corrupted_wolf
01 May 2010 @ 02:17 pm
A little toy the Consultants use. Check it out. Text is quoted from the Book of the Wyrm.

Fetish: Umbraphone
Level 1, Gnosis 3

This is a common toy among the Consultants camp of Black Spiral Dancers.  It seems to be a simple black cellular phone, but to those who know how to work its numerical codes, it can be used to make calls to and from the Umbra. Naturally, this can make a Dancer's Rolodex a worrisome thing indeed, as there's always the possibility of finding a direct line to someone like Lady Aife - or worse. The Glass Walkers have developed their own version of this fetish, although other tribes rumble that they might have been taught the secret by the wrong teachers...
 
 
corrupted_wolf
01 May 2010 @ 02:17 pm
A little toy the Consultants use. Check it out. Text is quoted from the Book of the Wyrm.

Fetish: Umbraphone
Level 1, Gnosis 3

This is a common toy among the Consultants camp of Black Spiral Dancers.  It seems to be a simple black cellular phone, but to those who know how to work its numerical codes, it can be used to make calls to and from the Umbra. Naturally, this can make a Dancer's Rolodex a worrisome thing indeed, as there's always the possibility of finding a direct line to someone like Lady Aife - or worse. The Glass Walkers have developed their own version of this fetish, although other tribes rumble that they might have been taught the secret by the wrong teachers...
 
 
corrupted_wolf
01 May 2010 @ 02:46 pm
Fun little things Pentex Dancers use. Check it out. Text from the Book of the Wyrm. Will add to this later if I use anything else.

Power Goggles
Level 2, Gnosis 3

First seen in the pages of a Pentex propaganda comic distributed among First Teams, these goggles are now available for use in installations around the world. These Bane fetishes are usable by fomori (who attune to them by rolling Willpower instead of Gnosis), and allow the wearer to see Garou as they traverse the Gauntlet from the Penumbra to the physical world. (The wearer must roll Perception + Occult, difficulty 7, to be alerted in time.) This warning may give a fomor that crucial, extra instant necessary to save his life.

Goblin Ale
Gnosis 4

This alcoholic elixir is typically bartered from the goblin brewers of the Shadow Court. One quaff of these spirits causes the drinker to suffer violently intense hallucinations, and may even shift a Garou accidentally into the Umbra. (Roll Gnosis against the local Gauntlet. If the drinker scores four or more successes, he instantly shifts sideways; three or fewer successes and he remains in the physical world.) Goblin Ale is completely intoxicating, and gets even the stoutest Garou drunker, quicker, than could any human brew. (Shapeshifters who get drunk on Goblin Ale are mean drunks - reduce the difficulty to frenzy by 2 while under the influence) It's a perennial favorite at Black Spiral moots, and usually makes the evening bloodier than usual.
 
 
corrupted_wolf
01 May 2010 @ 02:46 pm
Fun little things Dancers use. Check it out. Text from the Book of the Wyrm. Will add to this later if I use anything else.

Power Goggles
Level 2, Gnosis 3

First seen in the pages of a Pentex propaganda comic distributed among First Teams, these goggles are now available for use in installations around the world. These Bane fetishes are usable by fomori (who attune to them by rolling Willpower instead of Gnosis), and allow the wearer to see Garou as they traverse the Gauntlet from the Penumbra to the physical world. (The wearer must roll Perception + Occult, difficulty 7, to be alerted in time.) This warning may give a fomor that crucial, extra instant necessary to save his life.

Goblin Ale
Gnosis 4

This alcoholic elixir is typically bartered from the goblin brewers of the Shadow Court. One quaff of these spirits causes the drinker to suffer violently intense hallucinations, and may even shift a Garou accidentally into the Umbra. (Roll Gnosis against the local Gauntlet. If the drinker scores four or more successes, he instantly shifts sideways; three or fewer successes and he remains in the physical world.) Goblin Ale is completely intoxicating, and gets even the stoutest Garou drunker, quicker, than could any human brew. (Shapeshifters who get drunk on Goblin Ale are mean drunks - reduce the difficulty to frenzy by 2 while under the influence) It's a perennial favorite at Black Spiral moots, and usually makes the evening bloodier than usual.
 
 
corrupted_wolf
01 May 2010 @ 03:10 pm
Just a disclaimer:

Black Spiral Dancers are sick, even by Red Talons' and Shadow Lords' standards. There's nothing cool about rape or serial murder or other Dancer practices. They were not created by White Wolf to be player characters, though they can easily be adapted as such, but they take a lot of maturity and sensitivity to roleplay without making anyone uncomfortable or downright pissed off. As such, I will tend to gloss over the absolute horror of everyday Dancer life...the rape, torture, and murder, in favor of describing their role in relation to Pentex and the rest of the world. Forgive me, but reading and roleplaying that kind of stuff is sick as hell.

However! This is not the Journal of Emo Fluffy Bunnies. If you're looking for that, I'd suggest googling Twilight. This guy is a sick, sadistic puppy and is totally unrepentant. Read at your own risk.
 
 
corrupted_wolf
01 May 2010 @ 03:10 pm
Just a disclaimer:

Black Spiral Dancers are sick, even by Red Talons' and Shadow Lords' standards. There's nothing cool about rape or serial murder or other Dancer practices. They were not created by White Wolf to be player characters, though they can easily be adapted as such, but they take a lot of maturity and sensitivity to roleplay without making anyone uncomfortable or downright pissed off. As such, I will tend to gloss over the absolute horror of everyday Dancer life...the rape, torture, and murder, in favor of describing their role in relation to Pentex and the rest of the world. Forgive me, but reading and roleplaying that kind of stuff is sick as hell.

However! This is not the Journal of Emo Fluffy Bunnies. If you're looking for that, I'd suggest googling Twilight. This guy is a sick, sadistic puppy and is totally unrepentant. Read at your own risk.
 
 
corrupted_wolf
01 May 2010 @ 04:01 pm
Since the days of the Roman Empire, werewolves have "walked the spiral" to commune with the spirits of the Wyrm. This spirit quest is usually performed in the Shattered Labyrinth. The largest entrance to the maze is a great inlaid spiral on the floor of a Gothic cathedral known as the Temple Obscura. Inside, the stench of sulfur and monoxides is overpowering, Rows of sickly green balefire lamps ceaselessly churn lava and effluvium. On the floor of the cathedral is an intricate, interweaving patten stained in blood.

As a dancer weaves back and forth along this elaborate path, he enters a trance, one that gives him visions of an insane realm stranded outside of space and time. The valiant cultist then pursues a visionquest towards the center of the labyrinth. His Black Spiral Dance allows him to permeate the membranes that separate the concentric circles of this realm. As the initiate pursues the mysteries of his order, he follows an Umbral journey through a series of underground tunnels. His ordeal tests his inner wisdom and answers his doubts with madness.

The Nine Circles

Theurges speak of nine thresholds of wisdom in the Spiral Labyrinth, nine concentric circles of unspeakable ordeals. Each circle offers a test that a dancer must overcome before she can advance in Rank. If she is particularly ingenious, she may even learn a deviant Gift from the servitors of the labyrinth. The experience often resembles a little story, a surreal vignette set within endless corridors and presented by a host of treacherous Umbral spirits.

The First Circle: The Dance of Insight

Before a werewolf can be recognized as a true Black Spiral Dancer, she must survive this first ordeal. The experience always begins in darkness. The dancer then receives visions representing dark truths within her soul. Often, these secrets have been hidden for the sake of the initiate's sanity. Blasphemous revelations offer the pomise of further understanding, but the dancer must first overcome the limitations of her own mind. If she is weak, the experience shatters her sanity.

The Second Circle: The Dance of Rage

In the second circle, the initiate learns the strength of her anger, allowing her to indulge in violence as no mere Garou ever could. A dancer who enters this portion of the labyrinth is beset by overwhelming problems. The only way to overcome them is through frenzy. Utter psychotic ultraviolence is the only path leading out of this circle, encouraging the Black Spiral to enact any act of violation or destruction to achieve her goals.

The Third Circle: The Dance of Endurance

In this realm, the dancer must endure tests of physical and mental anguish. The experience is often a twisted version of a test the dancer underwent in her previous life, ultimately showing that she is too strong to fall before such opposition now. Physical anguish results in a higher tolerance to pollution, radiation, or sheer pain. Mental anguish allows communion with the Urge Wyrms, increasing understanding of the spirits' tactics so that the dancer may use similar methods against her foes.

The Fourth Circle: The Dance of Cunning

The guardian at the threshold of the fourth circle is a treacherous Bane, one who must be misled in a test of wits before the dancer can pass. This draws upon the dancer's Gnosis, requiring her to twist wisdom into false logic. Surviving this test allows the initiate to see through the deception of others, especially the spirits who serve the Wyrm. The Dance of Cunning may also involve realizing the truth behind a great lie.

The Fifth Circle: The Dance of Combat

Before crossing the threshold of the fifth circle, the petitioner must overcome a legion of foes. This ordeal is more of a symbolic epic battle than a blow-by-blow brawl. Sometimes the dancer tries to impress her tormentors by using violence in the most imaginable ways possible. If she can overwhelm these enemies without betraying her fear, her prowess in battle increases dramatically.
 
 
corrupted_wolf
01 May 2010 @ 04:01 pm
Since the days of the Roman Empire, werewolves have "walked the spiral" to commune with the spirits of the Wyrm. This spirit quest is usually performed in the Shattered Labyrinth. The largest entrance to the maze is a great inlaid spiral on the floor of a Gothic cathedral known as the Temple Obscura. Inside, the stench of sulfur and monoxides is overpowering, Rows of sickly green balefire lamps ceaselessly churn lava and effluvium. On the floor of the cathedral is an intricate, interweaving patten stained in blood.

As a dancer weaves back and forth along this elaborate path, he enters a trance, one that gives him visions of an insane realm stranded outside of space and time. The valiant cultist then pursues a visionquest towards the center of the labyrinth. His Black Spiral Dance allows him to permeate the membranes that separate the concentric circles of this realm. As the initiate pursues the mysteries of his order, he follows an Umbral journey through a series of underground tunnels. His ordeal tests his inner wisdom and answers his doubts with madness.

The Nine Circles

Theurges speak of nine thresholds of wisdom in the Spiral Labyrinth, nine concentric circles of unspeakable ordeals. Each circle offers a test that a dancer must overcome before she can advance in Rank. If she is particularly ingenious, she may even learn a deviant Gift from the servitors of the labyrinth. The experience often resembles a little story, a surreal vignette set within endless corridors and presented by a host of treacherous Umbral spirits.

The First Circle: The Dance of Insight

Before a werewolf can be recognized as a true Black Spiral Dancer, she must survive this first ordeal. The experience always begins in darkness. The dancer then receives visions representing dark truths within her soul. Often, these secrets have been hidden for the sake of the initiate's sanity. Blasphemous revelations offer the pomise of further understanding, but the dancer must first overcome the limitations of her own mind. If she is weak, the experience shatters her sanity.

The Second Circle: The Dance of Rage

In the second circle, the initiate learns the strength of her anger, allowing her to indulge in violence as no mere Garou ever could. A dancer who enters this portion of the labyrinth is beset by overwhelming problems. The only way to overcome them is through frenzy. Utter psychotic ultraviolence is the only path leading out of this circle, encouraging the Black Spiral to enact any act of violation or destruction to achieve her goals.

The Third Circle: The Dance of Endurance

In this realm, the dancer must endure tests of physical and mental anguish. The experience is often a twisted version of a test the dancer underwent in her previous life, ultimately showing that she is too strong to fall before such opposition now. Physical anguish results in a higher tolerance to pollution, radiation, or sheer pain. Mental anguish allows communion with the Urge Wyrms, increasing understanding of the spirits' tactics so that the dancer may use similar methods against her foes.

The Fourth Circle: The Dance of Cunning

The guardian at the threshold of the fourth circle is a treacherous Bane, one who must be misled in a test of wits before the dancer can pass. This draws upon the dancer's Gnosis, requiring her to twist wisdom into false logic. Surviving this test allows the initiate to see through the deception of others, especially the spirits who serve the Wyrm. The Dance of Cunning may also involve realizing the truth behind a great lie.

The Fifth Circle: The Dance of Combat

Before crossing the threshold of the fifth circle, the petitioner must overcome a legion of foes. This ordeal is more of a symbolic epic battle than a blow-by-blow brawl. Sometimes the dancer tries to impress her tormentors by using violence in the most imaginable ways possible. If she can overwhelm these enemies without betraying her fear, her prowess in battle increases dramatically.