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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.

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