。而且由于它能通向影界的任何地方,它也能让任何种类的精魂进来。但绝大多数情况下,他们不会进来——此塔会吓到它们。但偶尔还是会有反例。
不论这些毛病,如果你可以理解此塔的话,那么它也是这个世界上最不可思议的智慧造物。总有办法能确定每个信号的来源,每扇门的去处。但这无法从逻辑甚至是智力上去理解。
弄清门的去处的方式一样,投掷1次感知+解码,难度相同。
故事灵感:巴别塔完美适用于现代鬼故事类的游戏。如果你让其绑定的摩天大楼和贫民窟中被遗忘的办公楼相连接,那么你可以让玩家在探索它时发现其已经被海量的忌灵所占据(如果你够黑心,还可以设定成,当其中的人激活任何灵具时,都会顺带着激活塔)。
但也有其它方式。如将此塔当作一栋繁华的建筑,里面有各种能使用它的装置(记住此塔只会影响有灵知点的生物,所以凡人不会注意到什么)。你可以容易地在塔内展开一场阴谋和世界级的大战。玩家的狼群通过它在全球各地搜罗情报。如果想更严肃的话,就把鬼故事和间谍游戏结合起来,尽情游玩。
出处:《月锤与月刃(WW3813)》 第118-119页
黑枪
灵知点8
这是一把旧美军的标配手枪。是被漆成黑色的柯尔特公司的点45口径手枪。它用的是普通的弹药,但… 射出的子弹就不一样了。子弹一旦从枪管穿过,它不尝到血就不会停。
所有的攻击和伤害骰池都照常,但子弹会一直绕着目标飞,直到击中或被毁才会停止。枪主能一口气射光1个弹夹的子弹但不让其命中哪怕1次,而它们则会不停涌向目标直到命中他。每1回合都要对每颗子弹投掷攻击骰子,直到命中。子弹可以被误导,但具体条件则取决于说书人。
出处:《魂怒亚马逊(WW3104)》 第55页
征服者之剑
灵知点6
这是一个强大的灵具,直到最近它才被塞缪尔·海特得到。它于几个世纪前由科技法师铸造,为的是协助佩德罗·德·乌苏亚绘制亚马逊地图。但没人料到法师下属洛佩·德·阿吉尔会发动兵变。尽管他后来被科技法师派出的军队斩首,但此剑本身却下落不明。直到最近,才被一个名叫抢劫忌灵者猫头鹰眼的乌克提纳狼人发现。这个狼人是个忌子,试图从他的随军赢得敬重,并在发现剑的途中向妖蛆敞开了心怀。
该剑能偷取所杀之人的记忆和力量。而携带剑的人能学习这些偷来的力量,这一点上很像灵赋喜鹊盗爪,但不同的是习得的力量是永久的。海特已经用这把强大的剑干掉了几个对手并习得了一些强大的灵赋。他计划用这把剑杀掉埃·多拉多并学习他的力量。
出处:《魂怒亚马逊(WW3104)》 第94页
第一月刃
传说:如本书开头所说,第一月刃据传是由隆月风嚎所造,她将月亮上的银和一只树精绑定在了一起,并前去报复那些折磨她的人,最后被杀。她死前将这首把月刃投入了湖中。月刃随河漂走,从此再也没被找到过。
灵具:第一月刃不像本章的其它传奇灵具,它没有给出绝对的具体系统。很明显,该月刃甚至比其余绝大多数传奇灵具都重要得多。它能以几种不同的方式被使用。
如果你只想把第一月刃当成烟雾弹来掩人耳目,那么你可以很轻松地做到这点。请注意它的创造传说完全没有涉及到其威力。它所绑定的甚至都不是战斗精魂,而是只树精。简单说,它的传说和创造就没有暗示它有哪怕一丁点儿的特殊能力。你可以把它当作一把普通的银剑,和其它剑一样造成致命伤害,而对狼人和其它被银克制的变形种则是恶性的,但除此之外就没其它加成了。
但如果你想把第一月刃做成和本书的其它传奇灵具相媲美的存在,那么你可以从被绑定的树精出发,设计一些生物上的特殊效果。第一月刃携带着自然之力,并会让本地的植物一同攻击敌人。因此在沙漠中第一月刃的威力和普通的一样。在植物较少的地方(如城市公园),第一月刃能对1个敌人攻击3次/回合。在植物多的地方则是5次/回合。这能让它成为威力巨大的单兵武器,并能和绝大多数传奇灵具相匹敌。
最后,如果你将其做成字面意义上的狼人王国圣杯——只要得到了它,就赢得了整场战争。那么,你可以设定成这个星球上的所有自然精魂都臣服于它。精魂们没有忘记风嚎和她的狼群为自己当中的一员所做出的高贵牺牲,以及他们是如何以疼痛,折磨和死去的代价来赢得了荣耀。从这个理解出发,第一月刃可以造成力量x3的恶性伤害。而且,只要击中了1个敌人,剩余的伤害骰子就能被分配给使用者所能看见的任何敌人。 军队会跪倒在第一月刃前,这么一个强力武器的回归也预示着末日之战的立刻到来。
故事灵感:第一月刃完美适用于“寻找圣杯”这类故事,玩家的狼群会极力寻找第一月刃。故事并不会争分夺秒(起码一开始不是),但找到的奖赏是如此之高以至于会把其它任务丢到一边。 如果你这么设定,那么完全可以将其当作烟雾弹——因为就没有武器能完全像其传奇那般强大。如果结局真这么扫兴,那么就这样吧。在游戏的初期展示其传说,然后一旦它被找到,就残酷地显示那些传说究竟有多误导人。说书人在此的难题,就是即使你让玩家们遭遇意外,也要找到一种能奖赏他们的适当方法。其中一种方法就是稍微转移故事的中心,可以通过给他们敌人(即使玩家找到了这把弱小的第一月刃,也依旧要击败他们),或代价(需要以某种方式支付)来实现。
此外还可以改变第一月刃本身的中心(和力量)。不是让其成为强力武器,而是让其成为更适用于具体个人的独特道具。一个解释就是它确实没有任何特殊能力,但它存在了无数时代,并对那些注定得到它的狼人来说有着其所需的力量。一旦它的使命完成,就会再次变成单纯的银刀,持有人必须让它离去(通常和传说一样要丢进河)。这种故事的一个可选情节,就是弄清为什么它的首个主人没有完成这些使命?是有更深层的,不见于史料的原因吗?比如风嚎返回了那个战场?
最后,你也可以用这里的系统来设定故事,并暗示它会随着时间流逝而觉醒。觉醒的原因可以有无数种,它觉醒的指导原则也能适用于任何编年史。也许它要杀掉特定的敌人才能觉醒(杀死风嚎的那些堕妖甚至有可能还活着)。也许当持有者的等级提升时,它就会觉醒。无论何种方式,第一月刃在持有者手中,都可以从一把银刀开始,随着时间流逝变成强大的武器,最后成为自然之力。
出处:《月锤与月刃(WW3813)》 第121-122页
雄鹿角
灵知点7
此灵具用现已灭绝的爱尔兰大角鹿鹿角雕刻而成,是件挂在高王宝座旁的珍贵器物。王会在遭遇巨大危机时吹响它来召唤部族。在角被吹响的那一刻,一只白雄鹿幽灵会出现在部族成员面前——不论他们在世界何处(影界也一样)。整个部族会在召唤后通过月桥和月道于塔拉之地集合。此灵具制造于第一次塔拉之战后,且只用过几次——比如现任高王去世而新一任上台时。
出处:《狼人:幽暗纪元(WW3800)》 第38页
结线
传说:摩伊赖是命运三女神的统称,她们掌控着世上所有人的命运——甚至连其它神明都无法幸免。三女神中,克洛托纺织生命之线,拉克西斯决定生命之线,阿特洛波斯切断生命之线。
据传说所述,一个名叫拉内拉的黑怒新月少女找到了三女神。她颤抖地看着阿特洛波斯切断一条条生命之线,但勇敢又不屈服于命运的拉内拉将所有线都缠在自己身上,并在每两根间都打了结,创造出了一条由所有人的生命之线所做成的绳子。当绳子太长而无法拿着时,她就打结来缩短它,直到绳子只有一个又一个的结。发现她前没人知道其究竟打了几个结。
但阿特洛波斯在她面前还拿着一根线。据传说所述,尽管拉内拉恐惧地哭泣着,泪水打在了自己的绳子上,但她依旧勇敢地站立着。阿特洛波斯最终切断了她的线,拉内拉死了。但摩伊赖再也无法触碰她的那根绳子,因为上面有着她的泪水,所以她们将其放在了远离自己的地方,没人能找到它。
尽管历史上它被得到过无数次,有时是黑怒部族,有时是其它部族,有时又是妖蛆。但它现在正在希腊附近一个不知名且仅存在于影界的小岛上。它并没有遗失,但由于岛上的永恒战争,无人能拿走它。珀加索斯最强大的五个仆从正和一只由五具无头尸组成的妖蛆怪物僵持不下。这怪物的每具尸体都有一种感官,他们的手合在一起,所以五具尸体都具有五感。他们却都会攻击任何靠近小岛的人。同时还有一只大蜘蛛看着双方,试图伺机偷走绳子。任何太接近的人都会被三种势力之一摧毁。
灵具:如其所说,结线是根自己打了结的绳子。任何拿着它的人都掌控着数以百万计的生与死者的命运。解开1个结就能让持有者对敌人释放数量未知的亡者灵魂。激活后,使用者要立刻花费1点灵知点(激活本身的花费照常)并投掷8个骰子,难度7。每个成功数都能召唤1个灵魂,并对1个敌人造成成功数个无法吸收的恶性伤害(所以5个成功数能分别对5个敌人造成5个健康等级的恶性伤害)。在此之后再花费1点灵知点,成功的骰子被再次投掷,难度7。它们有同样的效果。然后继续这个操作,直到没骰子可投。这就像潘多拉之盒一样,打开了就无法控制。
如果投出了大失败,那么大失败那次的所有投掷都被视作成功并依旧造成伤害,但攻击目标完全随机,不分敌友。更糟的是所有骰子都会被当作成功而再次投掷,随后的攻击同样随机。
故事灵感:结线的独特之处在于,知道其传说的人都清楚它的位置,但没人能拿到它。当岛上的交战双方联合起来,战争就会结束,第三方则会被摧毁。结线随后可能可以被理解。但三势力中,蜘蛛却是最奸诈和狡猾的一方。盖亚的战士会为了带回这一强大的武器而愿意让奇原和妖蛆达成和解吗?
出处:《月锤与月刃(WW3813)》 第117-118页
洛泰尔双子剑
版本1:
灵知点8
一双必须以佛罗伦萨式(双手各一把)握着的剑。如果其中一把被单独使用,它就会自动埋在地下,只露刀柄部分。
两把剑有几个特殊功能,其中最弱的一个就是能储存最多8点的魂怒点。如果它们以十字形在持有者头顶上交叉,也能产生类似灵赋惊雷的效果。激活时它们造成恶性伤害。
出处:《魂怒俄罗斯(WW3105)》 第72页
版本2:
灵知点8
这两把双子剑必须以佛罗伦萨式握着。如果其中一把被单独使用,它就会自动埋在地下,只露刀柄部分。
它们造成恶性伤害,最多能存储8点魂怒点;而且如果以十字形在持有者头顶上交叉,还能产生类似灵赋惊雷的效果。
出处:《第2版部族书:银牙(WW3860)》 第98页
黄色面纱
灵知点7
卡拉帕特里这个人在星观传说中是个寓言人物。她(也被称作黑暗之女)是玉帝本人的一个权臣。一些人说她的血统包含了玉帝本人审判人格的精魂物质。她对世界的现状是如此地悲伤和愤怒以至于决定做些什么。而她决定先解决自己部族内的腐化问题。
那些被她视作某种程度上“离经叛道”的人会以某种方式受到其拜访。离经叛道没有一个统一的标准。一个星观犯下的罪行可能是如此之严重以至于威胁到了神圣的圣地,另一个星观可能只是晚上喝太多。她会在夜晚以被惩罚者的分身出现。他们会看见自己,这个“自己”是通过了她的躯体反射回他们本人身体上的形象。但这种形象会笼罩着腐朽,他们的罪恶则会在她模仿的双眼中被读出。她会用玉帝本人的礼物完成这一举动,那礼物就是这个黄色面纱。
据说这个黄色面纱从未被星观找到过,但面纱本身却在寻找,试图找到一个有价值的灵魂来充当惩罚天使,在部族需要时都能出现。其他人认为这个面纱会到不知自己祖先是卡拉帕特里的星观手里。真相依旧未知。
激活它会让旁观者看到携带者的扭曲镜像而非本人。和本人的腐化分身争斗会有几个效果。首先是对自我的沮丧和厌恶,这会让携带者失去2点暂时意志点(对狼人来说还要失去2点暂时魂怒点,这也反映了此效果)。旁观者必须如实回答携带者的任何问题(这个“如实”是从说话人的角度出发的)。需要记住的是,生效时旁观者会陷入睡梦般的发呆,心神游离。当携带者远去(或解除了面纱的效果)后,目标会有无法忍受的“做正确之事”的意愿,但再次注意这种意愿取决于个体。在接下来的1个月亮周期中,目标在导向“做正确之事”的动作上的骰池都多1个骰子。
出处:《第2版部族书:星观(WW3861)》 第84页
雷电护腕
灵知点9
这一强大的灵具就像它的名字所暗示的那样,是一对与风暴相联系的前臂板甲,并含着雷电之父本尊的一部分。至今只有一件存世,而马格雷夫·科涅茨科戴着它们。护腕看上去是由深色金属制成,并镶有未知生物的牙齿。这是马格雷夫权力的象征,但并非来源——他早在创造护腕前就已经铲平了对手,即使它们不复存在,他也会继续如此。
此护腕有很多功能。它们能把佩戴者的力量属性提升4级,但他仍能用爪正常攻击。如果佩戴者用护腕挡金属武器或肉搏攻击,攻击者会因盔甲发出的电流而自动受到2个健康等级的致命伤害。此外,护腕每天能给佩戴者提供最多4点可使用的灵知点。最后,佩戴者能通过花费3点灵知点来召唤闪电轰击敌人。如果头顶上恰好有阴云,闪电就会从其中落下;否则会从使用者身上发出。无论哪种情况闪电都能对目标造成根本不可能吸收的5个健康等级的恶性伤害。
出处:《第2版部族书:影侯(WW3858)》 第81页
乌伦苏提
灵知点9
乌伦苏提即使不是独一无二,也是非常稀少的灵具。要得到它的话,大乌克提纳最强大的子民之一必须死去。在乌克提纳的额头上会有块透明水晶,和餐盘一样大,和钻石一样硬。从头到底有条途径中心的血红色条纹。
这块水晶的力量很多,但最重要的是预言能力。能在水晶中像“树在静水中的倒影”那般看见未来的景象。除外据说持有者还能看见他能指名的任何地方——甚至包括遥远的过去。而且只要石头吃饱喝足,他就会被馈赠以幸运。
但持有它也要付出代价。每周乌伦苏提都需要被提供血液(半品脱,小动物的),石头会吸收掉,条纹会闪烁。每半年就必须喝掉1只像鹿那样的大型动物的血。一些智者警告说别给它哪怕一点人或狼人的血,因为它会学着只吃这种东西的血。由于目前尚无人承认自己有乌伦苏提,无法证实此说法。
如果它没被按要求喂养,就会在夜晚飞向空中,并从它的主人或主人的子民中吸血。此外,据说它只会让主人触碰自己,并会攻击任何进入其所及之处的人。当不用时它必须被鹿皮包裹,放在土锅里并藏在阴暗的地方(洞穴比较好)。如果主人想长期闲置它,那么他必须先说明自己在很长一段时间内都不会再用到它。水晶(希望)会陷入沉睡。主人再次使用前必须先喂饱它,否则会吸干他的血。
出处:《第2版部族书:乌克提纳(WW3862)》 第78-79页
这两个灵具出自早期的拓展书,其等级都高于6级,应该是因为当时的设定还不完善——之后狼人灵具的最高级就一直只是6级。这里作为例外单独贴出。
老石
7级,灵知点8
据说这块小石头来自桌岩——那个狼人们在很久以前相聚并制定律令的神秘之地。它是当地一块古老石头的一个碎片。
它有着强制执行律令的能力,携带它的人只要在月会中就会听到其耳语。激活后,携带者投掷1次魅力+领导力(难度6)来下令,任何听到了命令的狼人都会强制遵守——即使是黑旋舞者也是如此。受害者可投掷1次意志点来对抗,难度6。但命令不包括让狼人违反律令。石头会使携带者的吸收骰+2——甚至对银或辐射也一样。
出处:《第1版说书人手册(WW3205)》 第122-123页
大地之鼓
8级,灵知点7
这一龟壳制成的鼓看起来就是个普通的美洲土著用器具——但它的外表是有欺骗性的。它实际上是克洛坦部族留存于世的最后几件物品之一。
仅仅是鼓的摇动(伴随1次成功的激活投掷)就足以让整片地区地震,夷平建筑,摧毁街道。激活骰子上的成功数决定了地震的英里数(1-成功数个英里半径)。很显然地震所造成的伤害无法用简单的投骰来计算。
自从克洛坦部族牺牲后,这个鼓就再没被摇动过。据说此鼓会暂时觉醒该部族的图腾精魂——乌龟,有人说它的背上就是绝对地土。
出处:《第1版说书人手册(WW3205)》 第123页
本帖最后由 雷鹰 于 2020-9-12 23:49 编辑
原文:
Banesword
Gnosis 7
The Banesword is a beautifully crafted sword used by the Black Spiral Dancers. It is almost exactly like the Silver Sword, except for the powers it grants. While it does provide one extra die in melee, it also allows its wielder to siphon Gnosis from its targets; the wielder may then use it himself. Roll the sword's Gnosis versus the target's (only after a successful hit that does at least one Health Level after soaking). The number of successes is the amount of Gnosis drained. The sword is usable only once per opponent per scene.
Source: Book of the Wyrm 1st Edition (WW3200), Page 110
Book of Rytolthoka
The Legend: There are very few times that the Garou are glad that a fetish is lost, but this book whose name is rarely dared spoken (at least, by the Garou,) is one of them. Madness has a way of leading to genius, and so it is unsurprising that the madness that infests the Black Spiral Dancers eventually yielded something of tremendous horror. Wypertilnt, a Black Spiral Dancer Galliard, wrote the first page of the book. According to legend, he one day renounced his life, went Ronin and wandered the wastelands. Every animal he saw, he gazed upon and it followed him with death in its eyes and the taste for blood on its tongue. Predators or prey, it mattered not. He led this army of insects, cats, wolves, horses and other animals to a large settlement of humans, and unleashed them upon the settlement as he in turn entered and butchered, tortured, and raped all within it. This place was named Rytolthoka. When a Garou pack finally caught up to him, they saw him sitting cross-legged on a three-meter high pile of dead bodies, both animal and human. The book sat in his lap.
So they slaughtered him. and then never returned. And pack after pack followed to find the last, and no word came until one, finally, showed more prudence than courage and returned with the truth of what had happened. Rytolthoka had become a black cancer upon the world, spreading ever onwards and burning everything it touched into ash and tar.
Perhaps because nothing so truly evil can ever stay dormant, or perhaps because the Wyrm himself directly intervened, the Book returned again and again. There are Get of Fenris who swear the truth of an ancient legend that saw the book arise in the hands of a Black Spiral sept, and two hundred of the Fenrir, half of them werewolves and half Kin, died to rid the book from their hands. Another legend comes from the Glass Walkers, who state that the book found Rome and for two weeks the city did naught but kill, rape and eat each other, and yet this tale has never found the history books. That this tribe, who puts more stock in such human history than any other, still shakes at this tale makes many Garou pale indeed. And in the Wild West, a Fianna Ahroun by the name of Seaghdh Road-of-Claws protected his sept from overwhelming forces by daring to read the Book - and write in it. He became possessed and could not stop writing, and his mind grew poisoned. When the sept knew he finally must be killed, four packs died to bring him down.
Since then, the Book has lain silent and unfound. All fear its return. All dread the prospect of the Black Spiral Dancers finding it once more.
The Fetish: The Book of Rytolthoka is massive, at least four inches thick and bound in thick black cowhide leather. Upon its surface are eight runes that no Garou can understand but which mean “Knowledge,” “God,” “Disease,” “Pain,” “Shame,” “Love,” “Darkness,” and “Soul,” written in a counterclockwise circle in that order. Once opened, the book is filled with writings in the same runic language that fill every page except the last three. No matter how much is written in the book, there will always be three empty pages.
Activating the Book of Rytolthoka initially seems to do nothing. It simply remains. However, every time thereafter the activator sees the Book they will need to make a Willpower roll (difficulty 7) to avoid writing in it. (Such writing is clearly guided by some source, either the book or something... else.) Every time the user writes in the Book they progress down the runic circle upon the cover. Ironically, none of the writings in the book are actually important. (Although Storytellers may decide they provide clues to the nature and secrets of the book's construction, etc.)
What's more, they feel compelled to look at the book often - If they have not seen the book that day, they must make a Willpower roll (difficulty 10!) to avoid looking at the book at least once before they can sleep. Those who have the book stolen from them thus lead miserable existences and will go to great lengths to procure it once more.
Every step down the runic circle creates a different effect for the writer. The first, “Knowledge” is the simplest - the user can now read the runic language of the book. “God” is the one that makes the Book so powerful. Upon reaching God, all successes the bearer makes on any roll are doubled. This effect never wears off.
From there, however, it's all downhill. “Disease” is exactly that; the bearer becomes plagued with illnesses, all of which are contagious. Boils and open sores become frequent. Appearance drops by one, as does Stamina. “Pain” subjects the bearer to bouts of crippling agony. Every time the bearer makes a Physical roll, failure causes a shooting pain through their body, which she endures for one turn before being able to act again. And “Shame” produces a powerful sense of disapproval from others and disregard for the bearer's own accomplishments. The difficulty for all rolls increases by 1, except for Rage rolls, whose difficulty drops by 2.
“Love” produces an empathy with any whom the bearer has hurt over the years, including those they have killed. Soon, an incredible self-hatred builds up as the bearer fails to see her own life as anything positive. Should the user's Willpower ever reach zero after this stage, she instantly enters Harano. (This is the only stage in which Black Spiral Dancers react differently; most instead glory in their own destruction. These ones feel no pull to Harano but instead have the +1 difficulty penalty removed, though their Rage rolls remain at -2 difficulty.)
“Darkness” seals the bearer's fate. Her mind is now utterly under the Wyrm's control. (Or, if not the Wyrm, then whatever spirit drives the Book.) Storytellers may ask players who reach this point to relinquish control of the character, or may conspire with the player to create a 'sleeper agent' out of them. Finally,“Soul" has a very simple effect - it kills the character instantly. Those who die meet a horrible end as they turn to ash and tar.
Story Hooks: The Book of Rytolthoka can be used in a host of ways, both as a feared weapon in the hands of the enemy or as a deadly deal with the devil in the hands of the Garou. How does the enemy use it? Do they simply all begin writing in it until they reach the awesomely powerful “God” rune? If so, will the enemy eventually implode as they fall prey to the dangers the Book presents? Or does the enemy have a more ritualistic way of using it? One possibility for a very epic chronicle would be to use the Book as the kickstart of the Apocalypse - A Black Spiral Dancer Theurge finds the book, writes in it once and then finds the blasphemous ritual that starts once again what began in Rytolthoka, turning the entire world into tar and ash. Also consider the possibility of a “hunt for the lost fetish” game with a twist, in which the players are pack desperately seeking to destroy a Black Spiral pack before they find it.
In the hands of the Garou, the book could be introduced to one of the players as a tempting lure or a tale of damnation as the rest of the pack tries to find a way to save them, perhaps too late. Or, it could be secretly owned by someone within the sept, their dark secret. If so, why have they kept it to themselves?
Finally, the question of Rytolthoka also could be answered. Where is it? Is it a real place in the physical realm? Does it now exist only in the Umbra? Perhaps, given its history, it exists in the Atrocity Realm. Any of the stories involving the Book might end up in Rytolthoka.
Source: Hammer & Klaive (WW3813), Page 123-125
Chalice of Renewal
Gnosis 8
This mystic chalice of gold appeared to Garret Faithful and his warriors as they sat at meat before going to the Amazon. It is known to have appeared from time to time throughout the Children's legends. Some say it held Mother Gaia's tears when she wept for her children, the five slain Garou pups who founded the tribe. Others claim that it was the cup sought by Arthur's knights. Its powers are certain. Only one such chalice has ever existed.
One new moon in three, the chalice fills with seawater. Anyone who drinks this primeval saltwater falls into a deep sleep wherein they have a vision of Gaia.
This vision is different each time but always contains the sorrow of a mother for her fallen children and the renewal of life with the morning. These are the memories of Gaia, but also relate to the dreamer's own life and work.
Source: Tribebook: Children of Gaia (Revised) (WW3853), Page 80
Fanruo Jushu, the Archer’s Madness
Gnosis 7
This ancestor fetish is actually an ancient bow and quiver set that predates recorded history. Few Stargazers have actually been able to discern any truth at all about this item, save that it's exceptionally old and the spirits don't wish to discuss it. Rumor has it that it is a legitimate relic from an old Stargazer myth. The myth goes like this: The Stargazer called Seven- Eclipses was called to court one day to be told that the sun was angry. It was twice as hot as usual, and seemed somehow furious. Seven- Eclipses went out, and felt the heat and saw the sun as a gigantic orb in the sky. Before his very eyes, the orb separated, and suddenly there were two suns. This replication continued to occur until there were ten suns in the sky. Plants caught fire from the heat, men's hair singed down to the scalp, and regular earth was burned into black sand. But Seven-Eclipses would have none of this, so he brought out his bow and fired his magical arrows into each sun, extinguishing them one after the other. He destroyed nine of the ten suns, but the remaining original sun began to swell and grow again.
But then Seven Eclipses saw it - a brief flash of black behind the fire of the sun, and he fired an arrow at the fleeting black spot. Coughed up out of the sun-flares was a cloud of black feathers, and a jun-raven, an evil Wyrm spirit, erupted from the womb of the sun. The raven's feathers turned to cooling rain and returned Gaia from her burning agony - but the jun-raven wasn't finished. It flew into Seven Eclipses' magical bow and poisoned it. Seven-Eclipses went mad.
Legend suggests that this ancestral fetish was his bow. Upon activation, Fanruo Jushu's quiver fills with arrows and is never depleted. Any attack roll with the activated bow automatically has one success attributed to the roll (though this success can be removed with subsequent botches). Damage from one of the arrows is seven dice, aggravated.
The “archer’s madness" comes in from the fact that, upon activation, the bow temporarily poisons the mind of the user (said to be the influence of the still bound jun-raven). The Storyteller must pick a derangement, one that doesn't inhibit the attack, and for the remainder of the activation (one scene) the Stargazer suffers from the effects of this derangement.
Source: Tribebook: Stargazers (Revised) (WW3861), Page 83-84
Fogg’s 9mm
Gnosis 8
More than any other weapon, Glass Walkers love to turn pistols into fetishes. Numerous variations on the fetish pistol exist, however one of the most famous of these is Fogg's 9mm. According to legend, Chicago detective Jackson Fogg made it his life's work to bring Gianluigi Lucci down, and finally found him on an abandoned waterfront with his pack around him. Lucci taunted him for nearly an hour before Fogg suddenly shot, and Lucci gasped as the sheer accuracy and force of the blow from the handgun caught him completely off guard, and he nearly died. His pack tore the policeman apart, but his bravery had attracted a Wind Spirit that bound itself into the gun, explaining the bullet's profound speed and accuracy, Lucci used the gun himself until the day he died.
Any bullet fired from this unique fetish does aggravated damage, and all Firearms rolls made using the gun are at -3 difficulty. Furthermore, for every turn spent immobile, without changing the gun's aim, it adds two additional dice of damage. A maximum of twenty dice of damage can be added in this way.
Source: Tribebook: Glass Walker (Revised) (WW3856), Page 85
Gan Jiang, the Knotted Thunderbolt
Gnosis 8
Gan Jiang was an ancient swordmaker of the Stargazers. His famous techniques of coaxing the spirits of his metal to obey him allowed him to fold the steel over and over again, creating a strong, sharp blade. He provided many of these weapons to his tribe, often creating fetish weapons for them to carry into battle. He had a way with the spirits, a natural ability to charm them, and entice them into his weapons. One day, however, Gan Jiang's rapport with the spirits got the best of him. Gan Jiang had a metis son by another Stargazer, and one day a Jaggling of Chimera came and told Gan Jiang a disturbing prophecy: His siring a disfigured beast, and this resentment was strong even in his current infancy. Gan Jiang didn't know that this Jaggling was really a spirit of Kung Kung, and that the Great Corrupter sought to poison the swordmaker's mind. Gan Jiang went that night and murdered his own child, fearful that he had helped to sire a monster.
His tribe discovered his transgression and punished him with a curse. From then on, the metals wouldn't give into his manipulations, and any forge he used would barely even warm the metals, much less make them malleable for forming. So he retired to the countryside to live a life in Harano. Before he did, however, he created one last sword that didn't require use of the forge or of his metalsmith gifts. He called that sword after his own name, and left it in the hands of other Stargazers as recompense for his crime.
That sword is a Tai-Ji sword. The blade is made of bound-together imperial coins in a staggered pattern (somewhat like a thunderbolt). The grip is a simple wooden core wrapped in leather cording. It is a humble sword without even the slightest edge to it. Bound within it is an avatar of Chi-Rin, an Incarna similar to Unicorn.
When activated, the sword develops a sudden edge. It directs the hand of the wielder in sudden tugs and pushes, and allows the Stargazer to strike at the most vulnerable chakra points of the opponent. Every attack roll made with the activated weapon is at -1 difficulty; the damage is Strength + 5, aggravated. The activation of this weapon also confers one more benefit. When holding Gan Jiang, the Stargazer feels that her own chakras are vibrant and alive, and this helps protect her from damage. She gains +2 to every soak roll.
Source: Tribebook: Stargazers (Revised) (WW3861), Page 83
Hammer of Plagues
The Legend: One of the greatest weapon smiths the Garou have ever known, Sava Claws-of-Lightning created the Hammer of Plagues for a great leader of the Shadow Lords in times unrecorded. He created the hammer from lead brought up from deep within the Earth, bound it with twenty-seven spirits of kinds unknown, and then forged it within a bolt of lightning while standing astride the peak of a mountain.
Thus armed with this weapon, the Shadow Lord elder was feared more than ever before. The Hammer of Plagues, it was known, did not merely touch those whom it struck, but any the victim of its blows would ever care for. Centuries later, the family line of the Hammer's original victim would still be shunned, for they were cursed and unclean.
Supposedly, only the Shadow Lord and his line were ever allowed to touch the Hammer, with grave consequences for the whole world if this was violated. This part of the legend has been disregarded many a time in the millennia following its creation, however, and is now regarded as a false addition to the myth. Certainly, many Shadow Lords hope so.
The Fetish: The Hammer of Plagues is a massive warhammer that the Get of Fenris would be proud to call their own. However, its design is utterly Shadow Lord: impassive gray lead carved with grandiose images of two Storm Crows upon each side of the hammer and a set of glyphs upon the shaft of the handle. It is dull in hue but highly threatening, intended to send a grim warning into the heart of anyone who should see it. The Hammer of Plagues performs this task very well indeed.
When activated (at difficulty 8), anyone struck by the Hammer must make a Gnosis roll (difficulty 7) or suffer the effects of the curse the Hammer conveys. Those who do not have Gnosis have no way of resisting the curse. Within a week of being struck, the victim begins to bleed from the ears, nose and anus, blisters begin to grow upon the victim's feet and hands, boils erupt elsewhere, and random piercing pains push through the victim's stomach. From then onwards, the afflicted victim loses one health level that can never be regained unless the curse is lifted. There is no way known to lift the curse, and it has never been lifted once in history.
What particularly horrifies most who know the legend is that anyone afflicted by the Hammer passes on the plague with only a touch. (Those touched receive the same Gnosis roll to resist as the originally afflicted.) As such, relationships with family break down, the afflicted becomes a social pariah, and the plague can descend down through generations of a family unchecked.
The Hammer of Plagues also does Strength +3 aggravated damage.
Story Hooks: The most obvious way to introduce the Hammer of Plagues is in the hands of an antagonist, opening up the possibility of one of the characters being afflicted and sending the pack out to try and find a cure for the curse. If you do this, be sure to play up the emotional angles of the story. Does the afflicted character worry that they might not find a cure? When does desperation set in? What about loneliness? Even physical factors can be considered - loss of sleep would be a very logical problem.
Another way would be to have the characters in possession of the Hammer of Plagues against other Garou foes. Treat the Hammer as a way to set up something like nuclear politics in your game – The threat of using the Hammer is always there, but actually bringing it out is a declaration of total war. Stalemates and diplomacy match with espionage and limited engagements to create a more tense, restrained environment than most Werewolf games.
Finally, of course, you could suggest that the Hammer really was only meant to be used by the Shadow Lord's line, from which the Konietzko family claims descent...
Source: Hammer & Klaive (WW3813), Page 120-121
Lisamaru Blade
Gnosis 8
The Lisamaru blade takes the shape of a large dull grey metal box with a hilt, much like a sword, but considerably thicker, blockier and with a notably open top. The edges do thin out to razor sharpness for slicing, doing Strength + 3 aggravated damage with difficulty 7 to hit. When activated, however, the open end of the blade produces a crackling beam of electricity, heat and light that extends outwards from the blade. Every success beyond the first made on a standard Dexterity + Melee attack roll takes the damage to an additional opponent, so that three successes on the roll would damage three different opponents (the one hit by the blade and two more). All suffer the full damage the blade would normally inflict; this damage is treated as regular aggravated damage for purposes of soak.
Source: Apocalypse (WW3999), Page 196
Moonsilver Klaive
Gnosis 7
This ritual dagger, unlike other Klaives, bears a permanent coating of Moonsilver. Thus, a Garou who carries this dagger loses no Gnosis from the underlying silver of the klaive. Instead, the Garou functions as if his Gnosis were one point higher due to the Moonsilver. The dagger houses a spirit of war or protection and does double damage dice against silver-vulnerable opponents. The difficulty to attack with a Moonsilver Klaive is 6. Garou and other creatures intolerant of silver may not soak the damage from this weapon. This fetish comes from Sokhta's Realm and can only be obtained from her or one of her spirits, although it is possible for a Garou to obtain Moonsilver and dip her own klaive in the substance.
Source: Rage Across the Heavens (WW3110), Page 133
Prometheus' Torch
Gnosis 8
This is a torch that forever burns. Its fire never goes out, even when dunked in water. If used as a weapon (Dexterity + Melee), it is difficulty 5 to resist, causing one wound level. It has another property, though. It gives its bearer plus one die to Intelligence and allows a roll of Intelligence + Linguistics to understand any language. This is considered to be a sacred relic to the Glass Walkers and they would do much to find it. It is rumored to be in the possession of a lupus deep in the woods, keeping it from humankind.
Source: Ways of the Wolf (WW3050), Page 54
Spear of Mokolé-Mbembe
Gnosis 5
This fetish may or may not have belonged to Mokolé-Mbembe himself, but the Congo Clutch swear that it is so. This weapon is in appearance an Entoban war-spear, but examination of the spear head will reveal that the metal is electrum. Furthermore, the singular purity of this weapon means that it affects shapechangers as if it were both silver and gold. Bête are rarely be able to discern the silver properties of this alloy (all rolls are at 10 difficulty). All difficulties in using this spear are increased by 1, but the weapon inflicts double damage when activated. This fetish is unique.
Source: Changing Breed Book: Mokolé (WW3081), Page 70
Spirit Slayer
Gnosis 6
This Klaive has a spirit bound into it dedicated to the defense of the earthly realm from Umbral manifestations. The spirit provides the following gifts: Umbral Sight and Sideways Attack.
Source: Valkenburg Foundation (WW3101), Page 25
Stag’s Chariot
The Legend: There are few fetishes among the Garou born in such tragedy as Stag's Chariot. The legend is told many times and every time, the place and the time changes. The Glass Walkers swear it happened in Ancient Rome, the Fianna in Medieval Wales, and one Bone Gnawer continues to assert it happened in New Jersey last week. None of that matters. All that matters are the names. Twilight Wrath, the brave pack. Strikes-as-Lightning, their brave alpha. And Wylot, the fomor that murdered seven Kinfolk sisters after luring Twilight Wrath away from their sept.
Strikes- as-Lightning had known the seven sisters since she was a cub, since she was the eighth cub in their family before she Changed. And she burned with anger as she lead her pack on Wylot the coward's trail, who would not fight Gaia's holy warriors but fled upon a chariot made of dull iron. But his death was inevitable, as was his pain at Strikes-as-Lightning's claws. But she was not satisfied. Her seven sisters lay dead still. At his death, she renounced her life and took the bit of the chariot in her teeth, and pulled it beyond the Gauntlet.
And she searched the Umbra high and low, but she could not find a spirit so powerful as to bring back her sisters from the darkest places. Luna wept tears for her, and put silver on her chariot, but could not help. And Helios held her in his warm embrace, and put gold on her chariot, but could not assist.
And then she found Stag, who was filled with life and lust. He listened to Strikes-as-Lightning and was modified. Not because they died, but that they died before they found mates, since they were young, and neither had Strikes-as-Lightning for she was the youngest. And he agreed to bring her sisters back, but he couldn't do it for free; no one deals marked cards to Death and lives to leave the table. In exchange for the seven sisters, seven other maidens would need to take their place. And with sorrow in her heart, Strikes-as-Lightning accepted Stag's offer, and he told her to find the seven maidens to wash the chariot, and it would bring back the sisters.
So Strikes with-Lightning found six young girls, and brought them to a lake and the chariot, and then she licked the Chariot first.
The Fetish: Stag's Chariot is made from gold, silver and iron, and is located somewhere in the world in a deep lake. The Chariot may only be activated once a year, and to activate it seven maidens must wash the Chariot in the lake and then be ritually sacrificed. The maidens must willingly agree and must be Kinfolk or Garou. (Needless to say, even were the Chariot to be found it would rarely be activated, and Garou are almost never used as the sacrifice.)
However, the Chariot's effects are considerably powerful. By driving the Chariot around an area in a circle, the area within that circle is blessed with fertility. Any plant life within the area grows at five times its normal rate for a year, becoming incredibly fertile and abundant. This does not exhaust the soil. Animals likewise grow in number, though to not quite the same extent. And finally (and most importantly to the Garou), any pregnant Kin or Garou within the circle at the time of the Chariot's activation have a 50% chance of giving birth to Garou, a very large increase from their normal chances of 10%.
Story Hooks: Stag's Chariot is an interesting case for a legendary fetish in that its legend notably departs from what it actually does. You can use this fact in a number of ways for a chronicle.
Baiting and switching is one option. Present your players with the legend, and once they finally find the Chariot they find it has vastly different properties. This could be done to challenge the players' assumptions. (Especially if the person they were hoping to bring back from the dead died in a way they approved of.)
Another choice is for the player characters to try and find a way to make the Chariot bring people back from the dead. Can it be done? If so, how?
Source: Hammer & Klaive (WW3813), Page 122-123
Summons from across the Gulf
Gnosis 7
This is a small mirror, set in a wooden frame and painted with odd symbols. This fetish allows the previous Questing Pack to be channeled through Past Life. The user stares at herself in the mirror and rolls her Willpower versus the fetish's Gnosis. However, it will only work when used by a member of the current Pack, and only after she has proven herself worthy. By the time the pack has finished Story Four, they should be able to successfully use this. They can then discover, through the “reincarnation” of a dead pack member, the Puppeteers which haunt the Foundation. (See Story Five: “Dark Union”.)
Source: Valkenburg Foundation (WW3101), Page 26
Sword of the Sun
The Legend: During the reign of Mentuhotep the Third, a young Silent Strider Ahroun by the name of Inihue returned to the lands of her birth in Egypt. Her husband and son lived there, whom she saw but once every nine moons. When she left, she gave them a charm engraved with glyphs for Helios, Luna and Owl, swearing this would keep them safe from the monsters that came with the night winds. Sadly for them, it was not her word to give.
Returning, she walked across bloodied sands in her life and in her dreams. None of her tribe slept well in the homelands during those nights, but Inihue slept little as she neared the home of her family – whose bloodless corpses she found torn by the fangs of a Wyrm-serpent. They fought under a full moon, until Inihue buried her d'siah into the neck of the serpent, so deep her own wrist was buried in it with her sword. It would not die, yet could not move, for any movement caused the d'siah's sharp blade to cut into its sides. Thus paralyzed, Inihue carried the murderous demon into the Umbra.
Inihue was a traveler among even that tribe of travelers, and she knew the ways to anywhere she cared to go. So first she sought out and found Luna, and bowed before her begging that she should slay the serpent that murdered her family. But Luna knew nothing of how to slay a serpent like this, and shook her head. Inihue gave praise, and left.
She then found Owl, and bowed before him begging that he should slay the serpent that murdered her family. Owl knew how to kill snakes, and so set upon the serpent with his talons. But try as he might, he could not kill the serpent, and so he threw the foul thing against the ground and declared defeat. Inihue gave praise, and left.
So she came to see Helios, and bowed before him begging that he should slay the serpent that murdered her family. Helios took one look at the snake, and the snake burned to ashes. Inihue, now recognizing the serpent as a vampire, pulled her d'siah from the ashes, and saw that it had become gold. Helios had blessed the blade with his fire, so that the Leeches would fear it. Inihue gave praise, and left.
The legend says after this, Inihue took the Sword of the Sun and with it slaughtered two hundred vampires in vengeance for her family's death, and then departed with it into the Dark Umbra in hopes of finding them again. Since then, there have been sightings of Inihue repeatedly, and the Sword of the Sun has resurfaced. Legend says, however, that nine moons after receiving the Sword of the Sun, Inihue returns for it. Those who refuse die horrible deaths, sometimes hours, sometimes years afterwards.
The Fetish: The Sword of the Sun is inappropriately named; it was formerly a flint knife, not a sword at all. The fetish is a golden d'siah, bound with a portion of Helios himself. When activated, the blade becomes pure sunlight. It does Strength + 3 aggravated damage, and against vampires that damage is doubled. It also radiates sunlight and will damage vampires simply by being in their presence. Within thirty yards, the light given off by the Sword of the Sun is considered as strong as noonday sun, for purposes of affecting creatures with a vulnerability to sunlight.
Story Hooks: The Sword of the Sun works great as an instrument to turn the tides of war, at least in wars with vampires. However, the time limit placed upon ownership of the Sword creates an interesting dilemma - the players need to fight the war in a way that permanently solves it, or that puts them in a position where the Sword of the Sun isn't required after it is taken away. Otherwise, all the good work they've done in the past nine moons will be gone as quickly as it came.
The time limit also creates the possibility for a “race against time” chronicle with a difference. In this scenario, the Sword of the Sun is stolen and must be found because Inihue won't (or might not) come to whomever holds the Sword, but rather to whomever she gave it. Failure to recover the Sword in time means the previous owner's own death via curse. Storytellers who are feeling vicious can also allow for the players to fail in this mission without destroying a chronicle in the process, since the death may come a long time after the curse is laid upon them. (In particular, this is a fine Dark Fate to fall on some luckless Garou with the appropriate Flaw.)
Source: Hammer & Klaive (WW3813), Page 119-120
The Antichrist Serum (Exhibit 338)
Gnosis 10
This one-of-a-kind object was affectionately named by a creative (if creepy) security guard who watched one too many Wes Carpenter flicks. It sits crated in a classified storage facility alongside hundreds of other curiosities of its ilk.
Removed from its crate and other packaging, the object appears to be a slender three-foot cylinder of some iridescent blue-green fluid, thicker than most liquids, yet not quite solid. An obvious testament to technology advanced beyond anything the world has yet seen, it remains warm to the touch (37° Celsius) in all environments and is fashioned from some glare-free glass - although, if it is glass, the instrument has not yet been forged that could even scratch its surface.
More stories than storytellers surround this unearthly container and its strange payload, which resists all attempts at identification. Some believe it to be ichor from an ancient Weaver Incarna, heartblood that retains power over its mistress still. Others maintain it is the stuff of Before - the primordial essence of a dawn time older than Names, identities, or even consciousness. And more than a few, pointing to same-time similarities between this item's discovery and the recent struggles at the Sept of Bygone Visions, whisper that it serves as prison to no less an entity than Thrassus Thrice-Damned, Smallest Talon of the Wyrm itself.
But how could such a corrupt power (or any Wyrm talisman) enshroud itself so completely in heretofore-unseen Weaver technology! And what hellish alliance could explain such a merging between Weaver and Wyrm?
Source: Book of the Weaver (WW3209), Page 60-61
The Babel Center
The Legend: In 53 BCE, Oppius Memmius Gala went mad. A Garou in Ancient Rome belonging to the tribe that would eventually become the Glass Walkers, he one day began babbling incoherently, and nothing seemed to cure him. He was about to be killed by his tribemates when he stepped sideways into the Umbra and vanished. It is highly speculated that he had somehow contacted the Machine, which is both what drove him mad and what led him to an act of creation so profound and colossal that when he emerged and led his pack to what he had made, they killed him anyway, for fear he might make another.
What he created was a spirit in the shape of a tower, built of steel and glass. Before he died, Oppius Memmius Gala prophesied “In a wrong year, our own tools will turn against us and the Tower will find its mate.” A few Glass Walker Theurges have suggested that 2000 is the “wrong year” - incorrectly considered the beginning of the millennium, and also the year of the Y2K bug, which these same Theurges suggest could be the tools turning against mankind. It's a stretch, but what scares Glass Walker Galliards is that this is the first stretch ever suggested - in over two millennia, not one declaration that Gala's prophecy had come true was made. And that absence is what has many of the tribe taking the stretch seriously.
So if it's true, then what does “finding its mate” entail? Opinion here is more divided, but more than a few Theurges have come to the correct conclusion - The steel and glass tower has bound itself into a skyscraper somewhere in the world. The unfortunate thing is that no one knows which. The Babel Center could be any skyscraper in any city of the world. It's currently lying dormant, and there's a project on the Glass Walkers computer network attempting to try and find it. Needless to say, so far no one has.
The Fetish: To date, no Garou actually knows what the Babel Center does. However, the truth is that the Center acts as an Umbral lightning rod, switchboard, and junction point. When activated, anyone in the Babel Center with Gnosis begins to experience various senses of being at different points in the Umbra, from the Penumbra to the Realms to the Dark Umbra. One Garou will step into a boardroom and see images of the restless ghosts, a second will hear conversations on the other side of planet, and a third will feel the Atrocity Realm on his skin. For particularly disturbing encounters, the Storyteller may ask for a Willpower roll to avoid temporary bouts of insanity - The combination of the Babel Center's razor sharp vividness and the sensory clashes that result can be harrowing.
In addition, stepping through some doors sends the visitor into unusual locations, which can be anywhere in the Umbra at all. There is no clear sense about which doors go where, and which are just doors into other rooms in the skyscraper.
And finally, the Babel Center has no particular security against the Umbra. Once activated, spirits can get in, as well. And since they can get in from anywhere in the Umbra, there can be literally any type of spirit. For the most part, they do not enter – The Babel Center scares them. But occasionally, one will enter the Center for some reason.
Yet despite these problems, the Babel Center is also the most incredible intelligence post in the world, if you can work it out. There is a way to know where every signal is, and where every door goes. It's not a logical comprehension, nor even an instinctual one.
Finding a door to a location is done in the same way, with a Perception + Enigmas roll at the same difficulties.
Story Hooks: Using the Babel Center as a setting for a modern day ghost story chronicle is a natural. If you choose to make the skyscraper the Babel Center spirit has attached itself to an abandoned office block in the bad part of town, then you can easily play with the idea of a large, nasty Bane finding its way into the Center as the characters explore it. (If you're particularly vicious, then you could as easily choose to have the Center activate the moment someone activates any fetish.)
However, other opportunities exist as well. Setting the Babel Center as a prosperous, active building sets up all sorts of monkey wrenches into the act of using it. (Remember, those without Gnosis are unaffected by the Babel Center, so normal humans won't notice anything.) It wouldn't be hard to set up a game of intrigue and global war in the Babel Center, with the players' pack feeding intelligence on crucial situations worldwide with the legendary fetish. Or, for some serious fun, combine the ghost story and the spy game into one, and go nuts with the themes of both.
Source: Hammer & Klaive (WW3813), Page 118-119
The Black Pistol
Gnosis 8
This is a standard issue, old US army .45 Colt automatic, painted black. It takes normal load ammunition, but… does things to these bullets. Once a bullet passes down the barrel of this baby, it won't stop going until it tastes blood. All attack and damage Dice Pools are normal, but the bullet will keep flying around its target until it hits or is destroyed. The owner of this gun can fire his full clip and not hit once. The bullets will keep swarming around their target until they hit. Keep making attack rolls for each bullet every round until every bullet hits. The bullets can be fooled, but exactly how is up to the Storyteller.
Source: Rage Across Amazon (WW3104), Page 55
The Conquistador’s Sword
Gnosis 6
This is a powerful artifact that has only recently come into Samuel Haight's possession. This sword was created centuries ago by the' Technomancers as a way of assisting Pedro de Ursua in his attempts to map Amazonia. No one had counted on one of the mage's subordinates, Lope de Aguirre, to start a mutiny. Aguirre was later beheaded by the troops sent by Technomancers, but the Conquistador's Sword was never found until it was located recently by an Uktena Garou, Owl Eyes Bane-Snatcher. Owl Eyes Bane-Snatcher, a metis, was trying to win respect from his fellow troops and, in locating the sword, opened his heart to the Wyrm. Haight has since ‘Iiberated" the powerful fetish and learned how it works. Effectively, the Conquistador's Sword will steal the memories of anyone it kills and take any paths of power into itself. The paths of power can then be learned by the bearer of the sword, rather like the Thieving Talons of the Magpie, but on a permanent basis. Haight has now used this powerful fetish against several opponents and has learned several powerful Gifs. He plans to use the Conquistador's Sword against EI Dorado to learn the powers of the mage.
Source: Rage Across Amazon (WW3104), Page 94
The First Klaive
The Legend: As told at the beginning of this book, the first klaive was allegedly created by Wind-Howl, a Galliard, who bound silver taken from the moon with a Glade Child. She ventured forth to deliver retribution upon those that had tortured her, and was slain. Before she died, she hurled the First Klaive into a river and it washed away, never to be seen again.
The Fetish: Unlike the other sample legendary fetishes here, the First Klaive is presented without a suggested set of rules. The First Klaive is clearly of greater importance than even most other legendary fetishes, and could be employed in a number of different ways.
If you want to make the First Klaive a red herring, you could certainly do this easily enough. Note that the legend of its creation doesn't credit it with killing a single fomor. It's not bound with a war-spirit, but instead a Glade Child. In short, there's nothing in the legend or the construction of the First Klaive that specifically suggests it should have any special properties whatsoever. If you want to do this, then the First Klaive is a silver blade with no special properties, doing lethal damage as per a sword. It is silver and will do aggravated damage to Garou and those Fera affected by the lunar metal, but it is not a supernatural source of injury apart from that.
However, if you'd rather place the First Klaive on an even footing with most of the other legendary fetishes in this book, then you could play on the Glade Child basis of the fetish and suggest a botanical set of effects. The First Klaive brings the forces of nature with it and causes plants in the area to attack with the First Klaive. In a desert, the First Klaive does nothing more than a normal Klaive. In a lightly wooded area (such as a city park) the First Klaive can make three attacks at one target per turn. And in a heavily wooded area the First Klaive can make five attacks at one target per turn. This makes the First Klaive a devastating weapon against individual opponents and a rough match for most legendary fetishes.
Finally, you can play the First Klaive up as the almost literal Holy Grail for the Garou Nation: Possess the First Klaive, win the war. The First Klaive carries with it the loyalty of every nature spirit on the planet, who have not forgotten the noble sacrifice of Wind-Howl and her pack made for one of their own, and how they paid for their honor with pain, torture and death. Under such an interpretation, the First Klaive might do Strength x3 aggravated damage, and as long as one target is hit with the blade, the rest of the damage roll may be distributed among any opponents the wielder can see. Armies will fall to the First Klaive, and the return of such a potent weapon must surely herald the immediate beginning of the Apocalypse.
Story Hooks: The First Klaive is probably the perfect object of a 'Search for the Holy Grail' storyline, in which the players' pack dedicates itself to finding the First Klaive. There's no desperate rush (at least at first) but the rewards of finding it are so incredibly high that it pushes aside other goals. If you do this, then there's a lot of logic in employing the First Klaive as a red herring, because no weapon can possibly live up the legend surrounding it. If it's going to be an anticlimax, then make use of it. Play up the legend in the early stages of the game and then, once it is found, make it brutally clear how misguided those legends are. Your trouble here will be finding a way to reward the players for their efforts even as you pull the rug out from underneath them. One way this could be done is to shift the focus of the chronicle slightly, by giving them an enemy, (who still needs to be defeated after the weak First Klaive is found) or a charge (who needs to be helped in some way).
Alternatively, change the focus (and powers) of the First Klaive itself. Don't make it a destroyer of armies but instead make it uniquely suited to a more personal problem. One explanation that could be offered is that the First Klaive doesn't have, in fact, a singular set of powers but instead exists throughout the ages and has whatever powers it needs to have for those Garou destined to own it. Once this destiny is fulfilled, the First Klaive becomes simply a silver knife again and the owner feels compelled to let go of it (normally by throwing it into a river). An alternate progression for this campaign would be to wonder why it didn't seem to do this for its first owner. Was there a deeper reason, unrecorded by history, that Wind-Howl went back to that battlefield?
Finally, you could also play around with the multiple powers presented here and suggest that the First Klaive awakens over time. The reason for this could be anything, and the guidelines upon which it awakens can also be adapted for any chronicle. Perhaps certain enemies must be slain with it for it to awaken. (Perhaps even the fomori that killed Wind-Howl, still alive to this day.) Perhaps the First Klaive gains in power as the owner rises in rank. Either way, over time the First Klaive can begin as a silver knife, become a powerful weapon, and end as a force of nature in the owner's hands.
Source: Hammer & Klaive (WW3813), Page 121-122
The Horn of the Stag
Gnosis 7
This fetish carved from the antler of the now-extinct great Irish deer is a prized item which hangs beside the throne of the Ard Righ. In times of great peril, the King blows it to summon the tribe. The moment the horn is sounded, a ghostly white stag appears before the scattered tribemembers, wherever they are in the world (and the Umbra as well). So summoned, by moonbridge and moon path the tribe assembles at Tara. Created after the First Battle of Tara, the horn has been winded only a handful of times, such as when the Ard Righ dies and a new one is chosen.
Source: Werewolf: The Dark Ages (WW3800), Page 38
The Knotted Thread
The Legend: The Moirae was the correct name of the Fates, the three goddesses who controlled the lives of everyone within every world. Even the other gods and goddesses were not spared - as Clotho spun the threads of their life, Lachesis judged the length of every thread and every life, and Atropos cut the thread free to push the soul and life of every individual into the grip of death.
According to the Legend of the Knotted Thread, one woman, a maiden Black Fury Ragabash named laneira found the Moirae, and she watched and trembled as Atropos cast aside every thread. But laneira, brave and irreverent, gathered to herself every thread and tied a knot between each one, creating a rope made of the threads of every person's soul. When the rope grew too long to hold, she knotted the threads further to shorten it, until it was nothing but knots, over and over. No one would ever again know how many threads made up the rope before she was discovered, and Atropos held a length of thread before her eyes. Ianeira, according to the Black Furies, wept with fear over the rope she had created, but stood bravely. Atropos cut the thread, and laneira died. But the Moirae could not touch the rope again because her tears were on it, and so they instead placed it far from them, where none would possess it.
And yet it has been possessed throughout the ages, sometimes by the Black Furies, sometimes by Garou of another tribe, and sometimes by the Wyrm. It now resides on an unnamed island near Greece, one that exists only in the Umbra. It is not lost, but none can touch it for a war exists eternally around the island. Five of Pegasus's greatest servants stomp and bite at a Wyrm monster made of five headless bodies, each with one sense and their hands joined together so that all may see, hear, touch, taste and smell. As each strikes at the other should they get too close to the island, so does a great spider watch both, to see if it can sneak to the Knotted Thread in their war. Any who venture too close are destroyed by one of the three forces.
The Fetish: As described, the Knotted Thread is a rope knotted in upon itself. Anyone who holds it holds the severed fate of millions who have lived and passed on, and may command them fittingly. By untying one knot, whoever holds the fetish may unleash the spirits of an unknown number of dead souls upon their opponents. After activation, the user immediately spends one point of Gnosis (in addition to any spent activating the fetish) and rolls 8 dice at difficulty 7. For every success, a dead soul is summoned and does a number of unsoakable aggravated health levels of damage equal to the number of successes rolled to one opponent. (So if five successes are rolled, five opponents suffer five health levels of damage.) After this, another point of Gnosis is expended and all dice that succeeded are rolled again, difficulty 7. The same effect then occurs, after which the dice that succeeded on that roll are rerolled and another Gnosis point expended, and so on until no dice succeed. The user may not choose to end the effect and stop spending Gnosis. Like Pandora's Box, once opened it may not be controlled.
If at any point a botch is rolled, then all the dice rolled in the botch are considered successes and do their damage, but do so entirely randomly to both opponents and friends alike. Worse still, this does not end and all dice are then rerolled as if they had been successes, and all rolls following this will attack randomly too.
Story Hooks: The Knotted Thread is unique in that all who know of its legend know where it is, yet none can touch it. Were two sides in the Island War united, the battle would end immediately, the third side destroyed. In the confusion that followed, the Knotted Thread could perhaps be seized. But of the three, the Spider is the most deceptive and clever. Would, in the desperation to bring such a weapon to Gaia's side, any of Her warriors be willing to try and make an alliance between the Wyrm and Wyld?
Source: Hammer & Klaive (WW3813), Page 117-118
The Twin Swords of Lothair
Version I:
Gnosis 8
A pair of swords which must be wielded Florentine style (one in each hand); if either sword is used separately, it will bury in the ground up to the hilt. The swords have several special powers, the least of which is the ability to store up to eight points of Rage within them. They can also produce a Clap of Thunder if they are crossed in the air in the form of a cross above the head of the wielder. When activated, the swords cause aggravated wounds.
Source: Rage Across Russia (WW3105), Page 72
Version II:
Gnosis 8
This pair of twin swords must be wielded Florentine style. If either is used separately, it will bury itself in the ground up to its hilt. The swords cause aggravated damage, store up to 8 Rage within themselves and can act like the Gift: Clap of Thunder if they are crossed in the air above the head of the wielder.
Source: Tribebook: Silver Fangs (Revised) (WW3860), Page 98
The Yellow Veil of Karapatri
Gnosis 7
The figure of Karapatri is something of a cautionary one among Stargazer legends. Karapatri (also called the Lady of the Endless Dark) was an apparent luminary of the Jade Emperor's own spiritual Ministers. Some say that her blood lineage actually includes the spirit matter of the Emperor's own mystic judges. Karapatri apparently grew so sad and so angry at the way the world had become, that she decided to do something about it. She decided first to tackle the corruption within her own tribe.
Those who Karapatri deemed "off the path" in some fashion or another received a visit from her. She never gauged one visitation the same as the next. One Stargazer may have committed so grave a crime as to have endangered a sacred caern, whereas another tribe member may have simply had too much to drink the night before. Karapatri would show up at night, and she would appear as a doppelganger of the punished. They would see themselves reflected back at them through her body, but the vision they saw of themselves would be laced with decay and rot, and their own sins could be read in Karapatri's mimicking eyes. Karapatri would achieve this effect using a gift from the Jade Emperor himself, which is this Yellow Veil.
It's said that the Yellow Veil is never found by a Stargazer, but that the Veil itself does the finding, seeking out a worthy soul who is capable of being the punishing angel that the tribe needs at any given moment. Others suggest that the Veil works its way into the hands of a Stargazer who unknowingly has Karapatri as his own ancestor. The truth remains unclear.
Activating this fetish causes its wearer to be seen by the viewer as being a distorted mirror image of the viewer herself. Being confronted by one's own corrupted twin has several effects. First is a terrible feeling of depression and self-loathing, which results in the removal of two temporary Willpower points. (In the case of Garou, this is also mirrored by a removal of two temporary Rage points on top of the Willpower loss.) Also, the viewer must answer all of the Veil-wearer's questions, and she must answer them truthfully (though “truth” is relative to the teller). It's important to remember that the viewer falls into a dreamlike trance and not herself when under the effects of his fetish. When the Veil-wearer is gone (or has deactivated the Veil's effects), the target is left with an unbearable desire to “do right,” though again that urge is somewhat relative to the individual. Any rolls the target makes over the following lunar cycle toward the act of “doing right” are done with an extra die.
Source: Tribebook: Stargazers (Revised) (WW3861), Page 84
Thunder’s Bracers
Gnosis 9
This mighty fetish is exactly what its name implies it to be - a pair of armor plates for the forearm which are tied to the storm, infused with a portion of Grandfather Thunder himself. There is, to date, only one set in existence, and the Margrave Konietzko wears them. The bracers appear to be made of a deeply stained metal, set with the teeth of an unknown creature. They are a symbol of his power, but not the source of it - the Margrave was crushing his opponents long before he created these bracers, and he will continue to do so should they leave his possession.
Thunder's Bracers have many powers. They increase the wielder's Strength by 4 points, and the wielder may make claw attacks normally. If the wielder uses the bracers to block an attack made with a metal weapon, or with an unarmed attack, the assailant automatically suffers two levels of lethal damage due to the electrical discharge generated by the armor. Additionally, the bracers provide up to four Gnosis points to the wielder per day, which may be used as he sees fit. Finally, the wearer of the bracers may spend three Gnosis points to call forth a bolt of lightning to smite his foes. If there happen to be storm clouds overhead, the lightning comes from them; other wise, it comes from the bracers themselves. In either case, the lightning deals five levels of aggravated damage to a single target, which may not be soaked by any means.
Source: Tribebook: Shadow Lords (Revised) (WW3858), Page 81
Ulunsuti
Gnosis 9
The Ulunsuti is a rare, if not unique, object, for in order to get it, one of Great Uktena's most powerful children must die. On the forehead of an uktena is a clear crystal, large as a dinner plate and hard as diamond, with a blood-red streak running through the center from the top to the bottom.
The powers ascribed to this stone are many, but chief among them is the ability to prophesy, seeing images of the future in the crystal “as a tree is reflected in the quiet stream.” In addition, the owner is said to be able to see anywhere he can name, and even cast his eye into the distant past. He is also gifted with luck in his endeavors, so long as the stone's hunger is sated.
But as with all such power, there is a price to wield it. The Ulunsuti must be given blood every seven days (half a pint - the blood of a small animal will do), which soaks into the stone and makes the streak shimmer. Twice a year, it must drink the blood of a large animal, such as a deer. Some wise men warn that the stone must never be given more than a little human or Garou blood, for it will learn to crave only that and accept no other kind. Since no one currently admits to having an ulunsuti, there is no way to confirm this.
If the stone isn't fed properly, it flies through the air at night and drinks its fill from the owner or his people. In addition, it is rumored to allow only its owner to touch it, attacking anyone else who ventures within reach. When not in use it must be wrapped in a whole deerskin placed in an earthen pot and hidden in a dark place (a cave is preferable). If the owner intends to store it away for a long time, he must tell the stone he won't need it for a long time, and (hopefully) it will go to sleep; it must be fed before he again tries to use it, or it will drain his blood.
Source: Tribebook: Uktena (Revised) (WW3862), Page 78-79
These two fetishes in early stuff are all higher than level six, which may due to the incomplete settings at the time. I put them here, as exceptions.
Elder Stone
Level 7, Gnosis 8
This small rock is said to be a chip from the ancient stone at Table Rock, the mythical site where the Garou came together ages ago to form the Litany. It has powers to enforce the rulings made there, and any bearing it will be given voice in any moot. When activated, the bearer can roll Charisma + Leadership (difficulty 6) to give any command and have it obeyed by any Garou who hears it – even Black Spiral Dancers. Victims can make a resisted Willpower roll at difficulty 6. The command cannot cause a Garou to violate the Litany, however. The rock also gives + 2 to the bearer's soak Dice Pool - even against silver or radiation.
Source: Storytellers Handbook 1st Edition (WW3205), Page 122-123
Earth Rattle
Level 8, Gnosis 7
This turtle shell rattle appears as nothing more than a Native American artifact - but looks are deceiving. It is in fact one of the few remaining items of power belonging to the Croatan tribe. The mere shaking of the rattle (along with a successful activation roll) is enough to cause massive earth-quakes over the entire region, leveling buildings and swallowing whole streets. The number of successes gained on the activation roll determines the mileage of the quake (1-mile radius per success). Obviously, the quake will cause damage inestimable in simple dice roll terms. This rattle has not been shaken since the death of the Croatan. It is said that the rattle temporarily awakens the Turtle, totem of the Croatan, on whose back the very Earth is said to rest.
Source: Storytellers Handbook 1st Edition (WW3205), Page 123
全是一本本翻着找出来的。即使是外网都很少有类似的整合。最多帖核心书的东西
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