Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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278<br />
Appendix I: <strong>The</strong> Spirit World<br />
• Living Fetter: This variation on Fetter allows<br />
the spirit to fetter itself in a living being rather than an<br />
inanimate object. <strong>The</strong> same rules and restrictions as Fetter<br />
apply, save that the spirit must first succeed at a Power +<br />
Finesse roll contested by the target’s Resolve + Composure.<br />
A successful use of this Numen creates one of the<br />
Ridden, specifically a Spirit-Urged (see p. 282). <strong>The</strong> spirit<br />
essentially uses the living being as a fetter and its Influence<br />
to impel its “host.”<br />
• Materialize: This Numen allows a spirit to change<br />
its form from ephemera to matter, dropping it abruptly<br />
through the Gauntlet into the material world. <strong>The</strong> spirit’s<br />
physical form appears in the material world just as it did<br />
in the Shadow, and all its Numina and Influences function<br />
as normal. All rules for spirit traits in the spirit world<br />
apply equally to a materialized spirit. Spend three Essence<br />
and roll the spirit’s Power + Finesse to allow it to reshape<br />
itself into matter. <strong>The</strong> number of successes indicates the<br />
number of hours that it can remain in the material world<br />
before reverting to ephemera. <strong>The</strong> spirit must then choose<br />
between remaining in the material world (and either<br />
anchoring itself or losing a point of Essence every hour) or<br />
slipping immediately back through the Gauntlet.<br />
• Material Vision: A spirit with this Numen can<br />
briefly look through the Gauntlet into the material world.<br />
Roll the spirit’s Power + Finesse. <strong>The</strong> number of successes<br />
indicates the number of minutes the spirit can spend<br />
watching through the Gauntlet.<br />
• Possession: <strong>The</strong> spirit can attempt to possess a<br />
living human being and control his or her body for a short<br />
time. Spend one Essence point and roll Power + Finesse in<br />
a contested roll versus the victim’s Resolve + Composure.<br />
If the spirit wins, it gains control of the victim’s body for<br />
the duration of a single scene. Use the victim’s available<br />
traits (except Willpower points, which are equal to the<br />
ghost’s current Willpower points) and dice pools for any<br />
action the ghost wishes to take. If the mortal wins or ties<br />
the roll, the spirit fails its possession attempt. As long as<br />
the spirit has Essence points remaining, it can continue to<br />
make possession attempts against a target. If a possessed<br />
body is killed or knocked unconscious, the spirit is forced<br />
out and must possess another victim if it still wishes to act.<br />
This is the Numen used by the Spirit Thieves (p. 284).<br />
• Reaching: This Numen allows a spirit to use its<br />
other Numina through the Gauntlet. Roll Power + Finesse<br />
(subject to Gauntlet modifiers) to successfully create a<br />
resonant conduit through the Gauntlet for the spirit to<br />
use its next Numen. Reaching lasts for the duration of the<br />
next scene.<br />
• Wilds Sense: Spirits can automatically sense<br />
where other spirits and locations are in their immediate<br />
vicinity. If they want to find loci or track down spirits<br />
miles distant, however, they must use this Numen, which<br />
allows them to sense the small resonant traces left by a<br />
spirit’s passage or emitted by a far-distant locus. Roll the<br />
spirit’s Finesse + Resistance, with more successes giving<br />
more accurate information. One success suggests a vague<br />
sense of direction, while five successes would give accurate<br />
directions, an idea of travel time and warnings of hazards<br />
en route.<br />
GIFT S AS NUMINA<br />
Spirits can confer their blessings on werewolves<br />
as Gifts, and some make use of these powers in similar<br />
fashion. Many werewolf Gifts can serve a double role as<br />
Numina. To use a Gift in this fashion, simply convert the<br />
required roll into an appropriate trait roll. For instance, to<br />
use Silent Fog as a Numen, roll Power + Finesse instead of<br />
Manipulation + Survival + Cunning.<br />
<strong>The</strong> following Gifts are appropriate for conversion<br />
into Numina:<br />
Balm, Call the Breeze, Call Water, Command Fire,<br />
Communion with the Land, Deluge, Forest Communion,<br />
Invoke the Wind’s Wrath, Iron-Rending, Know the Path,<br />
Left-Handed Spanner, Manipulate Earth, Nightfall, Omen<br />
Gazing, Plant Growth, Rage Armor, Sense Weakness,<br />
Silent Fog, Thunderbolt, Unspoken Communication<br />
SPIRIT BANS<br />
All spirits have bans — specific weaknesses that can<br />
affect their behavior or rob them of a portion of their<br />
power. <strong>The</strong> Uratha aren’t certain exactly why all spirits are<br />
subject to bans, or why the first bans were levied (or even<br />
by whom) — they simply are. <strong>The</strong> spirit world plays by its<br />
own rules, which are more symbolic than scientific.<br />
A ban is directly tied to the relative power and intelligence<br />
of the spirit in question. Gafflings tend to have<br />
simple bans that are easily triggered, while Incarnae frequently<br />
have strange and obscure bans that could greatly<br />
weaken them if their rivals discovered their nature. A<br />
ban might prohibit a code of behavior, temporarily keep a<br />
spirit from using its Numina, or even make it very vulnerable<br />
to attack. <strong>It</strong>’s commonly accepted in werewolf legend<br />
that Mother Luna’s ban is to change her very nature along<br />
with her face, allowing her only one-fifth of her full potential<br />
at any one time.<br />
In some cases, discovering and exploiting a spirit’s<br />
ban allows werewolves to accomplish things they could<br />
not manage by fang and claw alone. <strong>The</strong> powerful idigam<br />
were overcome and banished or bound once more only<br />
when the Uratha managed to discover their bans, one at a<br />
time. In addition, the most reliable way to break the bond<br />
between a spirit using the Living Fetter or Possession Numina<br />
and its host is to force the host into contact with the<br />
spirit’s ban. For instance, burning rue in the presence of a<br />
person ridden by a Nocuoth (p. 245) will force the disease<br />
Jaggling to flee if its host directly inhales the smoke.<br />
Bans are usually assigned by the Storyteller, especially<br />
in the case of powerful and unique spirits. Learning a<br />
spirit’s ban can be the focus of one arc of a story, involving<br />
research, interrogating other spirits, questioning other