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Werewolf: The Forsaken - Blank It

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their territories and devoted all their time to<br />

proving themselves worthy of such Gifts, only<br />

to find that the spirits who know them demand<br />

that they prove themselves by performing certain<br />

tasks within their territory.<br />

Some crafty spirits have been known to<br />

demand chiminage for Gifts they can freely teach.<br />

<strong>The</strong> tasks demanded always benefit the spirit or<br />

its allies in some way, and most werewolves learn<br />

quickly to spot such swindlers, whom they then<br />

force through simple intimidation to teach the<br />

Gift. Still, even if the chiminage is not required,<br />

some werewolves choose to perform it anyway,<br />

either as a test of themselves or to earn the<br />

goodwill of the spirit along with the Gift.<br />

SPIRIT NEGOTIATIONS<br />

Negotiation and diplomacy with spirits always takes<br />

place in the First Tongue. <strong>The</strong>re is one constant to all<br />

dealings with spirits: Nobody gets something for nothing<br />

out of them. Even the lowliest Gaffling requires something<br />

in return for its aid, even if it’s the gift of a single<br />

point of Essence. <strong>The</strong> more powerful the spirit is, the<br />

more demanding its price for aid is. And unless a werewolf<br />

is dealing with a Lune or a spirit closely allied to<br />

its tribal totem, the spirit’s antipathy toward the Uratha<br />

almost always raises that price.<br />

Spirits often request Essence. Spirits draw their Essence<br />

from the physical world, either through proximity<br />

to their physical reflection or through consuming it as it’s<br />

generated by actions or emotions with the right resonance.<br />

Doing so is time-consuming and unpredictable, when the<br />

same Essence can be earned through a deal with a werewolf<br />

(or a more powerful spirit).<br />

Some spirits request a service instead. <strong>The</strong> service<br />

will be for one of two purposes: either to generate Essence<br />

for the spirit by performing an act or to generate<br />

emotions that will give the spirit a generous supply<br />

of Essence with the right resonance. Alternatively,<br />

it might involve weakening an enemy of the spirit’s<br />

court by destroying its physical reflection or depriving<br />

it of Essence by preventing emotions with the right<br />

resonance being generated. For example, a request to<br />

sabotage a tenement’s wiring and break the street lamps<br />

outside might generate more Essence over time for the<br />

darkness-spirit that lives there than a werewolf’s simple<br />

donation.<br />

A SPIRIT’S PRICE<br />

<strong>The</strong>se listed prices for a spirit’s aid are just guidelines.<br />

<strong>The</strong> actual nature of the request varies by the type<br />

of spirit, the political situation between courts and the<br />

spirit’s own character. Spirits aren’t bound to follow this<br />

table — they can ask for more or less as they see fit. This<br />

table just marks what both parties would consider fair.<br />

Prices are likely to rise as the level of the spirit increases.<br />

Gafflings would ask for the listed price, while Jagglings<br />

would ask for at least twice as much. Spirits of greater<br />

power than that will most likely ask the werewolves to<br />

undertake an errand of significant danger (destroy a powerful<br />

pack of Pure who have offended the spirit, escort a<br />

favored spirit across the continent), or a physical task of<br />

considerable difficulty (reshape an area within the pack’s<br />

territory so it generates more spirits of a type specified in<br />

the bargain, create an appropriate locus for the spirit).<br />

SPIRIT RULES<br />

<strong>The</strong> spirit world isn’t the physical world, and different<br />

rules apply there. <strong>The</strong> following trait changes codify the<br />

key differences between spirits and other characters.<br />

TRAIT S<br />

By nature of being idealized representations of something<br />

in the physical world, spirits are simpler creatures in<br />

rules terms. Instead of the nine Attributes used to define<br />

Task Price<br />

Simple information A small gift of Essence (1 or 2 points) or a minor task (discorporate a Gaffling, small<br />

physical changes to the material world)<br />

Secret information A large gift of Essence (3 to 5 points) or a major task (create a specific emotion or<br />

act in the physical world, discorporating several of the spirit’s enemies)<br />

Giving directions A small gift of Essence, or a minor favor to be repaid on the werewolf’s return.<br />

Guiding to a nearby destination A small gift of Essence and a minor act of the spirit’s choice<br />

Guiding to a distant destination A major act of benefit to the spirit and a regular gift of 2 or 3 Essence per day<br />

during the journey<br />

Asking the spirit to relocate Major reshaping of the physical world or regular work to generate appropriate<br />

Essence for the spirit for a period of not less than one month per level of the<br />

spirit’s Rank.<br />

Asking the spirit to join in an attack A major gift of Essence (at least 2 points per Rank of the spirit to be attacked).<br />

Sworn promise of a service of the spirit’s choice after the fight, to be carried out at<br />

a time of the spirit’s choosing.<br />

Spirit Rules<br />

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