Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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282<br />
Appendix I: <strong>The</strong> Spirit World<br />
This move is itself counter-productive, however, as it draws<br />
attention to the outcast, from both werewolves and the<br />
spirit courts, both of whom will seek to hunt it down and<br />
destroy it. Many magath in that position seek to flee across<br />
the Gauntlet, becoming one of the Spirit-Ridden.<br />
By their very nature, magath defy categorization, so<br />
no choirs or descants exist for them. Sometimes groups of<br />
magath form their own, temporary descants, for survival’s<br />
sake. <strong>The</strong>ir confused, distorted natures mean that such<br />
alliances rarely last long, but they’re capable of creating<br />
significant problems in the short term. <strong>The</strong> gathering of<br />
such bizarre, unnatural creature starts to distort the physical<br />
world in their locality, creating hybrid plants, animals<br />
and people. Mankind tends to attribute such things to mutation<br />
caused by radiation leaks, but the werewolves know<br />
the truth. Some werewolves suspect that these descants<br />
are really the gullible shock troops of the Beshilu, who use<br />
the spiritually warping presence of these mockeries to start<br />
to gnaw at the structure of reality prior to a full-scale invasion<br />
of the Rat Hosts.<br />
HITHIMU:<br />
THE SPIRIT-RIDDEN<br />
Not all spirits are content to stay within the chaotic<br />
reaches of the Shadow Realm. Despite the best efforts of<br />
the Uratha, whole sections of the spirit wilds often swing<br />
out of balance, and spirit broods make war on one another<br />
without Father Wolf there to adjudicate in their disputes.<br />
Some spirits throw themselves fully into those struggles,<br />
while others choose the path of self-preservation, fleeing<br />
through the Gauntlet and into the material world. Spirits<br />
cannot survive for long in that spiritually inhospitable<br />
environment, however. To remain there for more than<br />
a few minutes at a time, they need to find a locus for<br />
themselves, an object they can bind with to keep themselves<br />
in the material world. Some are forced to anchor<br />
themselves in inanimate objects but the majority choose a<br />
living being, a human for preference. Humans are intelligent<br />
enough to be useful, but they lack the supernatural<br />
powers that might interfere with the spirit’s ability to gain<br />
control. <strong>The</strong>y sink their spiritual tendrils deep into their<br />
host, creating something that is not quite human and not<br />
quite spirit. <strong>The</strong> werewolves know these creatures as the<br />
Hithimu, or the Spirit-Ridden.<br />
<strong>The</strong> Spirit-Ridden, often called just Ridden for short,<br />
fall into one of two categories. <strong>The</strong> first is the Spirit-<br />
Urged, or hithisu. <strong>The</strong> creatures are created when a spirit<br />
manages to anchor itself in a person but doesn’t manage to<br />
completely merge with its host. <strong>It</strong>’s able to direct its host,<br />
alter her abilities and take full possession for short periods<br />
of time. A few spirits are lucky enough to find hosts who<br />
are spiritually compatible with themselves. <strong>The</strong> host’s<br />
spirit and the riding spirit merge to form a completely new<br />
being, a Spirit-Claimed or duguthim. <strong>The</strong>se potent beings<br />
are mixtures of flesh and spirit, not unlike werewolves, and<br />
are just as capable of walking between the worlds of spirit<br />
and flesh, the better to further their own agendas.<br />
HITHISU: THE SPIRIT-URGED<br />
<strong>The</strong> simplest type of Ridden is the Spirit-Urged. A<br />
spirit has anchored itself in a person, but there’s no real<br />
resonance between the two beings. Yet. <strong>The</strong> only control<br />
that the riding spirit has over its host is the ability to<br />
whisper its wants and desires into the mind of its victim.<br />
<strong>The</strong> “voice” of the spirit isn’t actually a voice at all. <strong>The</strong><br />
Urged doesn’t start hearing voices ordering him to kill<br />
people. He just starts feeling unusual urges, which probably<br />
feel like natural moments of inspiration. He might<br />
suddenly take up an interest in gardening that he never<br />
had before, for example, if he’s ridden by some variety<br />
of plant spirit. As the rider gains more control over the<br />
host, the gardening might take an unusual bent, toward a<br />
particular species of plant, for example. Of course, it’s the<br />
exact same species that birthed the riding spirit.<br />
RULES<br />
<strong>The</strong> spirit uses the Numen: Living Fetter to make<br />
contact. No material changes take place in the host’s<br />
body. <strong>The</strong> riding spirit has full access to its Influence<br />
but is unable to access its Numina. When the spirit<br />
attempts to steer the host to do something against her<br />
nature, judgment or best interests, make a contested<br />
roll of the victim’s Resolve + Composure versus the<br />
spirit’s Power + Finesse. Whoever succeeds decides what<br />
the Urged does next.<br />
DUGUTHIM: THE SPIRIT-CLAIMED<br />
Spirits are naturally drawn to people who reflect their<br />
own nature. Pain-spirits cluster around those people who<br />
are either in pain or inflicting it. Dog-spirits often find the<br />
proximity of people who are loyal and family-orientated<br />
comforting, while wolf-spirits and hunters have a certain<br />
affinity. <strong>The</strong>refore, when a spirit propels itself across the<br />
Gauntlet, on occasions the nearest host it can find has<br />
a spirit that resonates with its own. A pain-spirit finds<br />
a masochist or sadist. A gun-spirit finds a host with the<br />
psychotic potential of a serial killer. An oak-spirit reaches<br />
across the Gauntlet and connects with a strong, muscular<br />
and steadfast environmental campaigner. <strong>The</strong> dog-spirit<br />
connects with a family man on his way home, daydreaming<br />
about his wife and kids. <strong>The</strong> two spirits reach out for<br />
one another, intertwining and merging into a new being.<br />
This change is rarely instantaneous. <strong>The</strong> new host<br />
goes about her day-to-day life while her spirit becomes<br />
something new. Initially, she might feel full of life and<br />
energy, in a rather single-minded way. <strong>The</strong> aspects of her<br />
personality that match the spirit come to the fore. She<br />
feels great, but her friends begin to notice that there’s<br />
something different about her. <strong>The</strong>y ask her if she’s okay,<br />
or maybe if she’s “feeling quite herself,” but she dismisses<br />
them. She feels fine. <strong>The</strong>n new knowledge and memories<br />
start seeping into her brain — events she took no part in