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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

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