From: Mitchell Kelly Subject: Lutran 2 By Mitch Kelly (MK00NF@CSL.GOV.UK) and Al Stuart (ian@ialas.demon.co.uk) With special thanks to Buckner Creel for ideas and inspirations. Thanks, man! Disclaimer: The World of Darkness is copyright to, and property of, White Wolf Game Studio. No infringement is intended. LUTRAN: WEREOTTERS FOR THE WORLD OF DARKNESS New Gifts Otter's Eye (Rank 2, Children of Otter only) Lutran using this Gift can see things far away, or hidden. The Lutran must have a still pool of water, or even a bowl of water, to look into. She then spends a point of Gnosis and roll Per + Enigmas. The difficulty of this roll is the higher of the Gauntlet at the Lutran's location, or the observed location. The Lutran must have visited the place being observed at least once. The more successes garnered, the clearer the images produced. Light's Blessing. (Level 3, Children of Lugh only) Light's Blessing calls upon the wisdom of Lugh, and allows the user to act as a great orator and concilliator, as Lugh was. The user must spend a point of Gnosis, and rolls Cha+Empathy, diff 7. The more successes gained, the greater the effect, but the precise effect depends on the circumstances. One success will encourage all within earshot of the user to stop to consider her words. If the user gets more successes, those that are generally friendly to her will immediately join in any debate, and will not take any action until all present have reached a consensus. Neutral parties will listen but must be persuaded to join in any debate. Hostile characters will not attack but will also need to be persuaded to join the debate. The more successes garnered, the greater these effects be. This is best roleplayed, with the temperament of the target taken fully into account. However, unless the user botches a roll, no one will attack her until the discussions are complete. The effects of Light's Blessing last until any debate is over, and a decision is reached. Voice of the Answerer (Rank 3, Children of Manannan only) The Lutran can use this Gift to ensure the defeat of a single enemy. The Lutran calls upon Manannan to aid him, spends a Gnosis point and a Willpower point. The next attack made by the Lutran does double damage, all of which is aggravated. Manannan is cautious in the provision of this Gift: he allows it to be used against creatures of the Wyrm and those who threaten his Children. If a Lutran uses Voice of the Answerer to attack a weaker foe, or to achieve selfish ends, Manannan may come in person to call his Child to account. This is always embarrassing (lose 2 Honour), often painful, and occasionally fatal. Watertracks (Rank 3) The Lutran spends a Gnosis point and he can travel instantaneously between two bodies for fresh water. The two bodies of water must be within line of sight, and each must be big enough to cover the Lutran in his current form. Flashflood (Rank 4) By spending a Gnosis point and rolling Wits + Survival, diff 8, the Lutran can cause a flood to strike in her vicinity. One success will flood a basement, three will put a river into flood, flood out a street or create a small pond, whilst five successes will wash away a street, burst a river's banks or create a small lake. Call Manannan (Rank 5) This Gift can only be used next to a river, or by the sea. The Lutran must sing a song to Manannan, which takes about twenty minutes, and spend a point each of Gnosis and Rage. The Lutran then rolls CHA+Occult, diff 8. A single success will bring Manannan to the Lutran. More successes simply bring him more quickly. He will arrive on his horse, and aid the Lutran as he sees fit. For the characteristics of the Avatar so summoned, see the section on Totems, below. Rites The Lutran use most common Rites. They are however somewhat selective in those they use. They do not have a Rite of Initiation. Even if they were inclined to do so, the Lutran, with their small numbers, could not afford to reject young members of their race. Instead they have a Rite of Acceptance, in which a Lutran demonstates the ability and desire to protect and defend his or her race, and the rest of the race, represented by a Moot, swear to protect the single Lutran. Since young Lutran are often stricken with wanderlust, this Rite is often performed on Lutran in their early twenties, rather than early teens. They have no Rite of Renunciation, or Winter Wolf. They use no punishment Rites except Rite of Ostracism and Stone of Scorn. When they use the Rite of Binding, they will not coerce a Spirit into being bound. They will only bind a willing spirit, and usually reward it well for its help. The Lutran have no Rite of Wounding, considering it crass and ignorant, but have a similar Rite for when a young Lutran first shows great Wisdom, calling this the Rite of the Awakened Mind. Four unique Rites are the Rite of Favour, Holy Holt, Rite of the Mountain Spring and the Rite of the Long Arm. Rite of Favour (Level 2) calls an Elemental Spirit to the Rite. The Ritemaster then requests the help of the Spirit in a single task by rolling Man + Occult, diff 7. The Rite offers the Spirit Gnosis from those performing it, and the Spirits are usually quite forthcoming in what they will do for the Lutran. Holy Holt (level 3) can only be performed once per Lutran. It creates a Holt (an otter's den), that connects direct to the Umbra. A Lutran, entering the Holy Holt, will pass direct into the Umbra. Anyone else entering simply finds a hole in the ground. The Rite takes several hours to perform, requires a total of ten Gnosis points from the participants, and fifteen successes on a Wits + Survival Roll, difficulty the local Gauntlet. Rite of the Mountain Spring (level 3) allows the Lutran to purify a body of water that has been contaminated. The caster of the rite must pour a small container of pure water into the contaminated body of water she wishes to cleanse. Water taken from a sacred well at a caern works best, but at a pinch Evian water will do. The caster then rolls Sta + Medicine, and spends two points of willpower and Gnosis. The difficulty of the roll depends on the size of the contaminated body of water: a small pond or stream is a 7, a small lake or river a 8, a large lake an 9, and a huge lake a 10. The life force streams from thebody of the Lutran, driving out the contamination and corruption in a wave of cleanliness. Rite of the Long Arm. (Level 5, Children of Lugh only) This allows the enactors of the Rite to produce a weapon of great power against Awakened foes. The Ritemaster must gather together the following: ground chalk, the brain of an Awakened enemy, and some items from the body of the enemy who is to be the target. This includes hairs, nail parings, scraps of flesh caught under fingernails etc. Then, the Ritemaster, along with at least three others, including the person who will use the weapon, must mix together the ingredients, form them into a ball, and leave them to harden in the sun. The participants must call upon Lugh and give voice to their hatred of the target whilst making the ball, and two points each of Rage, Gnosis and Willpower must be spent. The ball is a lethal weapon. Launched from a two-handed sling at the target, who must be within visual range, it will strike unerringly. The target can use Disciplines, Gifts, Arts, Glamour or even True Magick to hide or avoid the ball. This is a waste of time: the user can launch the ball successfully provided that she knows the target is within her range of vision. She does NOT have to see the target.. The ball does not miss, and even Correspondence magick won't help. The ball will simply follow the target, but it can be dodged: this only requires five successes on the Dodge roll, diff 9. If five successes are not achieved, the successes gained each negate one die of damage. The ball inflicts fifteen dice of aggravated damage, as it crushes internal organs and splinters bones... The brains of a victim of the ball are said to be especially potent in the production of new missiles. Totems The Lutran generally ally themselves with one of a small group of Totems: Otter is naturally the most common. In the British Isles, Manannan Mac Lir and Lugh of the Long Arm are also highly favoured. The Lutran of North America ally themselves with Otter and Glooscap (see Ways of the Wolf for more details). Those of Scandinavia and Russia have other mysterious Totems of their own. Otter Cost: 5 Otter is a totem of Wisdom. Wise old Otter sits under the riverbank, unseen by all, but himself missing nothing. Otter has keen senses, is difficult to surprise and if necessary, he can vanish in an instant. He knows when to strike and when to wait. He watches patiently, and can wear down a problem, attacking it from all sides until he finds the answer. Otter teaches his children Stealth 3, Alertness 3 and Enigmas 2. He also allows his children to use the Gift: Otter's Eye. Ban: Otter's children must not harm the aquatic environment in any way. Manannan Mac Lir Cost: 8 Manannan Mac Lir is a Totem of Cunning. The Celtic sea-god, associated with the Isle of Man in the Irish Sea, Manannan owns a horse that runs across the waves as easily as he could across the land, a boat that obeys the thoughts of its pilot, and a great sword, called The Answerer, that penetrates any armour. He is a powerful sorcerer and an expert shapechanger. Although he normally appears as a handsome young man, he can change form in the blink of an eye, and few can see through his disguises. Manannan is a deeply honourable being, who despises those who use their strength against those weaker than themselves. He abandoned the Garou after the War of Rage: to this day he will not ally himself with any Garou, and has attacked some of those who attempt to use his Caerns. Although he is more than willing to help his children, Manannan feels slighted if he is called for petty or personal reasons. It is ill-advised to slight Manannan. Manannan teaches his children Subterfuge 3, and Survival 3. He also allows them to use the Gift: Voice of the Answerer Ban: Manannan's children cannot harm creatures weaker than themselves, unless they are first attacked. Once a year they must swim in the ocean, to be at one with their totem. In addition, if a child of Manannan loses the favour of his Totem, the sea-god may come to extract his own vengeance. The Garou found this, to their cost, after the War of Rage. Avatar of Manannan: if Manannan is summoned using the Gift Call to Manannan, the Avatar being summoned has the following characteristics: Willpower: 9 Gnosis: 8 Rage: 6 Power: 65 Charms: Materialise: (cost 30. All physical attributes at 6, 10 health levels, Melee 6), Airt Sense, Armour, Healing, Cleanse the Blight, Create Wind, Disorientate, Flood, Shapeshift, Open Moonbridge. Manannan's sword, The Answerer, is a heavy broadsword (difficulty 5 for Manannan, 8 for anyone else), does STR+5 damage, and ignores any armour of any sort. Lugh of the Long Arm Cost: seven Lugh is a Totem of War. Lugh is the Lord of Light, a being of radiance and fire. He appears as a beautiful, golden-haired youth with an outstanding physique. He is clothed in white, and bears two weapons: a spear, and his sling, the great range of which gave him the name Lugh of the Long Arm. In battle he is a deadly, unstoppable force, who always prevails against his enemies. However, Lugh is not merely a simple soldier. His is also greatly skilled in all arts and crafts, and is a poet and musician almost without peer. He is as strong in debate or counsel as he is in battle, and he encourages his Children to be likewise. Lugh is not a common Totem, but he is popular with many different changing breeds, especially those with strong Celtic connections, such as the Fianna, the Lutran and the Corax. Children of Lugh gain Expression 3 and Melee 3. They may also use the Gift: Light's Blessing, and those sufficiently skilled can also enact the Rite of the Long Arm. Garou of the Fianna Tribe will always be well-disposed toward Children of Lugh. Ban: Children of Lugh must be well-rounded in their abilities. A warrior cannot simply be a fighter: she must also be a poetess or authoress, whilst a magician or artist cannot limit himself to arts: he must also develop the skills of war. Furthermore, Children of Lugh are forbidden to ever tell a lie, regardless of the effects of the truth. LUTRAN FETISH ITEMS The Lutran keep few very powerful Fetishes, preferring to create minor Fetishes and Talens or use Rites of Spirit Awakening. Two notable exceptions are The Answerer and the Daghda Harp The Answerer: Level 5, Gnosis 7 The Lutran do not use klaives. They regard the creation of weapon for duelling among themselves as the product of a mind driven mad by power and honour. However, the Lutran realise there are times when a weapon of great power may be needed, and for this they have a trio of swords, each called the Answerer. The Answerer is named after Manannan Mac Lir's great sword. These weapons were forged long, long ago. The stories tell that they were joint efforts: that the Lutran alone could not have created them, and that there were Mages and the Fae involved in the forging. In any event, the swords are of a curious metal: not iron, or silver, or anything else that is easily described. To a Mage,. the metal reeks of raw Prime energy - not stealable, merely deadly. The swords emit an eerie radiance that can be seen using Aura Perception and similar powers. To servants of the Wyrm, other enemies of Gaia, or foes of the Lutran, this radiance is chilling. To an enemy, The Answerer is fear embodied. Each Answerer has a Spirit of Justice bound into it. This allows the wielder to call upon considerable power in the service of truth or justice, and it also forbids the use of The Answerers for base purposes. The weapons resemble Celtic longswords: weapons intended to be used in great slashing strokes, to cleave limbs and skulls... To activate, a Gnosis roll, diff 7 is required. The weapon is then diff 6 to use, and does STR+5 damage. If the wielder so choses, damage is aggravated. If the sword is used for base purposes, it rolls its Gnosis versus a target of the wielder's Wits + Subterfuge. If the sword succeeds, the difficulty to use it rises to nine, and if the user continues to attempt evil acts, the sword will attack its wielder, using its Gnosis dice for attack and damage. Anyone confronted by a righteous user of an Answerer must make a willpower roll, difficulty 7, or be at +1 difficulty due to the fear that the weapon causes. Of the three Answerers left, one is kept at the Caern of Manannan, and used to defend the Caern, one is held by a Lutran Sept in the North of Scotland, while the third is in the hands of the Mannin Chantry, placed with the Mages as a sign of good faith. The Mages have pledged to return it if required, and come with the sword to help its wielder. The Daghda Harp, Level 5 Gnosis 6 The Daghda harp is another joint creation. The fae had a hand its making, and its unearthly tone reflects this. The Daghda Harp is more than a musical instrument. It allows the user's heartfelt wishes to be transmitted to any that hear its music. A Performance or Music score of four or better is needed for the Harp to allow itself to be used. Anyone without this level of ability will simply be unable to tune the Harp. After a Gnosis roll, the player can use the Harp to carry her feelings, wishes or emotions to an audience. It can inspire people to a task, drive them to anger or despair, or lift the heart of one who feels there is nothing to go on for. In effect, any social roll or Gift that uses emotion to convey its effect will have a number of automatic successes added to the roll equal to the activation successes. The Harp is a small Celtic bard's harp, made apparently of bone, although no-one can tell for sure, and strung with hair. It is always in tune, for a skilled user, and is enormously strong. In the event that it is threatened, it has a way of disappearing until it is safe again. The Daghda Harp is currently in the hands of the Sept of Manannan's Caern, who prize it greatly. A spirit of emotion is bound to the Harp. Lesser Fetishes Ogma's Scrolls Level 2 Gnosis 5 Ogma was the god of wisdom, and a great eacher. Often whilst trying to educate people, the Lutran found that a written explanation was better than a week of talking. The problem arose when there was a language barrier. Ogma's Scrolls overcome the barrier. The Lutran writes what she wants on the scroll in charcoal, then shows it to the person she is instructing. The reader can understand it, regardless of what language the Lutran uses or the reader understands. Indeed, if the Lutran is teaching a group of people who have different native languages, the writing will be understandable in one language per activation success. Once rolled up, the scroll goes blank again. Ogma's Scrolls appear to be vellum scrolls, about a 30cm long and about 10cm thick when rolled up. Ogma's Scrolls contain a wisdom spirit. Goibnu's Clubs Level 2 Gnosis 4 Although the Lutran are not violent, they are fully aware that at times only a good crack on the skull really works. Goibnu's Clubs look like a metre long walking stick, with a thick knob at one end, made of thornwood or oak root. In combat, the club is difficulty 5 to use, and does strength + 2 damage. If the target is damaged, however, it is stunned for one round per activation success. In this time the target can do NOTHING but stand (or sit, or lie down,) and look vacant. In this time the Lutran can employ a Gift, change form to a more combative one or manouevre for a better position. A bear spirit is bound into each of Goibnu's Clubs. Manannan's Mirrors Level 1 Gnosis 5 No more than enchanted oyster shells, these minor fetishes allow the user to peep into the Umbra through the reflective surface of the mother of pearl. Each has a water spirit bound to it. Talens Wellspring Water Gnosis 5 The Lutran seldom seem tired or downhearted. If they are they might well drink a bottle of Wellspring Water, a Talen that banishes fatigue, lifts the spirit and restores hope. This Talen has the form of a small bottle of clear spring water, with a sealed top wrapped in waterreeds. Older Lutran have been known to a good tot of Whiskey to the bottle, "just to ensure it works". Otter's Brush Gnosis 4 An Otter's Brush, a small bunch of hair from an otter's tail, allows the user to erase all traces of her passing by brushing it over the area into which she has passed.