Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
victim if it still wishes to act. Use of this Numen creates<br />
a Ridden, specifically a Spirit-Claimed (p. 282).<br />
• Discorporation: This Numen allows a spirit to<br />
discorporate voluntarily, surrendering its Corpus to the<br />
Shadow Realm, and allowing itself to reform elsewhere as<br />
normal. Many spirits choose this route rather than facing<br />
a greater spirit in combat, with the risk of permanent<br />
destruction such conflict carries. Roll the spirit’s Power +<br />
Resistance for this Gift to succeed.<br />
• Fetter: This Numen secures a spirit inside an<br />
object once it has crossed the Gauntlet into the physical<br />
world. Rather than materializing, the spirit remains its<br />
ephemeral self in the material world. Normally, it would<br />
be sucked back through the Gauntlet within a few hours,<br />
but once fettered, it can remain in the physical world<br />
almost indefinitely. Once through the Gauntlet, the spirit<br />
activates this Numen by spending a point of Essence. <strong>It</strong><br />
must choose an object within five meters of its current<br />
position and spend an additional Essence to fetter itself<br />
to the object. <strong>The</strong> spirit can stay fettered in the material<br />
world for as long as it likes, unless the fetter is destroyed,<br />
in which case the spirit immediately discorporates and<br />
starts to re-form back in the spirit world. This Numen<br />
cannot be used across the Gauntlet without the use of the<br />
Reaching Numen.<br />
<strong>The</strong> spirit is invisible and intangible while in the<br />
material world. <strong>It</strong> can be seen by werewolves and other<br />
spiritually sensitive creatures only. <strong>The</strong> spirit may never<br />
move more than five meters from its fetter, lest the link be<br />
lost, forcing the spirit back through the Gauntlet. A fettered<br />
spirit may materialize, if it has that Numen. While<br />
in material form, it may move more than five meters from<br />
its fetter, but it must be back within that radius when its<br />
materialization ends.<br />
• Gauntlet Breach: This Numen allows a spirit to<br />
push itself through the Gauntlet, much like an Uratha<br />
stepping sideways. This isn’t a natural or easy thing for a<br />
fleshless entity, but it’s the most reliable way to enter the<br />
physical world. Indeed, unless the spirit fetters itself (using<br />
that Numen), it can remain in the material world for only<br />
a matter of hours. Spend three Essence and roll Power +<br />
Finesse to force the spirit through the Gauntlet. Every<br />
hour that the spirit spends unfettered or in “Twilight” in<br />
the material world costs it one Essence per Rank, as its<br />
ephemera is sucked back through the Gauntlet. When<br />
it runs out of Essence, it discorporates, re-forming in the<br />
Shadow as normal. <strong>It</strong> can, however, choose to return<br />
through the Gauntlet freely at any time.<br />
• Harrow: This Numen is typically associated with<br />
spirits of negative emotions, such as fear or wrath. <strong>The</strong><br />
spirit can focus its negative resonance to create a crippling<br />
attack of its associated emotional state in an enemy.<br />
Spend a point of Essence and roll the spirit’s Power +<br />
Finesse, contested by the victim’s Resolve + Composure.<br />
If the spirit wins the contest, the target is overwhelmed by<br />
the relevant emotional state for a number of turns equal to<br />
the number of successes the spirit gained.<br />
Spirit Rules<br />
277