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Werewolf: The Forsaken - Blank It

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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

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