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Werewolf: The Forsaken - Blank It

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276<br />

Appendix I: <strong>The</strong> Spirit World<br />

several points of such Essence, carvings might appear on<br />

its trunk, or notices might appear pinned to it. Resonance<br />

can also affect the mood or behavior of a spirit.<br />

In game terms, spirits can feed on Essence that bears<br />

resonance that isn’t compatible with their own, but it<br />

makes for poor eating. In general, Essence bearing an<br />

incompatible resonance gives only half the nutrition.<br />

If a werewolf offers a measure of Essence that’s touched<br />

with the resonance of sadness to a machine-spirit, the<br />

spirit gains only one Essence for every two points offered<br />

— and it measures the value of the gift by what<br />

it receives, not by what the werewolf expends. Essence<br />

that’s directly detrimental or opposed to the spirit’s own<br />

nature, such as a war-spirit attempting to feed on Essence<br />

touched by resonance of contentment, might provide<br />

even less “nutrition” and even begin to affect the spirit’s<br />

own nature. A starved spirit that has no Essence to feed<br />

on but that affected by disease resonance will eventually<br />

become a diseased spirit in its own right, and perhaps<br />

even metamorphose into a true disease-spirit over time.<br />

Those Uratha who wish to attract or ally with certain<br />

spirits must often go to some effort to ensure a potential<br />

supply of Essence with compatible resonance. <strong>The</strong> rewards<br />

for doing so are well worth it, however. Spirits appreciate<br />

not having to work for Essence that suits them,<br />

and they often strike more generous bargains with those<br />

who can supply their preferred meat and drink.<br />

SPIRIT COMBAT<br />

Combat between spirits, or between spirits and<br />

Uratha, works much like combat between ghosts, as described<br />

in the World of Darkness Rulebook, p. 208. A<br />

few differences are worth noting, however:<br />

• Uratha in the Shadow Realm can physically affect<br />

a spirit also in the Hisil and damage its Corpus, but they<br />

cannot affect an ephemeral spirit in the physical world unless<br />

it manifests (see “Manifestations,” p. 210 in the World<br />

of Darkness Rulebook).<br />

• Players of Uratha make attack rolls normally,<br />

rolling their usual traits (i.e., Strength + Brawl for claw<br />

attacks). A spirit’s Defense (equal to the highest of Power<br />

or Finesse) is applied normally. Each success scored in an<br />

attack roll against a spirit inflicts a point of Corpus damage.<br />

A werewolf’s claws and bite deliver lethal damage.<br />

• Spirits make attack rolls by rolling Power + Finesse.<br />

A spirit or Uratha’s Defense is applied normally. Each<br />

success scored in an attack roll by a spirit on a werewolf<br />

inflicts one Health point of damage, as normal.<br />

• Spirits’ attacks usually inflict lethal damage. Spirits<br />

with no claws, jagged spines or other lethal weaponry<br />

might deliver bashing instead.<br />

DISCORPORATION AND HEALING<br />

When spirits “die” in combat (when they have no<br />

more Corpus points), they don’t actually cease to exist.<br />

Instead they discorporate in spectacular fashion, shatter-<br />

ing or exploding into a cloud of particles that are appropriate<br />

for that spirit. An oak-spirit would explode in a shower<br />

of autumn leaves, while a mouse-spirit would discorporate<br />

in a burst of fur and bone. A murder-spirit would splatter<br />

everyone around with ephemeral blood, while a car-spirit<br />

leaves behind a pile of random pieces of machinery and a<br />

spinning hubcap. <strong>The</strong>se ephemeral remains fade away over<br />

the next hour.<br />

<strong>The</strong> spirit then starts to re-form, either slumbering<br />

in the object it represents or, for spirits no longer tied to<br />

objects, in a nearby area appropriate to its nature. Carspirits<br />

might re-form in a parking garage, while banes<br />

re-form in a Wound. <strong>The</strong> spirit re-forms at the rate of one<br />

point of Essence per day, and it doesn’t become aware and<br />

active again until its Essence equals its Corpus dots. <strong>It</strong><br />

then regenerates Corpus in the same amount of time that<br />

mortals heal damage.<br />

<strong>The</strong> only way to completely destroy a spirit is to<br />

drain it of Essence before destroying its Corpus, as described<br />

on p. 275.<br />

NUMINA<br />

Spirits have access to powers above and beyond their<br />

Influences. <strong>The</strong>se powers are called Numina. A few sample<br />

Numina are listed here; others take the form of various<br />

werewolf Gifts.<br />

• Blast: <strong>The</strong> spirit is able to strike opponents at a<br />

distance. An electricity-spirit might hurl small thunderbolts<br />

at its foes, while a pain-spirit with this Numen might<br />

conjure spiritual knives. <strong>The</strong> range is equal to 10 yards per<br />

point of Power, and the spirit suffers no penalties for range.<br />

<strong>The</strong> spirit rolls Power + Finesse to hit and may add two<br />

dice to the roll for every point of Essence it spends to fuel<br />

this power. <strong>The</strong> damage is lethal.<br />

• Chorus: This Numen allows a spirit to speak to<br />

any or all other spirits of its own choir within a radius<br />

determined by the spirit’s Power in miles. To activate the<br />

Gift, the spirit spends a point of Essence and then rolls<br />

Power + Finesse to determine how long and detailed a<br />

message it can send. A single success allows it to send an<br />

image or a short phrase. Three or more successes would<br />

allow a couple of sentences or a detailed image.<br />

• Claim: This Numen is a more powerful version<br />

of Possession; if successful, the possession is permanent.<br />

Spend three Essence points and roll Power + Finesse<br />

in an extended and contested roll versus the victim’s<br />

Resolve + Composure; each roll represents one hour. If<br />

the spirit gains 50 successes between dusk and dawn, it<br />

gains permanent control of the victim’s body. Use the<br />

victim’s available traits (except Willpower points, which<br />

are equal to the spirit’s current Willpower points) and<br />

dice pools for any action the spirit wishes to take. If the<br />

spirit fails to accumulate 50 successes within the required<br />

period of time, the attempt fails. If a possessed body is<br />

killed, the spirit is forced out and must possess another

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