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Classification: Union // Open Ref mage/creature/npc/owl-walkers

Owl Walkers

NPC · Mage

Mage

People who’ve been possessed by Owl Shards manifest a primordial sense of fear. Although they’re not consciously “spirit-talkers” in the usual sense of that term, the essence of Big Owl and his brood have infested their damaged souls with uncanny powers. Those powers — similar to the horrifying talents of Wyrm-ravaged fomori from Werewolf: The Apocalypse, but without their roots in spiritual corruption — channel terror down subtle yet inhuman paths. Guided by their fears, these people live out walking nightmares. And when confronted with something that reminds them of those fears, they often like to share.

In game terms, “owl walkers” are normal human beings with one to three of the Special Advantage Traits found in this book’s Chapter Five. The Advantages in question won’t be obviously inhuman (sharp claws and teeth, for instance, not wings or fiery breath), and they’re inevitably tied to the fears that drive that person most. A person who’s scared of pain will manifest a few points of Armor; one who diverts attacks by appearing cute and helpless could gain the Advantage: Aww! A guy terrified of darkness could gain Nightsight, and the girl who dreads being seen might learn to Blend. Most owl walkers also gain a dot or two in their Physical Traits, making them stronger, faster, or tougher than they might appear. Mages possessed by Owl Shards retain their usual abilities, with a Special Advantage or two thrown in for good measure in addition to the one or two dots in Physical Traits.

Folks who can see auras and spiritual presence discern a rolling blackness in a vaguely owl shape. That blackness seems to flap its wings when the walker manifests her powers. The Resonance around such people is much richer than the usual energy associated with human beings, and it radiates an implacable sense of fright. Possession by an Owl Shard adds five points of Quintessence to their usual human energies, giving them 15 Quintessence instead of the usual 10. (See Mage 20, p. 507.) That energy, however, remains Fearsome and Temperamental (as detailed The Book of Secrets, p. 133-138), so a mage who wants to employ those energies is asking for a harrowing ride that most likely won’t go well. Such possession can be purged by a mage who knows how (see Exorcism in How Do You DO That? pp. 125-126), assuming the would-be exorcist can beat the Owl Shard and drive it from its human host.

As far as normal perceptions are concerned, owl walkers seem like everyday people with an especially haggard air about them. A few behave militantly in the face of the things they fear, but most shy away from contact unless forced toward interactions. In situations that bring their terrors to the fore, however, even the most mild-manned owl walkers explode into violence. Whether or not they use their uncanny powers (most will), they’ll hit fight-or-flight mode until they escape or defeat that threat. In most cases, they’ll have no idea why they’re so afraid, and the terrifying powers they draw upon just make things even worse. Eventually, most owl walkers disappear into addictions, get themselves killed, or wind up on the streets, in jail or on the run thanks to bursts of violence they can’t understand, curb, or cure.

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