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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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