Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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werewolves or even making educated guesses. If the Storyteller<br />
feels that a particular ban is well known enough<br />
that a character might’ve heard of it, she should roll the<br />
character’s Intelligence + Occult at a penalty equal to two<br />
dice for every Rank of the spirit. Success indicates that<br />
the character remembers some tidbit related to the ban;<br />
exceptional success indicates that the character knows<br />
the exact nature of the ban. A dramatic failure, however,<br />
means that the character believes an incorrect ban to be<br />
true, which gives the spirit a dangerous edge in their next<br />
encounter.<br />
SPIRIT CREATION<br />
1. Choose choir and Rank. If the spirit is more powerful<br />
than a Gaffling, give some thought as to whether it’s a<br />
pure spirit, a spirit of one descant or an idealized spirit of<br />
the choir alone, without descant. Gafflings are not powerful<br />
enough to be considered part of a descant.<br />
2. Select Attributes. Divide the number of dots allocated<br />
according to the spirit’s Rank as you wish among<br />
Power, Finesse and Resistance.<br />
3. Determine Corpus. <strong>The</strong> spirit’s Corpus is equal to<br />
the Size of the object that spawned it (count as 2 for an<br />
abstract spirit) + Resistance.<br />
4. Choose Influences. <strong>The</strong> spirit gains one dot of<br />
Influence per dot of Rank.<br />
5. Choose Numina. <strong>The</strong> spirit has three Numina, plus<br />
two extra for each dot of Rank beyond the first.<br />
6. Determine Advantages. Willpower (Power + Resistance);<br />
Initiative (Finesse + Resistance); Speed (Power +<br />
Finesse +10 or a species factor representative of the spirit’s<br />
physical reflection); and Defense (equal to the highest of<br />
Power and Finesse).<br />
7. Determine starting Essence. A spirit can have any<br />
number of Essence points, up to the maximum Essence<br />
listed for its rank.<br />
8. Determine Ban. <strong>The</strong> spirit’s ban should reflect both<br />
its nature and its level of power. <strong>The</strong> harder the ban is<br />
to uncover and exploit, the more significantly it should<br />
weaken the spirit.<br />
TYPES OF SPIRIT S<br />
“Whatever is in creation, has a spirit.” That saying is<br />
the first thing a <strong>It</strong>haeur mentor teaches a young charge. <strong>It</strong><br />
seems to be a statement of the obvious, but like so many<br />
such statements, it’s a signpost on the road to wisdom. <strong>The</strong><br />
spirit world is a complete reflection of the material world,<br />
and everything in the physical world has the potential to<br />
cast its own spirit reflection. For convenience and educational<br />
purposes, werewolves use broad categories of spirits<br />
to describe groups of choirs with common characteristics.<br />
Some of these groupings are recognized by the spirits<br />
themselves, such as the elementals, while others are simply<br />
useful terminology for werewolves.<br />
NAT URE SPIRIT S<br />
By far the most abundant spirits in most werewolves’<br />
territories are the nature spirits. <strong>The</strong> untold descants of<br />
nature-spirits are the oldest and most directly reflected<br />
denizens of Shadow. From the least insect-spirit to the<br />
mythical Celestine said to represent the earth itself, they<br />
are the ephemeral embodiments of a Nature red in tooth<br />
and claw.<br />
SPIRIT RANKS<br />
Rank† Representative Spirits Trait Limits* Attribute Dots Maximum Essence<br />
1 Lesser Gafflings 5 dots 5-8 10<br />
2 Greater Gafflings 7 dots 9-14 15<br />
3 Lesser Jagglings 9 dots 15-25 20<br />
4 Greater Jagglings 12 dots 26-35 25<br />
5 Minor gods/Incarnae 15 dots 36-45 50<br />
6 Lesser gods/Incarnae — ** ** **<br />
7 Greater gods/Incarnae — ** **<br />
8 Lesser Celestines (Luna, Helios)*** — ** **<br />
9 Greater Celestines (Gaia, Luna, Helios)*** — ** **<br />
10 Beyond manifest conception (Gaia?)*** — ** **<br />
† Each dot levies a –1 modifier on attempts to forcibly bind that spirit.<br />
* <strong>The</strong>se represent permanent dots, not temporarily boosted traits.<br />
** Spirits above Rank 5 don’t need traits. <strong>The</strong>ir abilities so far outstrip even the greatest of the Uratha that rolling dice<br />
for them would be meaningless. <strong>The</strong>y are, to all intents and purposes, godlike beings.<br />
*** <strong>It</strong> remains a debate, even among the wisest <strong>It</strong>haeur, exactly what Rank some of these entities are supposed to be,<br />
and who outranks whom. This is almost certainly exactly the way the spirits like it.<br />
Types of Spirits<br />
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