Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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252<br />
Appendix I: <strong>The</strong> Spirit World<br />
RULES: DUAL SENSES<br />
When a werewolf wishes to gain a general impression<br />
of what’s happening in the physical world (if he’s in the<br />
Shadow) or the spirit world (if he’s in the material world),<br />
the player rolls Wits + Empathy + Primal Urge as an<br />
instant action, with the usual modifiers for the strength of<br />
the Gauntlet. Success gives the character a vague impression<br />
of what’s happening in the other realm — blurred<br />
forms, as if viewed through filthy, frosted glass. Exceptional<br />
success gives the character a more clear view, as if seen<br />
through a clouded window. Failure means the character<br />
can see nothing, while dramatic failure gives a dangerously<br />
misleading idea of what is going on — a gathering<br />
of spirits might look like a peculiar weather condition,<br />
while a rival pack of werewolves might look like a group of<br />
humans. In all cases, the glimpse across the Gauntlet lasts<br />
for no longer than a turn.<br />
When rogue spirits enter the physical world, they<br />
don’t gain a material body — they’re still ephemeral.<br />
<strong>The</strong>y must usually find a host body to possess quickly<br />
or begin losing their vital energy. Some, however, are<br />
able to linger on in an immaterial, invisible state if they<br />
can find a potent source of Essence. Such spirits are said<br />
to exist in the state of “Twilight,” or shurilam. Though<br />
spirits without a host body or manifestation cannot be<br />
perceived by normal means, a werewolf can roll Wits +<br />
Occult + Primal Urge as an instant action to attempt to<br />
perceive such a spirit. Optionally, the Storyteller may<br />
make the roll for the character as a reflexive action if<br />
the werewolf draws particularly near to the spirit. Success<br />
indicates that the werewolf is vaguely aware of the<br />
spirit, perhaps catching a glimpse of a blurred shadow or<br />
a quick whiff of an alien scent. An exceptional success<br />
gives the werewolf a clear view of the spirit for the turn.<br />
This ability does not reveal spirits that have merged with<br />
a locus (p. 262) or a fetter (p. 277). Irraka receive two<br />
bonus dice to the rolls to peer across the Gauntlet or to<br />
perceive a spirit in Twilight (see p. 83).<br />
GHOSTS AND SPIRITS<br />
Ghosts, as described in the World of Darkness<br />
Rulebook, share several qualities in common<br />
with the spirits of the Shadow Realm, but are<br />
not the same thing. Both are ephemeral entities<br />
— when present in the physical world, they do<br />
not have a solid, material form, but are instead in<br />
an intangible, ephemeral state (that of Twilight).<br />
A ghost and a spirit can see, touch or otherwise<br />
interact with one another, as they are in the same<br />
ephemeral state. However, a ghost is not a spirit,<br />
and cannot be bound into fetishes, summoned by<br />
rites, or otherwise affected by supernatural powers<br />
that target spirits.<br />
When in the Shadow, ephemeral entities<br />
(including ghosts and spirits) are no longer in<br />
Twilight, and can be interacted with as though<br />
they were solid. Ephemera is the natural state of<br />
matter in the spirit world.<br />
THE OTHER WORLD<br />
Once a werewolf finds a passage through the<br />
Gauntlet, she finds herself in a world that should’ve been<br />
as much her home as the physical world. In a way, it’s<br />
the same world, reflecting the same events and objects,<br />
but on a different spiritual “frequency” or “dimension.”<br />
When a werewolf enters or leaves the Shadow, even<br />
though she doesn’t move any spatial distance, she now<br />
exists in a separate place, but one that’s still intimately<br />
connected to the world from which she came. Many<br />
young werewolves, having grown up in the mundane<br />
world, take a while to realize that the Shadow is just as<br />
“real” as the physical world, but with different qualities.<br />
<strong>The</strong>se qualities make for quite a difference. <strong>The</strong> Hisil<br />
bears history like a network of scars. <strong>It</strong>’s as if the world<br />
itself remembers, and the Shadow comprises its memory.<br />
Things can be bulldozed away in the physical world, yet<br />
their spiritual memory remains steadfast. Buildings long<br />
gone in the physical world linger in spirit if their memory<br />
is strong enough. <strong>It</strong>’s a funhouse mirror held up to the<br />
world, a distorted reflection that displays the cruel truths<br />
of civilization and nature alike.<br />
<strong>The</strong> billions of humans who teem over the face of the<br />
Earth also affect the Shadow, with just as much facility<br />
as they reshape the physical environment around them.<br />
<strong>The</strong>re are few parts of the Hisil that are free of the traces<br />
of humanity.<br />
<strong>The</strong> world is far older than humanity, though, and<br />
things linger in the spirit wilds that are memories of a<br />
time before humans ruled the earth. Packs of werewolves<br />
encounter spirits whose outlook and forms are so alien<br />
they can only be a legacy of a long-forgotten age. Any<br />
werewolf who thinks she can understand the Shadow<br />
Realm in purely human terms is setting herself up for<br />
a humiliating fall. Some <strong>It</strong>haeur speculate that the<br />
Shadow is nothing so much as the memory of the world,<br />
the place where every action has its consequence…<br />
a consequence that lingers long after the action that<br />
birthed it. <strong>It</strong>’s a place where every object of any significance<br />
has a spiritual reflection and where the spirits play<br />
a subtle dance of politics and warfare that reflect changes<br />
and events in the physical world. Other <strong>It</strong>haeur suggest<br />
that the spirit world is just as real as the physical world<br />
and just as deserving of the title “the real world.” Attuning<br />
yourself to the Shadow is merely a process of looking<br />
at the same world in a different way. <strong>It</strong> is, if you like, a<br />
different frequency of the spectrum.