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Chapter Four
HORSES OF THE MOON: THE LORE OF THE UNICORN
Joachim, the Silver, the Horse-in- the-Moon “Come dance in the forest among us,”
Looked down from a nighttime sky “We’ll spin as we play to your song.”
To a ribbon of dark that was river Joachim, the Waxing, the Horse-in-the-Moon
With his Moon’s unwinking eye. Looked down in the farmlands to see
“Come down!” the beech trees whispered Men with their whips and their bridles,
With a dried leaf rattle and hiss. “We’ll ride on your back- You’ll be free.”
“Come down,” they sang with a breezy snarl, Joachim the Waning, wise and aloof
“Come down for a beech trees kiss.” Remained where he was in the sky.
Joachim, the Ageless, the Horse-in-the-Moon Like a spider, slow spinning,
Whose heart beat ardent with time A web’s end to beginning,
Looked past to the forest’s dark secrets Watching the mortals pass by.
Where his shadow lay pooled in the pines.
“Come dance,” the meat-eaters invited, - “The Horse-in-the-Moon” from Mary Stanton’s the
Hiding their hunger in song, “Heavenly Horse from the Outermost West”
This chapter details the gifts, rites, and fetishes of the Ashringa. The powers given below are from various
sources but most of the gifts and rites given below can be found in Werewolf: the Apocalypse, The
Werewolf Player’s Guide (second edition), and the Mokole’ Tribe Book.
GIFTS
“Funny thing how that Avalanche came up on that howling horse. He’d forgotten that, but it
came back to him now, sharp an’ clear. That big old animal a howlin’ like a wolf, and then the snow
crashen’ down on them and buryin’ poor Great Knox and somehow jest missing all the horses.”
- “Weither a Borrower Be…” a Mad Amos story by Alan Dean Foster.
As in werewolves, Ashringa start with three gifts, one from breed, suhn, and bão. The gifts of the
appropriate Garou breed and auspice can be learned by Ashringa as can certain Garou tribal gifts but in
some cases the gifts in question may have to be modified in order to be appropriate for Ashringa characters.
For example, the Garou gift Razor Claws would only work in Chalico form as that is the only Ashringa
shape that has claws. Gifts unique to the Ashringa can be found below.
BREED GIFTS
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Homid Gifts
Hoof's Might (1)
In Homid form, the Ashringa may call on her foot to become as strong as a horse's hoof for feats of
strength. This Gift is taught by a Horse-spirit.
The Ashringa spends 1 Rage and rolls Strength + Brawl difficulty 6. A kick of this can break doors, shatter
wood, but not metal or stone, and is good for one kick only.
Talk (2)
As the Mokolé gift.
Inspiration (3)
The Ashringa appears so impressive and inspiring that to humans that they are inspired to work just as hard
to preserve nature. Some people affected by this gift have become activist for cleaning up pollution while
others have been inspired to paint nature scenes. As soon as the avatar of Gaia blesses the werehorse with
this Gift, it stays in effect for as long as the Ashringa lives and affects any human who sees it in Monoceros
form on a Charisma + Empathy roll ,difficulty = the viewers Delirium score.
Adaptation (4)
As the Garou Gift of the same name.
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Métis Gifts
Hobble (1)
The user can, by expending a Gnosis point and winning a Willpower roll at a difficulty equal to the target‘s
dexterity + 4, cause any opponent to be hobbled. The user may only take small steps and may not run
(divide speed by the number of successes) and has a -3 penalty to dexterity. This gift lasts for one scene and
is taught by a snail spirit.
Stomp (2)
The Ashringa focuses all her strength into one devastating kick, which can break bone and shatter steel.
This Gift is taught by an Elephant-Spirit.
The Ashringa spends one Willpower point, and rolls Strength + Primal-Urge, Difficulty depending on what
the target is. This Gift works only once and inflicts strength + 3 aggravated damage. If the kick misses, the
roll has to be repeated and the Willpower point is lost.
Bright Glory (5) when activated, the Ashringa transforms to Monoceros form, her fur and mane becomes
brightest white, the horn on her forehead grows golden, and her eyes bright blue. The white of the fur is so
bright that non-Ashringa are blinded for a few seconds, and find them selves nearly overwhelmed by the
glory of the beast. This Gift is taught by an avatar of Unicorn.
The Ashringa spends three Gnosis points and two points of Willpower to cause the change. The Ashringa
must now roll Manipulation + Intimidation, difficulty 7, to invoke fear in the hearts of foes (-1 to all rolls)
and courage in the hearts of good-willed folk (+1 to all rolls). For the blinding effect, the Ashringa rolls
Appearance + Expression Difficulty 8, for every success scored, the foe is blinded for 1 turn.
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Equine Gifts
Banish Crop (1)
When the Ashringa cast a glance at a human holding a riding crop, whip, or any other tool of horse
domestication that tool turns to dust in the target's hands immediately. This Gift is taught by a Rust-Spirit.
The Ashringa simply spends one Gnosis and rolls Manipulation + Primal-Urge Difficulty 7. For each
success scored, the Ashringa may "disintegrate" one object, if she scores more successes than objects are
around, she can't "save" them up, they're simply lost. For whip fetishes wielded by other skin changers, she
must score successes equal to the "level" of the Fetish +2.
Camouflage (2)
As the level one Wendigo gift.
Moonfire (3)
By expending 2 Gnosis, the user can immolate her body with silver fire. The user is not affected by this. All
Wyrm creatures will take 1 aggravated point of damage each time they touch the user. This gift lasts for 1
scene.
Scrying (4)
As the level 3 Uktena Garou gift.
Talk (2)
As the Mokolé gift.
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Pebble (1)
By expending a Gnosis point, the user can cause a pebble to appear directly under an opponent's foot. The
victim must then immediately make a Dexterity check or fall down.
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Hrunnya (Judge) Gifts
The Judges have gifts as in the Philodox Garou in addition to the gifts below.
Weathering (2)
The user may, by expending 3 Gnosis points (and winning a resisted Willpower test if against living beings
or difficulty 8 if nonliving) age any person or object by the winds of time.
Secrets (3)
As the Uktena gift.
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Hrunnsaf (Trickster) Gifts
Tricksters have gifts as in the Ragabash Garou in addition to the gifts below.
Mimic (1)
As the level two Galliard gift.
Shroud (2)
As the level one Uktena gift.
Recycle (4)
As the Red Talon gift.
Invisibility (5)
As the level three Uktena gift
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BÃO GIFTS
Arweharis Gifts
The zebra tribe has the same gifts as the Shadow Lord Garou as well as the gifts below. Unlike the Shadow
Lords however the Arweharis do not have the gift Summon Storm Crow, as thunderbirds are not an African
spirit type.
Camouflage (1)
As the Windigo gift.
Awe (3)
As the Garou gift.
Range Point Blank (within 1 yard) Close (2-20 yards) Far (22-40 yards)
Difficulty 4 6 8
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Karkadamm Gifts
The karkadamm have the same gifts as the Silent Striders in addition to the gifts below.
Gold Shod( 3)
As per the gift Iron Shod but the hooves become gold instead.
Survivor (3)
As the level five Bone Gnawer gift.
Killina Gifts
The Killina have the same gifts as the Children of Gaia in addition to the gifts below.
Sky Running (1)
As the level three Wendigo gift.
Nabrima Gifts
The Nabrima have the same gifts as the Stargazers in addition to the gifts below.
Calm (2)
As the Child of Gaia Gift.
Quicksand (4)
As the Red Talon gift.
Nhurim Gifts
The Nhurim have the same gifts as the Silver Fangs in addition to the gifts below.
Scrying (2)
As the level three Uktena gift.
Avalanche (3)
As the forth level Red Talon gift.
Hailstorm (4)
The trademark gift of the Nhurim, the Hailstorm is exactly what it sounds like: a hail storm that does
regular damage and is soakable.
The Ashringa spends a permanent point of Gnosis and rolls Strength + Stamina with the number of
successes equaling damage.
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Nimbi Gifts
The Nimbi have the same gifts as the Fianna in addition to the gifts below.
Balance (1)
As the Stargazer gift but taught by a donkey, mule, or goat spirit.
Survivor (5)
As the Bone Gnawer gift.
RITES
“Unicorn rearing. Lion raises up on hind legs to full height, snarling, teeth gleam white in going light.
Appear like boxers sparing, lion striking out with paws, unicorn with his hooves. Move closer. Stop… can
see lion is not unsheathing claws as he strikes. All sounds and violent movements are of battle, but realize it
must instead be part of some strange, inoffensive , ritual.”
-Robert Vavra, “The Unicorn of Kilimanjaro”.
Ashringa have most of the rites known to the Garou. Not being predatory animals, the Ashringa do not
know the following rites: The Rite of the Winter Wolf, Voice of the Jackal, The Hunt, Rending the Veil, The
Great Hunt, The Rite of Keres, and Hunting Prayer. The Ashringa also know the Gurahl Rite of the Pure
Land, and the Mokolé rites Silence of the Oracles, Feed the Wallow (called by the Ashringa Feed the
Herd), The Oknanikilla, and Into the Waterhole. Two rites known by most Ashringa are Greeting the Sun
and Greeting the Moon. The Ashringa also can learn the following special rites:
Fetishes
This fetish is a bridle made out of golden thread or ribbons with the metal parts, including the bit,
made out of solid gold. Needless to say this item is both extremely expensive and very fragile. When
placed upon any member of the horse family it causes that horse to become instantly tame and obedient to
the owner of the bridle. In game terms the attempt control a horse wearing this fetish has its difficulty
reduces by an amount equal to the user’s Animal ken trait. This fetish will also work on other Ashringa as
well as on Pegasus and other spirit horses. To make this fetish the item must have a horse spirit bound into
it.
To manufacture this fetish one must first forge an iron long sword with a horsehide hilt and scabbard.
Once the physical weapon is forged one must bind a war spirit, a light spirit, and a Pegasus spirit to the
item. Because these fetishes are so honored these spirits are often honored to share the item but each spirit
may give a special request (or ban) to keep them bound to the item. A sword with a single spirit bound to it
is worth 4 points, two spirit swords cost 5 and the rare sword containing three spirits can only be created in
play (a 6 point fetish)
Because of its size and nature a Sword of Mech-Gladinez causes unshakable aggravated damage to
any Ashringa or Faerie it strikes. In addition any Ashringa of fae who carries one of these swords loses two
points of effective gnosis. In addition each of the three spirits contained in the sword grants it an additional
power.
The war spirit allows the user of this sword to add three dice to his attack pool when wielding this
weapon. In addition the sword inflicts strength +4 aggravated damage to anything it strikes. Without the
war spirit this fetish will not do aggravated damage (unless used on creatures “allergic” to iron) or give a
bonus to hit. The most common ban for this spirit is that it must taste blood at least once a moon.
The light spirit will cause the sword to glow in response to the proximity of Wyrm spirits. When it
is glowing the sword illuminates an area with a radius of 15 feet. This glow is bright enough to illuminate
even magical darkness. The Most common ban for this spirit is that it must be laid out in full sunlight (or
moonlight, depending on the whim of the spirit) for three days (or nights) a month.
The Pegasus spirit will materialize when summoned and allow itself to be ridden by the wielder of
the sword. This “horse of lightning speed” varies in appearance depending on the type of Pegasus spirit
bound into it. Spirits from America, Europe or Africa resemble the conventional image of a horse with
wings but one from the Orient or Indonesia will most likely be a dragon horse (aka a Ri-rin or Ky-lin).
Attributes: Str: 6, Dex: 4, Sta: 6, Int: 3, Per: 4, Wits: 4, ,Cha: 2, Man: 2, App: 4, Will: 7, Rage: 6, Gnosis: 4,
Power: 11 (not counting the 27 points used to materialize).Abilities: Alertness 3, Empathy 2, Survival 1
Charms: Airt sense, Armor, Frozen breath, Materialize, sense Wyrm, Updraft.
Powers: Move: 19/ fly 37, Health levels: as normal +1 extra bruised level, Delirium Difficulty: 7 (awe),
Soak Bonus due to armor: +1, Damage: Strength +0 (bite), Strength +1 aggravated (hooves).
Talens
Buckeye Gnosis 4
This is the seed of a horse chestnut tree. If the plant is awakened and the seed worn about the neck
or in one’s pocket then it will cure lameness or arthritis for one day.
Horseweed Gnosis 8
When un-awakened this plant is used to help cure digestive problems, internal bleeding, and
menstrual irregularities. Once awakened however this plant truly lives up to its nickname of “Blood
Staunch”. If a vampire is somehow forced of tricked into drinking a tea made from this plant will be unable
to spend any blood points for one turn of the moon. This prevents the vampire from healing itself and, as
the leech continues to lose one blood point every night he rises from his coffin the vampire may very well
starve. Even worse every time the vampire attempts to feed he must roll Willpower at difficulty 8 or be
unable to digest the blood.
Periadham Gnosis 7
This is a small round ball of pearlescent ivory made from the Ashringa’s horn ground up and
mixed with resin. When swallowed this item removes all feelings of anger, rage, depression (including
harano) and guilt for one turn per Rank of the Ashringa who made it. Werewolves who eat this talen cannot
Rage or spend rage points for the duration of the item.