“Our revels now are ended. These our actors,
As I foretold you, were all spirits, and
Are melted into air, into thin air:
And like the baseless fabric of this vision,
The cloud-capp’d tow’rs, the gorgeous palaces,
The solemn temples, the great globe itself,
Yea, all which it inherit, shall dissolve,
And, like this insubstantial pageant faded,
Leave not a rack behind. We are such stuff
As dreams are made on; and our little life
Is rounded with a sleep.”
– The Tempest, Act 4, scene 1, 148-158
This is a guide designed to help storytellers, players, and prospective players a vision of how spirits are handled in the Mind’s Eye Society’s Werewolf the Apocalypse Chronicle. This guide seeks to illustrate how spirits are to be created, role-played, and tracked, as well as defining these spirits and how they interact with the Umbra. To do so, we will be using the following books to educate and illustrate.
– Laws of the Wild, revised (MET).
– Werewolf the Apocalypse, revised. (Table-Top)
– Axis Mundi: The Book of Spirits. (Table-Top)
– Umbra, revised. (Table-Top)
– Umbra: The Velvet Shadow, 2nd edition. (Table-Top).
When utilizing spirits, it’s often helpful to attempt to get into the mind-set. This is difficult, because spirits are alien and foreign to any mindset that human beings have. To this end, there are several pieces of media that might be helpful for you.
Books & Websites:
The Power of Myth by Joseph Campbell. This book illustrates the Hero’s journey, and the steps and obstacles heros must go through in order to complete their quests.
At the Mountains of Madness by H.P. Lovecraft. This is a good example of being face to face with the “other worldliness” of exotic Umbral locations and the strange spirits that reside within them. Not all spirits are there to help.
A Christmas Carol by Charles Dickens. A classic, yes, but one that illustrates the alien, yet, selfish nature of spirits.
Native American Mythology. Looking into our past and the lessons and parables presented show us a wealth of ideas and the mind-set for beings as simplistic or complex that you can create. http://americanfolklore.net/folklore/native-american-myths/, http://www.native-languages.org/legends.htm
World Mythology. Building spirits that would hang around Fianna? Shadow Lords? It might be useful to delve into the history of your spirits and figure out if they’re reflections of where they come from or if they represent certain locations. http://www.windows2universe.org/mythology/worldmap_new.html , http://www.gods-heros-myth.com/, http://www.pantheon.org/
Riddles. When you have a mixed group, riddles can be a useful tool to gauge how your players interact with spirits. Spirits revel in riddles and games, and here are a few sites with riddles to get you going.
Pan’s Labyrinth (2006) http://en.wikipedia.org/wiki/Pan%27s_Labyrinth , useful in showing entities that are both alien, foreign, and terrifying. Great if you want to showcase the darker aspects of the Umbra.
Constantine (2005) http://en.wikipedia.org/wiki/Constantine_(film) , this movie is useful in showing what happens when Garou go to places like the Atrocity Realm, the Abyss, and other places that are only used in grand and glorious quests. One should take away from this movie the danger and ferocity of these places and their inhabitants.
Labyrinth (1986) http://en.wikipedia.org/wiki/Labyrinth_(film) , useful for showing various realms and aspects of the Hero’s Journey. Also, the strange, foreign, and alien creatures who aren’t as they appear to be, can be a boon for a storyteller to trick or confound players.
FinalFantasy: Spirits Within (2001) http://en.wikipedia.org/wiki/Final_Fantasy_Movie , useful for showing how spirits can descend upon locations and people, and what happens when PCs face overwhelming odds.
Snow White and the Huntsman (2012) http://en.wikipedia.org/wiki/Snow_White_and_the_Huntsman , useful for showing how entire landscapes can be changed by spiritual forces, and how some Umbral domains may look.
Once Upon a Time (2011 – ) http://en.wikipedia.org/wiki/Once_Upon_a_Time_(TV_series), the character of Rumplestilksen in particular, and the way that he makes his deals with the main characters can be helpful in building pacts and in dealing with characters.
Avatar: The Last Airbender (2005 to 2008) http://en.wikipedia.org/wiki/Avatar:_The_Last_Airbender , specifically for the Spirit World. The Face-Stealer, Wan Shi Tong, the Spirit of Knowledge and numerous others. This alien and foreign nature are contrasted with his secretive and strange nature. It is a good example of players giving chiminage to a spirit.
Supernatural (2005 – ) http://en.wikipedia.org/wiki/Supernatural_(TV_series), for so many reasons, specifically the nature of dealing with the supernatural, and realizing that there are bigger and darker things that wait for you across the Umbra that are beyond human comprehension.
The Buffyverse, Buffy the Vampire Slayer & Angel (1997 – 2004)http://en.wikipedia.org/wiki/Buffy_the_Vampire_Slayer_(TV_series) & http://en.wikipedia.org/wiki/Angel_(TV_series), for alternate dimensions, magical items from the other side, dealing with otherworldly beings, and most importantly, false destinies.
Stargate SG-1 (1997 to 2007) http://en.wikipedia.org/wiki/Stargate_SG-1, while not dealing with spirits, the show dealt regularly with walking into alien worlds, alternate realities, strange environments, and how human-kind dealt with such things.
Here are some terms to help you get familiar with what we’re talking about throughout this guide.
Abyss, The – An Umbral realm which is tear in the fabric of creation. The Abyss is a yawning, chasm that consumes everything that is forgotten or abandoned. In its depths are things long gone and things best forgotten. As the Apocalypse approaches, it steadily grows larger.
Aetherial Realm – Stretching across the Umbral heavens, portions of the Aetherial Realm wend their way across the barrier between Earth and the Deep Umbra. Powerful Garou tend to Anchorheads, places where travelers may pass through Earth’s Gauntlet to other worlds; many of these distant realms are staunchly defended by the Stargazer tribe. Aetherial totems strong influence on this realm — the “planetary Incarnae” of Luna and Helios are among the most powerful.
Airts – (Old Form) The pathways leading into and through the spirit realms (moon bridges, spirit pathways, etc.)
Ancestor Spirits – Garou are faithful to tribe and Gaia unto death and beyond. The spirits of the long-dead wait in the Umbra, watching the exploits of their descendants and ready to aid the living with knowledge, wisdom or perhaps by lending their expertise in combat.
Anchorheads – Elusive spirit gates leading into various Realms and other areas in the Near Umbra.
Apocalypse – The age of destruction, the final cycle, the birth of death, the everlasting corruption, the end of Gaia. A word used in Garou mythology to describe the time of the final battle with the Wyrm. Many consider this time to be the present.
Arcadian Gateway – Here one may find a dying relic of a bygone age, and perhaps portents of the future. This realm is the manifestation of the fae in the Near Umbra, a place where emanations imbued with faerie energy act out the classic roles of fae myth. However the ailing plight of the fae has affected this realm; an Endless Winter slowly advances across the landscape, destroying the old ways. If Garou seek truths about the Fair Folk’s past, they had best quest here soon.
Atrocity Realm, The – Millennia of suffering from all the world’s victims have created the Atrocity Realm, a place where the worst cruelties and tortures have been immortalized. No Garou seeks this place for glory — those that come here do so to learn, no matter how painful the lesson.
Awakening – The process of arousing a slumbering (inactive) spirit. When performed on plants, this is known as sanctification. The Rite of Spirit Awakening is used in this process.
Ban – Limitations placed upon the spirit by its nature or by something else. Bans represent what the spirit cannot do, will not do, or may do in certain circumstances.
Bane – Evil spirits that follow the Wyrm. Many different kinds of Banes exist, including Scrags, Kali, Psychomachia and more.
Binding – The process of attaching a spirit to a Garou, making it his servant. Garou generally feel that spirits should only be bound when needed.
Blight – Any corrupted area in either the spirit world or physical reality; a realm reflecting either the most perverse and desecrated ideals of the Wyrm, or the static and dehumanizing agenda of the Weaver.
Bone Rythms – A minor rite used to pay homage to one’s totem spirit.
Caern – A sacred place; a meeting spot where the Garou can contact the spirit world.
Caern’s Heart – The most sacred part of a caern is its center. This is the spiritual heart of the caern. The caern’s heart is where the Gauntlet is nonexistent, and hence the place where the most powerful rituals are conducted.
Calcification – The actor process of becoming woven into the Pattern Web by a Pattern Spider.
Celestine – The greatest spirits; the closest things the Garou have to gods. Examples are Luna (the Moon) and Helios (the Sun).
Charms – Powers of a spirit that are usable by a spirit to help or harm.
Chiminage – favors or deals made between spirits and Garou, currency for services performed. Chiminage is also used to describe services performed for the proper spirit in exchange for fetish creation or services rendered.
Corruption – The act of destroying, devolving or debasing life; also, the overwhelming effects of the Wyrm’s actions.
Cyber Realm, The – The war against the Weaver has come to the glass and steel skyscrapers of the CyberRealm. In the urban squalor of the streets below, anarchists and idealists gather their forces. High overhead, the Weaver dominates a high-tech realm. “Corporate ladders” of webs stretch across many vertical miles. Computer terminals scattered throughout the upper levels grant access to a sub-realm known as the Computer Web.
Dark Umbra – Few werewolves know much about the Dark Umbra, the realm of death. When a werewolf dies, his spirit returns to the Earth Mother; some Garou linger on as ancestor-spirits to guide their kin, while others are said to be reborn in different bodies. For this reason, most werewolves have less a fear of death than a fear of dying poorly
Deep Umbra – The aspects of the Umbra that lie outside the Membrane. Reality becomes more and more fragmentary the farther one travels from the Realm.
Disconnection- Werewolves who spend too much time either in the Umbra or away from it may experience disconnection. This dangerous condition can lead to madness or even Harano. Lone wolves are more likely to suffer from disconnection than pack members. The cure for disconnection is to step sideways.
Domain – A mini-Realm in the Umbra, usually connected to a larger Realm in the Deep Umbra.
Drones – Humans merged with Weaver-spirits, the Weaver version of Formori.
Engling – A spirit sent by Gaia for the purposes of renewing her brood. Their purpose is one of sacrifice, being sacrificed to give Gnosis to Garou.
Enigmatic Spirits – Most of the spirits that Garou deal with are tied to something concrete and understandable, such as a type of animal or plant. Some have no such connection, though. Lacking a frame of reference, they are often difficult to comprehend.
Epiphling – A spirit that represents an abstract idea or concept.
Erebus – Gaia’s wrath manifests in caverns below the Umbrascape, where failed Garou atone for their greatest sins. Sinister broods of black or silver Crinos brutes exact punishment against werewolves. Their charges writhe in a river of molten silver. Visitors may pass through and learn from the errors of others … or may challenge the broods for knowledge and power. Charyss rules here, watching from the parapets of a castle in the center of a silver lake.
Flux Realm – Anything is possible in this highly transitory realm. When the Wyld faded from Gaia, it’s said, he left his heart in deep in the Umbra. Now the Weaver has encased it and trapped it in the Flux Near Realm. Pure madness and energy surge here.
Fomori (singular “formor”) – Humans who have turned to the Wyrm and draw supernatural power from it. Common enemies of the Garou.
Gaffling – A simple spirit servant of a Jaggling, Incarna or Celestine. Gafflings are rarely sentient.
Gaia – The Earth and related Realms, in both physical and a spiritual sense; the Mother Goddess, the great spirit the Garou serve.
Garou – The term werewolves use for themselves.
Gate – The ancient places have many strong ties. In times past, mighty spirits forged gates between realms in the Umbra. Gates transport travelers from one location to another instantly. They are permanent constructs able to withstand any force that a werewolf could bring to bear.
Gatekeeper – Liaison to other septs; monitors the moon bridge.
Gauntlet – The barrier between the physical world of Earth and the spirit world of the Umbra. It is strongest around technological (Weaver) places, weakest around caerns.
Ghost – Ghosts are the spirits of dead humans who are somehow prevented from passing on to their final reward and are marooned in the Dark Umbra.
Glen – A domain where the Wyld is supreme. Their earthly reflections are places of great beauty, while their Penumbral shadows are ideal for meditation.
Helios – The Garou name for the Sun.
Impergium – The 3,000 years immediately following the birth of agriculture, during which strict population quotas were maintained on all human villages
Incarna – A class of spirits; weaker than the Celestines, but still greater spirits by any measure.
Jaggling – The spirit servant of an Incarna or Celestine.
Kenning – The empathic calling some Garou perform when howling.
Kin-Fetch – A spirit, sometimes bound into a fetish or talen, which serves to alert nearby Garou that a First Change is about to occur.
Klaive – A fetish dagger or sword, usually of great spiritual potency and nearly always made of silver.
Legendary Realm – The legends of the Garou live on. Packs in the Legendary Realm can experience the lives of their ancestors in this Umbral realm. Incorporating the legends of all the tribes, it has created a mythic fantasy realm, a place that never was, but will exist until the end of time. Galliards give this realm strength by reciting tales from the old days.
Luna – The Incarna of the moon; powerful spirit patron to all shapechangers.
Malfeas – Just as the Cyber Realm pulses with the growing power of the Weaver, Malfeas bears witness to the diseased might of the Wyrm. Though the Wyrm itself may make its home in the Deep Umbra, the most corrupt and demented of its servitors have flocked here, to the realm born of its most hideous dreams.
Membrane, The – The barrier between the Near and the Deep Umbra. To breach it, an Anchorhead must be found.
Moon Bridge – A gate between two caerns; it most often appears during moots.
Moon Path – One of Luna’s many gifts to her children are paths through the mists of the Umbra. A moon path appears in the Penumbra as a shaft of moonlight. A werewolf who touches the light can find herself travelling on a moonbeam with the mists of the spirit world swirling all around her.
Naturae – The spirits a Garou is most likely to encounter are nature spirits. Some are the spirits of dead animals that haven’t yet cycled to life; others are generated from significance (or belief in such significance) of a place or thing.
Near Umbra – The spirit world surrounding the Gaia Realm.
The Pact – The ancient pact between the Changing Breeds and the spirits. The spirits agreed to empower the shapeshifters’ rites if properly performed and teach them Gifts, as well as agreeing to enter into material shells in order to serve their wielders. This is not, however, a one-sided affair. The oldest rule of spirit negotiations is that nothing is free; a shapeshifter must offer something in return in order to gain a fetish of any power.
Pangea – This Umbral realm is a world before civilization; a world before the Impergium. Pangaea is a spiritual memory of primal Earth, as it was and as it should have been. Dinosaur kings and bronze-skinned human tribes live on as Pangaean spirits. Packs have been known to degenerate here over time, resembling their ancient ancestors more with each passing day.
Pattern Spider – The most common Jaggling servants of The Weaver, pattern spiders perform any number of duties for The Weaver.
Peeking – Garou are able to peer into the Realm from the Umbra and, with some increased difficulty, the reverse. While performing this activity, the werewolf becomes completely oblivious to what is happening around them, unless is wounded. In the Umbra, a peeking Garou’s eyes glow brightly, and her expression is one of obvious intense concentration.
Penumbra – “Earth’s Shadow”; the spirit world directly surrounding the physical world. Many, but not all, terrain features have reflections there.
Prophecy of the Phoenix – A famous Garou prophecy, said to foretell the signs that will lead to the Apocalypse.
Reaching – Traveling into the spirit world.
Realms – The worlds of “solid” reality within the Tellurian. Earth is referred to as the Realm. Other realms include Summer Home, Malfeas, etc.
Scar – Created during the Industrial Revolution, this Umbral realm once reflected the idealistic efficiency of mechanical perfection. The Wyrm and Weaver have since claimed the realm as their own, sacrificing captured spirits to create Wyrm-tainted fetishes. Every employee’s nightmares come to life here. The soul¬-deadening horrors of the workplace thrive in Scar.
Shrine – A place on a caern’s bawn set aside to meditate or pray. It is a place to do homage to a spirit, to dedicate victories to a totem, or to ask for aid. Packs often have shrines dedicated to their totem, although Garou with a close personal tie to a spirit (such as an Ancestor-spirit) may keep a personal shrine as well.
Spirit Track – Another way to travel through the Umbra. Also called an airt. When spirits move through the Umbra, they part the shadows and mists, creating a track upon which Garou can travel. Spirit tracks are not as reliable as moon paths, as they follow the course of the individual spirit, be it whimsical or dangerous.
Stepping Sideways – Entering the Spirit World.
Summer Country – This is another realm that is steadily fading away, becoming lost in the depths of the Umbra. It is a world of Gaia’s pure, uncorrupted love, where she offers her bounty to all who would receive it. Some Garou debate whether it exists at all anymore.
Talen – A simpler version of a fetish which is easier to create and use but more limited in effect. Temporary in duration.
Tellurian – The whole of reality.
Totem – A spirit joined to a pack or tribe and representative of its inner nature. A tribal totem is an
Incarna, while a pack totem is an Incarna avatar (a Jaggling equivalent).
Trait, The – The Weaver, the Wyld, and the Wyrm. The trinity of primal cosmic forces.
Umbra – The spirit world.
Veil, The – A poetic term for the false assumption that the supernatural does not exist, which the Delirium reinforces.
Weaver, The – The Manifestation and symbol of order and pattern. Computers, science, logic, and mathematics are examples of the Weaver’s influence on the material plane.
The Web – The Weaver’s webs hold all things together. Without the Weaver, there would be no form or substance. Some young werewolves have dared to use the webs as a highway of sorts. This method of travel is unmentioned in the traditions of the Garou, and few old ones trust it.
Wolfhome – Upon reaching the Umbral realm of Wolfhome, all werewolves immediately shift to Lupus form … and cannot change back. To survive, one must master the ways of the wolf. Here one finds vast stretches of untouched wilderness, the answers to primal mysteries the world has forgotten, and even urban labyrinths where animals are hunted and feared. Homids are sometimes sent to quest in Wolfhome when lupus elders are angered.
Wyld, The – The Manifestation and symbol of pure change. The chaos of transmutation and elemental force.
Wyrm, The – The Manifestation and symbol of evil, entropy and decay in Garou belief. Vampires are often manifestations of the Wyrm, as are toxic waste and pollution.
Wyrmhole – A place that has been spiritually defiled by the Wyrm; invariably a location of great corruption.
Wyrm Tunnel – Agents of the Wyrm have carved dark passages through the Umbra and the Gauntlet. Wyrm tunnels abound with Banes, and the Black Spiral Dancers use them to move secretly through the spirit world.
A. What are spirits?
Spirits are children of Gaia who have been stripped of their bodies, or who have never had bodies to begin with. When the Gauntlet arose, it divided matter and spirit, and many beings retreated into the Spirit World to be forgotten by humans. These beings come in many forms, for they are as varied as imagination itself. Spirits can represent ideas, concepts, even the elements themselves. Spirits are all around us, inhabiting objects, elements, animals, to some extent, people.
B. What do they want?
This is a more complicated question that it seems. At the basic level, spirits trade in favors, acts, deeds and pacts. A water spirit may wish for a polluted lake to be cleaned. A fire spirit may wish for more fuel. A spirit of pain may wish for more suffering. The more complicated the spirit, the more complicated the chiminage it will ask for in return. The spiritual mind is not a human mind, so therefore, their needs and want are not necessarily those that we would recognize. Spirits are also organized by rankings, much like Garou, and sometimes desire more power or authority. For some powerful spirits with enough knowledge, living inside fetishes or klaives bestow more honor and recognition to them. Though, honor as a concept may not fit with what you have and they have.
C. Where do they live?
Spirits reside everywhere, in everything. From the deepest forest to the most crowded city, spirits swarm and reside wherever they can manifest. Spirits primarily reside in the Umbra, on the other side of the Gauntlet where they can do whatever it is that they are compelled to do.
D. Roleplaying Spirits.
Whether you’ve received a sheet from storyteller or whether you’ve created the spirit yourself, it’s important to consider a few things.
First, what kind of spirit is it? If the Storyteller’s story has the PCs going through a certain type of realm, it’s worth reading up on the type of realm that they are passing through. For example, PCs traveling through the Ethereal Realm are more likely to meet with Air spirits rather than Earth or Knowledge spirits. As such, the Air spirit that you’re playing is probably a Gaffling or a Jaggling, it’s important to know which one. The distinction will help you when you consider the various power levels and your goals. Gafflings are fairly simple-minded and purpose-driven beings rather than Jagglings who have more motivation and intelligence. Both serve Celestines and Incarna, who are near-deities in themselves possessed of limitless intelligence and omniscience.
Second and perhaps most important, get your motivation from your storyteller or narrator. Spirits rarely act alone or without motivation. If you have players coming to meet you, chances are, you have something to trade them, whether it’s essence or knowledge or an offer. For example, if you are playing a Hawk Gaffling and your purpose is to lead the players a Trout Jaggling who has knowledge for the players, you will do your best to direct the players to the Trout. If you are just a basic spirit, your job is very specific and easily handled. Oftentimes, storytellers will simply handle such tasks themselves.
Jagglings are a different story. Jagglings are still servants, though they are more self-aware, more intelligent, with motivations that may not relate to whom they serve. As an example, if you’re playing a Tabby Cat Jaggling spirit whose task it is to confound or gain information from players in order to give it to another spirit, or even trade that information for other information more useful to you. In this case, you’d want to play it coyly, giving information, then squirreling it away for later. You should always come out at least even in the exchange if not ahead.
If you’re chosen to play an Incarna or a Celestine, you should feel glad! This is a special undertaking and you should be excited. You are being trusted to portray the power and awe of a spirit that is a near deity unto itself. When portraying a spirit of this magnitude, it is important to have a set of goals and an outline of your script in mind. You should speak in grandiose, sweeping terminology. Perhaps you may not know everything there is to know, but you can make others feel like you do. Realize that you are portraying a near-deity, so you should be receiving the respect and honor that is due to you. Your Storyteller will have more instructions for you, but research never hurts to get you into the role.
Creating Spirits in the Sanctioned Chronicle
To figure out what goes into the creation of a spirit, it’s important to differentiate between the types of spirits out there.
Englings – Englings are special spirits which Gaia sends to her brood to renew their spiritual energy. When an engling dies, it gives its gnosis to its slayers. This is the purpose of an engling’s life. This is an engling’s entire purpose; they die happily. It’s proper to give thanks to the engling or to Gaia for this sacrifice.
Gafflings – Gafflings are single-purposed, somewhat mindless servants of Jagglings or Incarna just as often. They are simple spirits, lower powered, who perform functions for their masters.
Jagglings – Jagglings are a step up from Gafflings, and enjoy more intelligence and more freedom to go about their business. They can be assigned to a certain places, they can represent ideas and concepts, or they can exist as monsters. Pack totems are totem avatars. Totem avatars resemble Jagglings in form and powers. Pattern spiders, Nexus Crawlers, and vortices are such examples of Jagglings.
Incarna – The Incarna are minions, consorts, advisors and warriors who serve the Celestines and derive power from their patrons. These powerful spirits seek both Gnosis and a purpose. Many of them seek to become Celestines. Totem spirits are the Incarna most familiar to Garou. These beings, most often servants of Gaia, can create many avatars to communicate and interact with the Garou. While Incarna are less powerful than Celestines, they are still immensely potent and vast, existing on many levels. Usually, only their avatars can be interacted with, although Theurges will attempt to tell you differently.
Celestines – The greatest of the Celestines are Luna, the spirit of the Moon; and Helios, the spirit of the Sun. Gaia’s most direct manifestation is a Celestine form. The true form of Gaia being so much larger than the Triat as to be completely unknowable by any means other than the transcendent bliss of mystical union. Other Celestines are powerful servitors of the Triat, but their forms are all but unknown to the Garou. They are sentient and highly intelligent. Most Celestines abide in Realms of their own design; here they are omnipotent and omniscient. They are usually visited only by Incarna. Celestines sometimes send avatars to communicate with Garou. These avatars are aspects of themselves that are approachable and understandable by Garou. The true form of a Celestine is unimaginable; it is only through an avatar that communication between them and lesser beings can take place. To create an avatar, the Celestine wills itself to appear in a finite, limited form. Because of its near-infinite nature, a Celestine may have many avatars active at one time. Celestine avatars cannot be destroyed or adversely affected in any way by beings of lesser potency than Celestines.
The Triat – The Wyrm, The Weaver, and The Wyld. Gaia is the spirit of all things; the Garou associate her especially with Earth, but the entire Umbra resonates with her power. The Triat are three elemental forces — the Wyld, chaos and creation; the Weaver, form and order; and the Wyrm, who was destruction, but is now corruption — whose imbalance threatens Gaia herself.
Servants of the Wyrm
- Elemental Banes- these Wyrmish elementals mirror the traditional four elements in corrupted form: toxin (water), smog (air), sludge (earth), and balefire (fire). Balefire banes are the most feared as they can produce horrible mutations in creatures that come in contact with them, and their toxic fire can damage even the most hearty Garou.
- Scrags- These are warrior banes covered in chitinous armour. They frequently run in packs and will actively hunt creatures of Gaia.
- Psychomachiae- Psychomachiae are powerful banes that feed on carnage and death. They often possess weak-willed humans and send them on killing sprees. They may also subtly whisper into the ear of their targets, encouraging them to engage in even more brutal acts.
- Nexus Crawlers- These powerful creatures warp reality around them, which also serves as its most powerful weapon. They are one of the most powerful Wyrm-spirits Garou are ever likely to encounter… and many Garou never live to tell of such encounters.
- The Maeljin Incarna- The thirteen demon lords of Malfeas, the Maeljin Incarna each serve one of the heads of the Hydra. Each is more hideous than the last. Fortunately they are generally found only in Malfeas, so Garou are unlikely to ever encounter them directly. The Maeljin Incarna are easily capable of destroying entire septs of Garou by themselves.
Servants of The Weaver
Pattern Spiders – Pattern spiders represent the foot soldiers of The Weaver. Pattern spiders are divided into several categories: Watchers, Navigators and Enforcers. All serve their purposes in maintaining the Pattern Web.
Geomids (Icons within the Web itself) – Inorganic nodules and receptacles for information, these spirits often coordinate information and distribution amongst Weaver spirits.
Specialist Geomids –
Attack Geomids – Front line defensive fractals and spirits used to defend other Geomids and other Weaver Assets.
Informational Geomids – Knowledge specialists who specialize in certain subjects, used for interrogations and other functions.
Structural Geomids – Construction supervisors designed to build the Pattern Web and guide Pattern Spiders.
Drones – Human/Weaver spirit hybrids who serve the Weaver.
Elementals – Some elementals are more inclined to serve the Weaver than others. Such elementals would include Plastic, Electricity, Glass, Alloys & Metals, Radiation, and Atomic spirits.
The Incarna – The Machine (the manifestation of the gift of Technology), The Patriarch (manifestation of Dogma), Science (the manifestation of Science).
Servants of the Wyld – Varied and somewhat chaotic, Wyld Spirits are becoming harder and harder to find in our material world.
- Nemesis – Animals crossed with Wyld spirits who act against humans due to maltreatment or abuse at the hands of humans.
- Undergrowth – Plants infused with Wyld spirits.
- The Spark – Sparks of inspiration for those who help the Wyld.
- Vectors – Fast-moving beams of light that specialize in travel.
- The Echoes – Echoes are idealized versions of extinct animals.
- Sands of Time – The oldest of the Wyld spirits.
- Unravelers – Spirits designed to breakdown manufactured items into their base components.
- Origami Spirits – Spirits that fold and shape into various forms
- Serpentine Snakes – Spirits designed to heal.
- Howlers – Spirits that howl, thought to be former allies to the White Howlers, but unconfirmed.
- Gyre – A perfect circle representing rebirth and new life.
- Chatterer – A spirit that represents the Wyld’s rage at the Weaver, very nasty to be affected by.
- Twister – A spirit of dynamism and dynamic change.
- The Nameless – Powerful spirits, secreted away by The Wyld.
- Children of the Muse – Muses sought out by Galliards across the Wyld.
- Gorgons – The Wyld’s servitors in the real world, usually wild animals.
The Tellurian – The earth, time and space.
Gaia – Gaia is everything in heaven and in earth, as well as beyond the Veil.
To determine the ranking of a spirit, a static mental test is required vs. six traits. Due to their affinity with the Spirit World, Theurges receive a +1 trait. bonus on the test. This will allow the Garou to know what type of spirit that they are dealing with. The proper retest is Occult.
If a storyteller deems it appropriate, the difficulty of this test can be increased up to ten traits in the case of the use of the Shapeshift Charm when employed by a clever spirit.
The Spirit Rankings are as follows:
Rank One – Englings, low-powered Gafflings.
Rank Two – Gafflings.
Rank Three – Jagglings.
Rank Four – Greater Jagglings.
Rank Five – Incarna.
Rank Six – Celestines.
Spirit Creation Rules
Spirit creation rules follow the rules presented in Laws of the Wild pgs. 235 to 252 with some exceptions which will be detailed below.
Storytellers have 10 x the Rank of the spirit in points to create a spirit. Further rules for spirit creation can be found on page 242 of the Laws of the Wild MET book.
Spirits are limited to one Essence Retest per challenge.
- Rage: Spirits use their Rage Trait in strength-related Physical Challenges. They risks no Traits, but double their current Rage Traits in comparisons on ties and overbids. A spirit’s unarmed brawling attack does damage equal to a third of its Rage (rounded down, minimum one).
- Gnosis: Spirits uses their Gnosis in Mental and Social Challenges. They risk no Traits, but doubles their current Gnosis Traits in comparisons on ties and overbids.
- Willpower: Spirits use Willpower in dexterity- and stamina-related Physical Challenges. They risk no Traits, but double their current Willpower Traits in comparisons on ties and overbids.
- Essence: Spirits spend Essence to fuel special powers called Charms, and they can expend an Essence trait for a free retest in any challenge. Essence also serves as a spirit’s Health Levels: each wound taken reduces Essence by three points. When a Spirit runs out of Essence, it “dies” — disappearing into a slumber from which it may take years to awaken, without help.
The behavior of a spirit is confined by its nature. A specific act a spirit will not do is called its Ban.
Spirits often have many Bans, and learning what those are can be a way for wily Theurges to gain power over them. A coyote-spirit, for example, may have a Ban to never speak the truth: maneuver that coyote into a position where it has no choice but to speak the truth, and it will likely do anything if you will allow it an escape.
Totem spirits require Garou who follow them to obey a Ban, as an ongoing gesture of fealty. Breaking this Ban results in an angry patron, who withdraws all its spiritual blessings.
When a Spirit defends itself from a Mental, Social, or Physical Challenge, a Spirit uses twice the traits listed in Willpower, Rage or Gnosis, whichever is appropriate for defending itself. Greater Jagglings and Incarna are exemptions from this rule.
For example – Klatu, a Jaggling Knowledge spirit, is not easily fooled by “Tricks the Moon’s” riddle. Klatu, who normally has a Gnosis of six, effectively has twelve to figure out the riddle. For ease, here are the appropriate traits for challenges:
Mental & Social Challenges – Spirits will defend with Gnosis.
Physical Challenges – When attacking, Spirits use Rage. When defending, spirits use Willpower. When spirits attack, their damage is equal to their Rage divided by three, rounded down, with a minimum of one. Most attacks are accomplished with Aggravated Damage, though if the storyteller deems, it can be Lethal Damage.
Special Rules by Build
Englings – When building Englings, the Storyteller or Spirit Keeper is encouraged to use the rules presented on Laws of the Wild page 242. As befitting their rank, you will have 10 points to create the spirit. No offensive Charms should be purchased for the Engling, though defensive and helpful Charms are entirely appropriate. Upon their deaths, the remaining Gnosis of the Engling is distributed amongst the Garou presented. (For example – If the Engling dies with 6 Gnosis in front of three Garou, each Garou receives two Gnosis which remains until the end of the session. Englings lose on ties on all challenges.
Gafflings – When assigning points to Willpower, Rage and Gnosis, storytellers are encouraged to assign their Gafflings fewer points than one would a Jaggling. Storytellers have between 10 and 20 points in which to create their Gafflings. Storytellers are encouraged to steer away from the rare or particularly complex Charms when creating their Gafflings since most Gafflings are simple, purpose driven spirits. In challenges, Gafflings may bid traits equal to their permanent Willpower. Spirits do not lose traits when failing challenges.
Jagglings – Storytellers have between 20 and 40 points when creating their Jagglings. Greater Jagglings may bid three times their traits when engaging in challenges. Greater Jagglings are nearly Incarna themselves, and may be built with all but the rarest of Charms.
Incarna – If you must define traits for an Incarna, you may start with a minimum of 50 points. Incarna by their natures are near-deities, and as such, should be treated with respect, awe and bewilderment by the Garou. As befitting their nature, Incarna win on all ties and automatically retest on Supernatural challenges (not counting other retests). Incarna do not lose challenges unless they mean to. Incarna also despise having their time wasted, and players doing so should be punished accordingly.
Celestines – There are no statistics for Celestines.
The following are examples of Spirit Broods found throughout the Umbra.
Chimera: Belstu, The Aralin, Woneyah Kohne (Dream Ravens), Meneghwo (Patchwork Wolf), Suzaku the Red Bird, Bya-akko the White Tiger, Seiryuu the Azure Dragon, Genbu the Black Tortoise.
Cockroach: Kilakac’n, Gremlins, Mula’Krante, Guardian of the Gates, Scab Birds, Ol’Mighty Dollah & Easy Credit, Clashing Boom-Boom.
Falcon: Talons of Horus, Children of Karnak, Firebirds, Merlin, Osprey, Buzzard, Eagle, Wyvern, Peregrine Falcon, Harrier, Heron, Hawk.
Fenris: Surtur, The Norns, The Fimbul Wolves, Hrafn, Sturms, Bragir, Cuckoo, Aegir, Snow Queen, Firedrake, Seadrake, Ratatosk, Raven?
Grandfather Thunder: Crow, Typhon, Bat, Stormcrows, Rogue Raven Gafflings who manage to get away, Night Spirits, Spirits of Pain.
Griffin: Saber-Tooth Tiger, Lion, Simurgh, Mammoth Gafflings, Sphinx, Scavengers, Old Wolf of the Woods, Badger, Wolverine, Wild Raven.
Owl: The Twice-Born, Death’s Breath, Darklings, North Star, Scarab, Cobra, Sphinx-of-War (feminine aspect), Crocodile, Ibis, Sirius the Dog Star, Gull.
Pegasus: Chimera (different aspect), Haima the Red Mothers, Pegasus Gafflings, The Tryptich – Maiden, Mother, Crone; The Muses, The Gorgons, Eurayle, Istheme, Helena, Medusa, Stheno, Panther, Themis the Dream-Weaver.
Rat: Rat Gafflings, Raccoon Spirits, Heap Gafflings, Urban Englings, Feral Pyschagonea, Lost Dogs, Wanderlust Spirits, The American Dream, Tasmanian Devil, The General Lee, Jackal, Mouse, The Great Trash Heap, Crow, Hyena.
Stag: Dawn, Grain, The Hind, Impala, Rabbit, The Brook, Squirrel, Yale, The Black Stags, Kelpies, White Harts, Morrigu, Herne the Hunte, Danu, Brigid, Epona, Merlin, Cockerel.
Uktena: Oriental Dragons, Feathered Serpents, Sea Serpents, Kolowissi, Inadu (Snake), Dakwa’s Spirits (Fish spirits), Wild Turkey, Gila Monster, Dragonfly, Hummingbird, Roadrunner, Lesser Uktena, Turkey Gafflings.
Unicorn: Black Unicorn, Dove, The Misshapen, Narwhal, Heart Guides, Myrrhae (Olive tree glade children), Starlight, Duck, Father Mule, Eagle, Sea Otter.
Wendigo: Kwakwadjec (Wolverine), Atcen, Ice Elementals, Windtooth, Mosquito spirits, Dolphin, Moose, Caribou, Sturgeon, Rabbit, Goose, Porcupine, Beaver, Great Wendigo, Aurora.
Elemental Spirits: Earth, Air, Fire, Water, Electricity, Glass, etc.
Enigmatic Spirits: Englings, Chimerlings, etc.
Epiphlings: War, Courage, Knowledge, Forbidden Knowledge, Positivity, etc.
- Airt Sense: Paths left by fellow spirits, called “airts”, are visible to this spirit. Making a Gnosis challenge allows the spirit to navigate by them, finding a specific person or place in the Umbra. (If this test fails, make two simple tests; failing both means that the airts lead the spirit into great danger.)
- Armor: For one Essence Trait, the spirit gains armor equal to half its current Gnosis (rounded up). This armor refreshes at the beginning of each round, and lasts a scene.
- Blast: The spirit spends one Essence to engage in a physical challenge with the Garou. If successful, the spirit inflicts a third of its Rage total (round up) in levels of Aggravated Damage against a target. This blast takes whatever form is appropriate to the spirit — a tongue of flame, a bolt of lightning, a barrage of shuriken, whatever.
- Call for Aid:Spirits can call for the aid of like spirits (brood or other affinity) by making a WP challenge with variable difficulty depending on likelihood of such spirits being present nearby. This gift reaches 1 mile per rank. Cost is 1 essence.
- Hide:The spirit can conceal itself using the Umbral or natural landscape; an opponent wishing to find the spirit must make a Mental Challenge vs. twice the spirit’s Willpower. Concealment breaks if the spirit attacks or otherwise makes its presence known. This charm costs 5 essence.
- Influence: For two Essence, the spirit can change a target’s mood from anywhere, even across the Gauntlet. The spirit makes a contested challenge of its Gnosis vs. the target’s Willpower. If successful, the target’s mood changes to one more to the spirit’s liking. The player may make a Mental Challenge vs. the Spirit’ to recognize and attempt to wrest control of their emotions from the spirit. If successful, the PC has control of their emotions and may not be targeted for the duration of the scene.
- Insight:The Spirit can gain insight into any one hidden aspect of the target’s self. The cost is 3 essence to learn a general tidbit or 5 essence if spirit searches for a specific piece of knowledge about the character.
- Intangibility: By spending 2 essence, the spirit can become intangible for the duration of the scene. This can only be used in the Umbra and spirit can still communicate but it otherwise is unable to affect or be affected by any physical attacks. If the spirit activates a charm the effect will end immediately.
- Invisibility: The spirit can make itself invisible in the Umbra or physical world (if materialized). The Gifts Umbra Sight and Pulse of the Invisible will not detect the spirit. Refer to Investigation vs. Stealth rules in the addendum. The spirit receives a +1 bonus per rank. If the spirit attacks or uses charms, the power fades. Cost is 2 essence.
- Materialize: If the spirit’s Gnosis is higher than the local Gauntlet rating, it can assume physical form in the Earth realm. Its appearance on Earth matches what it looks like in the Umbra. Refer to the above combat section for traits and damage. It has seven Health Levels, but may be adjusted by the Storyteller for its size. If it “dies,” it returns to the Umbra and enters Slumber.
- Mind Speak:Spirits with this Charm can speak directly into a target’s mind; if the target is someone pacted to the spirit, there is no challenge and it costs 1 essence per scene. For any other, the spirit must make a static test of it’s Gnosis vs. the target’s Willpower. The cost is 5 essence per scene.
- Realm Sense: The spirit is generally attuned to all goings-on in its native domain, on both sides of the Gauntlet. By making a Gnosis Challenge against the Gauntlet rating, the spirit can gain more information about a specific intuition it feels. Nature spirits and Realm-specific spirits almost all have this charm, while spirits focused on broader tasks or concepts would not.
- Reform: The spirit can escape trouble by dissolving its form, then re-forming elsewhere in the spirit world. The spirit must take a full turn to focus, then make a Gnosis Challenge against six Traits — modified for how friendly or unfriendly their destination is to them.
Uncommon/Rare Charms –
- Access Caern: Spirits may not usually access caerns from the Umbra. Allows spirit to access the fundamental nature of a caern (wisdom, enigmas, etc.,) to facilitate other Charms or other events. It costs six essence to use this power.
- Acquisition:This power allows spirits to “borrow” a small object from the physical world. Object disappears from the material world and appears in the Umbra. At the end of the scene, the object disappears from the Umbra and reappears in the physical world. If object is moved or hidden while in the Penumbra, it reappears in the appropriate place corresponding to its new location. Item cannot be removed from the Penumbra into a near realm however, any attempt to do so immediately shifts the item back into physical world. Make a gnosis challenge vs. the local Gauntlet; cost is 1 essence for a set of keys/lighter; 2 essence for an item smaller than a normal 16 oz drinking glass; 4 essence a wine bottle or phone book. An item as large as a laundry basket or suitcase costs 6 essence and is the maximum size that can be acquired using this Charm. If a spirit attempts to take an item being used or on someone’s person, there is an additional cost of two essence. If the object is not being actively held, the player may make a mental challenge against the spirit, retest with awareness, to notice that the object is shifting. If it is being held, the spirit must engage in a contested physical challenge to move the object.
- Agony: The spirit magnifies a target’s pain during combat. The target’s wound penalties are doubled and if the penalties reduce the pool to 0, the target, must spend a willpower to take an action. Cost is 3 essence, and the duration is one round.
- Animate (Banes & Ghosts): Allows a ghost or bane to take over a dead body and send it against the living. Make a static challenge of Gnosis vs local Shroud/Gauntlet. A zombie thus animated has 10 Physical Attributes per rank, 10 no-penalty Health levels and a Brawl of 5 but no other Attributes. It only works with one corpse at a time. These zombies will be automatically killed if head is severed; the difficulty to ignite them on fire is 4; immolation will cause the corpse to turn to ash in a matter of turns and cause the ghost to retreat. Cost is 5 essence.
- Appear – Spirit may manifest in front of a mortal (or other) without assuming a material form. They cannot, however, affect the material world in any way. Each use costs 5 essence.
- Assess Character:Spirit may evaluate an individual’s general characteristics (attributes or wp/rage/gnosis etc) by a Gnosis challenge, difficulty 7. The number of successes determine accuracy of assessment. Costs 2 essence.
- Babelmind:For 3 Essence, the spirit can intrude in on the victim’s thoughts and jumbles what the victim says or hears. Simple words are misheard and complex conversations turn into gibberish. The spirit engages in a supernatural challenge with the target pitting it’s Gnosis vs. the target’s Willpower. If successful, the effect lasts the scene.
- Bloodsucking:Spirit can suck blood from a supernatural target and gain power from it. The spirit must enter combat with its victim (unless blood is being given in chiminage) and gains 2 essence per 1 point of damage (Lethal) inflicted. Cost is 3 essence.
- Choke:The spirit is able to generate clouds of suffocating ash, smoke or noxious gas by spending 3 essence. Anyone inhaling the cloud must make a Physical Test, difficulty 8 or begin choking on it helplessly, unable to do more than roll around on the ground or crawl from the area (see the combat primer for being prone). Holding one’s breath is insufficient to prevent the invasive, noxious gas. If the player fails their initial challenge, they are at a -3 Traits for the next challenge, and any subsequent challenge after, until they are out of the cloud. When the penalty would cause a character to be unable to bid a physical challenge (at 0 traits), the character will start taking 3 Bashing Damage each turn until unconscious. The radius is initially 3 yards around the spirit, though the spirit can spend essence to increase the radius up to 5 yards. The cloud costs an essence to maintain each turn.
- Cleanse the Blight: The spirit removes spiritual corruption as per the Rite of Cleansing. Most spirits have limited access to this Charm, being able to use it under certain conditions, such as beneath a full moon or within a fairy ring. Cleansing requires a static Gnosis Challenge versus a variable difficulty: three Traits for minor corruption, six Traits for well-established taint, and nine Traits or more for old, pervasive evils.
- Clone: For 5 Essence, the spirit can split into multiple versions of itself. The first clone is -1 Gnosis, -1 Rage, -1 Willpower and -5 current essence to itself (post charm activation). The second clone is -2 Gnosis; -2 Rage, -2 Willpower and costs 5 more essence from the original. (-3, -4, etc.) The spirit can only create as many clones/children as can be achieved without a clone’s Gnosis, Rage, or Willpower falling to 0. Each clone is a carbon copy and shares the same goals, drives and motivations as the original copy. The clones will last until the spirit’s goals, drives, and motivations are completed, or the scene ends, whichever comes first. Clones may not make clones.
- Consumption:Most often possessed by ghosts, banes, dream and fear spirits, this charm allows the spirit to consume emotional energies and convert it into power. This power costs two Essense to activate, then, for each point of rage that is spent and/or each failed willpower challengel in the spirit’s vicinity for the duration of the scene, it gains 1 essence. If other characters have emotional outbursts without challenges but seem applicable, the spirit may gain 1 additional essence per character having an outburst of intense anger, grief, passion, fear, etc.
- Control Electrical System: The spirit takes control of an electrical device by making a static Gnosis Challenge versus a number of Traits representing the device’s complexity, ranging from three (a lightswitch) to nine (a supercomputer). The spirit may then perform any task with the machine a normal operator could. If the device is being used, the spirit makes a contested mental challenge against the user. Success means that the user loses control of the device.
- Craving:By spending 4 essence and making a static gnosis challenge against the target’s willpower, spirit can cause victim to suffer hunger and thirst that cannot be assuaged by normal food or drink. The effect will last until the spirit rescinds it or another means of breaking it is obtained. The target is at a -3 to complete tasks or engage in challenges until their Craving is resolved.
- Create Fire: The spirit summons a gout of flame. Make a static Gnosis Challenge: against three Traits for a candle’s flame, six for a fireplace, nine for a conflagration. Unless ignited on a combustible fuel source, this fire will quickly die out.
- Create Wind: To control the local winds, the spirit makes a static Gnosis Challenge vs. a variable number of traits, depending on the strength of the wind. A challenge against one Trait is enough for a brief gust; against ten Traits, the spirit summons a tornado. Tornados use the following rules –
Tornado – The tornado takes one round to form, and starts at three feet in diameter. The tornado moves with a speed of 20 and will grow bigger as the scene progresses. There is little to do against a tornado except run away from it and seek shelter. Characters within three feet of the tornado must make a Static Physical Challenge vs. 6 traits, and are at a -3 penalty due to the pull of the storm. Success allows the character to act normally for the round. A failure means that the character is caught within the twister, and may not move or take other physical actions until they are out of the twisters grasp. To escape the twister is a Static Physical Challenge and the penalty is increased to -6.
- Create Shadows:The spirit can create, shape and manipulate shadows in the physical world. Apart from their unusual animation, these shadows are perfectly mundane, unable to attack or manipulate physical objects- although they can speak in shadowy whispers. Spirits with this charm often use it to unnerve or frighten humans, often to scare them away from the spirit’s territory. Cost is 1 essence.
- Cut:Allows spirit to cut a person or object in the physical world in the real world or across the Gauntlet. For 1 Essence, the spirit initiates a Physical Challenge against the target using it’s Rage against the target. If successful, the spirit can “scratch” the target like an angry cat for an effect that does not reduce health levels. To do real damage, spirit must spend 2 points of essence per for each Lethal point of damage; 3 points of essence for Aggravated point of damage. Spirits may only spend essence equal to their rank to damage per turn.
- Dark Omen (Ancestor Spirits & Ghosts): Spirit can deliver a vision of target’s future, usually something dark and bleak. Static gnosis challenge vs. target’s Willpower. Certain merits might keep a target from being a good candidate for a dark omen. If spirit is successful, the character will be distracted by it and at -1 to all dice pools for remainder of scene. Cost is 5 essence.
- Disable: The spirit can temporarily paralyze its target by making a contested challenge of Rage vs. the target’s Stamina-based Traits, effect lasts for 1 turn. Survival may be used as a retest. Cost is 3 essence.
- Drain: This spirit is capable of draining target’s very power (gnosis, blood points, mana, glamour, quintessence). If target does not have any applicable pool, they lose health levels instead (counts as aggravated damage). The spirit engages in a contested challenge of Rage vs. the victim’s Willpower. The spirit then drains 2 power a turn until the target is empty. Cost is 7 essence. Willpower may be used as a retest.
- Dream Journey: The spirit can intrude into the dreams of the sleeping target and interact there. There is no physical carryover and though the dream is exceptionally vivid, the sleeper may not remember it upon awakening. Cost is 10 essence to use.
- Ease Pain:The spirit can ease a material creature’s pain for a scene; it heals no damage but soothes even the most terrible wounds. The spirit may continue the gift at one essence per hour. If the spirit departs, however, the pain returns. Cost is 1 essence.
- Flee: The spirit spends 5 Essence and makes a simple test. If successful, the spirit can Fair Escape from the scene. On a tie, the spirit will take an extra turn to Fair Escape.
- Flood: Flood: The spirit spends one essence to raise the waters of a nearby river, stream or lake to its flood level. The rank of the spirit controls how much water they can affect. Rank 1 can affect hose run-off, small puddles of water. Rank 2 can affect small pools of water, fountains, plastic pools of water. Rank 3 can affect streams, small rivers or limited flood waters. Rank 4 can affect large groups of streams or a moderate to large sized river. Rank 5 and 6, there are no bodies of water safe from the spirit’s reach.
- Freeze: By spending Rage Traits, the spirit turns drops the air temperature to antarctic levels. Everyone nearby takes one level of Aggravated damage per Rage Trait spent, as the cold bites into their bones. Some spirits of fire have a similar charm to produce the opposite effect, but with heat. The spirit may spend no more than 1/2 of their Rage Pool to do so.
- Freezing Breath: The spirit attacks by exhaling a cone of bitter cold air. The spirit spends 2 Essence to activate the breath. The spirit can spend an additional essence to make this aggravated damage. The spirit enters a mass physical challenge against each target in front of the spirit. If a character is within 3 steps of the spirit, they take ½ damage round down (minimum 1), even on a win, otherwise they take nothing. On a loss, a character takes full damage, and has a -3 penalty on their next action. The spirit may continue the breath each turn for 1 less essence.
- Healing: For 3 Essence, the spirit can heal wounds by making a static Gnosis Challenge. The difficulty is eight Traits to heal Aggravated wounds, or six otherwise. The spirit’s can heal as many health boxes as it has Gnosis, and it can only use this Charm on a target, or itself, once per scene.
- Hold: For five essence, the spirit can immobilize a person in physical world. Upon successful activation, the victim will feel like they are being enveloped by invisible blanket and unable to move. The spirit engages in a contested challenge of Gnosis vs the victim’s willpower. Willpower may be used as a retest. Once immobilized, the test is made again at the beginning of each turn (or each minute outside of combat), until the victim succeeds. The spirit that is holding the victim cannot take any other aggressive action against the victim.
- Homid Form:The spirit can assume a human guise; it may change its shape, sex, age at will. Costs 1 essence to perform in Umbra; 2 essence to perform simultaneously with Materialize or Appear charms.
- Inner Pain: The spirit may cause a living being intense pain. For two Essence, the spirit engages in a Mental Challenge with the target. If successful, for every 2 points of essence spent, the target loses a Stamina Trait for the turn. While the Charm cannot inflict lasting damage, the victim may not be aware (Successful Awareness challenge, and Spirit lore 3). If the victim loses all Stamina-related traits, they must make a Willpower Challenge vs. 7 traits, or fall unconscious for one turn from the pain.
- Kindle: The spirit has the ability to kindle life’s fragile spark wherever that potential exists. Seeds can be germinated, eggs fertilized, fruit grown on trees. The spirit can also kindle powerful emotions in other beings, possibly making them so powerful to blot out other emotions being felt for the duration of the charm (the scene or until the spirit leaves). To do so, the spirit makes a contested social challenge. The spirit is at a +2 bonus if the target’s emotional state is predisposed to the spirit’s desire. This power costs 5 essence per use.
- Liquefy: The spirit, even when Materialized, may merge its form with water, blood, oil or any liquid substance. This is often used if spirit wishes to disengage from a losing battle and does not have power to Reform. The spirit’s form is integrated with the substance, giving attackers a -3 penalty to further strike against the spirit. If the liquid is damaged (evaporated,set on fire etc.) the damage is applied to the spirit’s Essence. If the spirit is drained of all of it’s Essence, on the Material Plane, it “dies”, dispersing until it can gain strength enough to cross into the Umbra. Most spirits will attempt to cross into the Umbra to avoid final death. The power cost is 5 essence.
- Meld:Some spirits can shift into their native elements and “disappear’. This takes 1 turn and makes the elemental completely unreachable. This element may be disturbed after the spirit’s departure, but only after the entity has fled. The power only works with elements of the spirit’s affinity. For example, a fire spirit cannot Meld into earth or water. Cost is 2 essence.
- Mirage: The spirit can use this charm to create a wide variety of insubstantial images. This charm can only produce static images incapable of independent movement, but these images can be extremely complex and detailed. All images created by the charm are completely insubstantial, a mirage of a wall may seem solid, but anyone can walk through it without resistance. Images of a single object smaller than a microwave costs 1 essence to create for one scene; spirit can alter the appearance of a room for 10 essence for one scene; an entire house or bigger area (up to small park) would cost 20 essence for one scene.
- Neutral Scent:The Spirit can conceal its triadic affiliation by spending 3 essence for the duration of the scene. It does not register to any Gifts such as Sense Wyrm, Sense Weaver, Sense Wyld.
- Open Moon Bridge: The spirit opens a Moon Bridge up to a thousand miles in length. Its endpoint can be anywhere, not just a Caern.
- Peek: The spirit has the innate power to peek through the Gauntlet, from the Umbra into Earth.
- Poltergeist:The spirit can move physical objects without materializing itself. To use this power, the spirit engages in a Physical challenge vs. the local Gauntlet Rating. If the object is being held, the spirit must also engage in a Physical Challenge against the restraint. One point of essence allows the spirit to move a few small objects like keys or pencils for a scene. Four points of Essence allows the spirit to move or operate a single moderate sized object like a toaster or large handgun; ten points of Essence allows the spirit to operate or move a large object like a car, motorcycle or entire contents of a room. This charm cannot be used to throw objects hard enough to do more than 1 point of bashing damage. This charm however can be used to drop large objects on people, hit them with cards or shoot at them with guns.
- Prophecy:The spirit can peer into things to come and tell a questioner one fact about their near future by making a static Gnosis challenge vs. 6. Generally, these will be mundane events such as a marriage or inheritance and can be good news or bad. The number of successes affect the detail provided. Cost is 5 power.
- Purify: Spirit can remove toxins from physical beings (such as Garou). The spirit spends 1 essence point per health level to heal damage from poisons. An additional expenditure of 3 essence flushes the poison from the being’s system.
- Quake:Spirits can cause the ground in the physical world which corresponds to its current penumbral location to rumble and shake. The power cost is 5 essence per one-mile radius; additionally the spirit can increase the intensity of the quake by spending more power per mile. Characters must make a Physical challenge against 8 Traits to remain standing. Failure means that the character is knocked to the ground and must make a Physical Challenge vs. 10 Traits to stand up again.
- Sap Will:The spirit is capable of undermining a target’s resolve and determination. Usable across the Gauntlet, the spirit spends 1 essence and makes a Gnosis challenge against the target’s Willpower. Each success drains 1 temporary willpower point. If the target is brought to zero willpower, they become extremely suggestible, and will follow almost any suggestion just to find some direction in their life. The spirit may only challenge once per turn. The Target may make an Awareness Challenge using their Mental Traits against 8 traits to notice the effect. If successful, the target can make a Mental Challenge vs. the spirit to stop the effect.
- Scale:This rare charm allows a spirit not directly in the Weaver’s service to climb on the Pattern Web without becoming stuck or calcified; similarly, its presence on the Pattern Web won’t draw the attention of Net or Pattern Spiders. The cost is 5 essence and lasts the scene.
- Scatter Thoughts:This charm works like Babelmind, except that this charm confuses sensory impressions and complex thoughts rather than words. The spirit engages in a Gnosis challenge, pitting its Gnosis vs difficulty of target’s willpower. Mindshield, iron will and other appropriate merits may apply. This Charm affects a single target (spirit or living) and lasts for the scene or until the spirit cancels the effect. Cost is 3 essence.
- See the Secret: This is a rare charm. With a limited form of mind-reading, the spirit uncovers one secret that a living person wishes to hide. Minor secrets (“I’m dressing as a man”, “I just stole someone’s wallet”) do not require a challenge to uncover typically. Major secrets require a challenge of gnosis vs.the target’s Willpower. Cost is 3 essence.
- Shapeshift: The spirit can alter its shape, size, and appearance. It doesn’t gain any special powers a new form would have: a coyote-spirit changing into a dragon doesn’t get to breathe fire. If the spirit is attempting a disguise, anyone who knows the person they’re imitating my attempt a Mental Challenge to see through the disguise. A successful use of Name the Spirit will show the Theurge that there is an incongruity (allowing a contested mental challenge).
- Shatter Glass: A static Gnosis Challenge versus six Traits results in the spirit’s power shattering all glass nearby. The higher the spirit’s Rage, the more glass this affects. Secondary damage from the glass is up to the Storyteller.
- Short Out: A less versatile Control Electrical System, this charm lets a spirit simply short out the power to a system — if it can make a static Gnosis Challenge against six Traits.
- Spirited Away:The spirit can snatch a single living target from the Material world and take it with them to Umbra. The spirit must make two gnosis challenges- first Gnosis vs. target’s Willpower; then Gnosis vs local Gauntlet. Cost is 10 essence to take target into local penumbra; they can be returned at will by the Spirit thereafter or left wandering unless they manage escape or rescue. Cost is 25 essence to take a target to the spirit’s own realm.
- Swift Flight: The spirit flies at triple speed, up to a maximum of 60 + (Willpower x3) yards per turn (normal movement is 20+willpower).
- Terror:The spirit can use this charm to create an overpowering aura of raw, overwhelming terror. Non-Garou must make willpower challenge vs.8 or collapse in fear or run away. Garou must make a frenzy check or fox frenzy. The terror radiates outward from the spirit in roughly five feet in all directions and last five turns; a test to resist the fear is required each turn. Cost is 5 essence.
- Tracking: The spirit may spend one Essence to track its prey for the remainder of the scene. If the target is hiding, a static mental challenge may be required. Once the target is found, the spirit may engage in a Mental Challenge with the target,using the Investigation vs. Stealth rules in the addendum. The spirit receives a bonus on this challenge equal to his rank. If the target is not hiding, there is no challenge required.
- Umbral Storm:The spirit can cause great downpour in the surrounding Umbra. Due to the strange nature of the Umbra, it is not always just water that falls from the sky. Visually, the storm forms instantaneously and without warning. The power cost is 5 essence for a storm one mile in diameter with 40 mph winds. The size of storm increases by 10% or the mph by 10 for every 2 essence the spirit spends. The spirits may also spend an extra essence to change what kind of liquid “rains down”. Storms created by this charm generally last until they die down naturally or the scene ends.
- Umbraquake: For five essence, the spirit shakes the very fabric of the Umbra, dealing bashing damage equal to third of its Rage to everything within a mile radius around the spirit itself, rounded up. The spirit can increase the size of the zone for two essence per mile.
- Updraft – By spending a point of Willpower and an essence, the spirit engages in a Physical Challenge with the target. If successful, the spirit summons a column of wind to lift a target suspended in the air for one turn. The spirit may spend a Gnosis each turn to keep the subject trapped.
Bane (Wyrm) Charms
- Blighted Touch: The bane amplifies a target’s negative characteristics. They must touch their target and make a Willpower Challenge; if successful, their target’s Negative Traits are doubled for the rest of the session.
- Corruption: By making a Gnosis challenge against the target’s Willpower, the bane implants a single evil suggestion that their target must act on before the session is through. The bane may use this Gift across the Gauntlet.
- Incite Frenzy: By making a Rage challenge against the target’s Willpower, the bane forces that Garou into Frenzy.
- Poison: Most commonly possessed by banes, snake and spider spirits and some ghosts. The spirit engages in a Gnosis Challenge vs. the victim’s willpower. Success means that the target is poisoned for a number of turns equal to the spirit’s Gnosis. At the beginning of the target’s turn, the poison inflicts a point of Lethal Damage. Powers such as Resist Toxin and the like do not prevent the damage. Any further successful uses of this charm will extend the rounds of the poison. Cost is 5 essence.
- Possession: The spirit can control and manipulate a living being or inanimate object, given enough time. The spirit settles in a dark place and concentrates, taking no other action. The spirit then begins to focus on the target and begins a series of three static tests of Gnosis vs. the victim’s Willpower. The spirit may make the tests once a scene. The spirit must win all three tests in a row to instantaneously possess the target. Otherwise, the possession is delayed for a scene/hour, and continues to be delayed until it makes up for the remaining tests that were lost. (Ex: In the 1st scene/hour the spirit wins 1 test, but loses the other two. In the 2nd hour, the spirit only makes two tests, and wins 1. In the 3rd hour, the spirit makes 1 test and fails. In the 4th hour the spirits makes 1 test and wins. The target is now possessed.) If the spirit is interrupted before the possession succeeds,the attempt fails, and it must start all over again.
- Calcify: The weaver-spirit entangles the target in the pattern web by making an extended challenge of its Willpower against the target’s Rage. Each success removes a Physical Trait or Essence Trait from the target, as it becomes partly bound. The target becomes fully bound if it reaches zero Traits this way; Once bound, it can only be freed by packmates, Wyld energy, or some other force capable of tearing the pattern web. The Traits lost return as soon as the Target is free.
- Craft Merchandise:At the cost of 2 essence, the spirit can reshape an item from one type to another. Like the homid gift: Reshape Object, but specifically consumer goods. Bigger items like furniture and microwaves cost 5 essence.
- Craft Technology:Functions like gift Reshape Object but only functions on complicated/intricate technological items. Cost is 3 essence per object.
- Crystallize:Unique among Crystal Elementals and spirits, this charm allows for the spirit to transform part of target’s substance into crystal. The spirit makes a contested challenge of rage vs.the target’s willpower. A success inflicts 1 level of aggravated damage per rank of the spirit (For example, a Rank Three spirit will inflict 3 Agg) as part of the target’s body becomes brittle and crystalline. Only Mother’s Touch or some other form of magical healing will restore creature to its original form. If the creature loses all of its health levels in this form of attack, it will become a crystalline statue and die if not healed at least 3 health levels in 24 hours. Power cost is 4 essence.
- Information Flow Tap:The spirit can tap into the flow of electronic data flowing between two computers without interrupting that flow, it can taste and read the data without disturbing the process. Make a Gnosis challenge (difficulty 10 minus the local Shroud/Gauntlet); Success gives general information about the data but cannot distinguish message’s contents if it was encrypted or protected against magical intrusion. The spirit may make a second test to pierce mundane encryption without detection. Cost is 3 essence.
- Information Leak:This charm allows the spirit access to all the knowledge incorporated into the Patten Web (which is just about everything). The spirit must make a gnosis challenge vs. 9 to receive the answer to any specific question. Cost is 10 essence.
- Snatch Wireless Data:The Weaver spirit can grab data packets coming from or going to phones, pagers, or laptops. Catching as many packets as possible and in the process somewhat disrupting communications in a small area (dropped calls, low signals, etc.) requires a Willpower challenge vs. local Shroud/Gauntlet rating. Finding a particular stream of packets such as specific conversation, requires first a Gnosis challenge against same local Shroud/Gauntlet rating in addition to the willpower challenge. After having consumed these packets, the spirit can recount the information to others at any later date if it so chooses or is compelled to.
- Solidify Reality: The weaver-spirit reinforces the Pattern in the target, making it difficult to damage. For three Essence, the spirit can reinforce the Pattern by making a static Gnosis Challenge vs. six traits. The spirit can grant one Health Level or Essence for every Gnosis the spirit possesses. (For example, if the spirit has 6 Gnosis, it can grant up to 6 Health Boxes or Essence to the target.) The effects last one day, Multiple uses of this charm are not cumulative.
- Spirit Static: With an act of will, the spirit raises the local Gauntlet rating by one, fortifying the defenses between worlds. Multiple spirits with this charm can work in concert, raising the Gauntlet by a maximum of three. The Gauntlet cannot be raised past 10. A spirit using this charm must stay nearby and concentrate, suffering a two-Trait penalty to all challenges.
- Break Reality: The wyld-spirit wreaks havoc with the local reality of its target, transforming it by degrees. Spend one Essence and make a static Gnosis Challenge against six Traits. If the challenge fails, the spirit loses the essence spent; it must then attempt two Simple Tests. If both of those fail, the spirit loses one Gnosis. If the initial challenge succeeded, the spirit can make a minor change, such as turning liquids into gases, changing the electrical resistance of a metal, or making a strong substance brittle. If the spirit spends a Gnosis Trait it can make major changes: giving life to an inanimate object, sealing off all the doors to a room, or shrinking a Garou to the size of a mouse, for example. If this charm is used against a sentient being, the spirit tests it’s Gnosis vs. the victim’s Willpower. If the spirit succeeds, the victim is altered per the spirit’s desire. If the spirit fails, it may not target the victim for the rest of the scene.
- Disorient: The wyld-spirit harmlessly rearranges the local geography, making it difficult to know where you’re going or where you’ve been. To do so, the spirit must make a static Gnosis Challenge against six Traits or the local Gauntlet rating, whichever is higher.
- Control Forest:This power can be used on both sides of the Umbra. The spirit spends 10 essence and makes a Gnosis challenge vs. the local Gauntlet; success animates one tree or bush to attack the target of the spirit’s choice. The spirit may test each turn to animate another tree, but only needs to pay the the essence cost once. The typical animated tree will have 30 physical traits, 6 Brawl and 10 unpenalized health levels, with no other attributes. Damage is normally 2 lethal, but can be adjusted based on the size of the tree. The effect generally lasts one scene; the trees will become normal almost immediately if the spirit departs.
- Quit Reality:This bizarre and rare charm allows the spirit to “step sideways” from both physical reality and the umbra into a mysterious other place, presumably a pocket Realm. The spirit may take one passenger along; for some reason, mages are the most frequent targets of this attack. The cost is 10 essence.
- Tear the Gauntlet:Some Wyld spirits can break the Pattern Web. Power cost is 15 essence. When Activated, the local Gauntlet can be reduced by 1 for days equal to spirit’s Gnosis.
- Tech Sense:The spirit can become aware of all technological events transpiring near the spirit in the physical world. They will be able to sense and identify cars, cell phones, power lines, ipods, etc but must make a gnosis challenge vs. the local Shroud/Gauntlet in order to focus upon a single item and notice details about it or person using it. power cost is 1 essence. Most typically possessed by Weaver and City spirits.
- Wood Warping: The spirit twists all wood within a 10-foot radius into new and interesting shapes. Unless the wood has been magically protected, or is part of a Fetish of other mystical item, the Warp is automatic. If object is protected, spirit may make a Rage challenge against the item’s level + 5 (a level 5 talisman would be difficulty 10 to warp). Success reshapes the object to shape that pleases the spirit; it cannot be bent back into shape again without magical spell or Gift. Cost is 2 essence per use.
PC’s and Spirits in the Sanctioned Chronicle.
I. Spirit Notoriety / Spirit Affinity – Approvals and Mechanics
Spirit Notoriety / Spirit Affinity is assigned by Tribal Brood and Universal Broods. Tribal Broods are very common, whereas Universal Broods are exceedingly rare in modern times. Theurges may keep track of Notoriety and Affinity through the use of the Spirit Network Merit
Spirit Affinity: Positive reputation and interaction with spirits.
Spirit Notoriety: Negative reputation and interaction with spirits.
You may only have Spirit Affinity at the following levels:
1 Affinity at Level 5,
2 Level 4′s,
3 Level 3′s,
4 Level 2′s,
No limit to level 1′s.
You may have any amount of Spirit Notoriety.
You may only gain Spirit Affinity: Universal with Global Approval.
Spirit Notoriety is tracked by the player and approved by their VST until x4 when further negative deeds need to be tracked and archived by the National Storytelling Staff.
Spirit Affinity Levels
Level 1 – Low Approval – +1 trait on all social interactions with spirits of that brood (Summoning, Social challenges related to mood and requests, no challenges related to combat.) Some spirits of that brood in the area think you are a pretty cool guy.
Level 2 – Mid Approval – +2 traits on all social interactions with spirits of that brood. Spirits outside your own home caern and area are beginning to hear about you, for good or for ill.
Level 3 – High Approval – +3 traits on all social interactions with spirits of that brood. When creating a talen with the aid of a spirit of that brood, an extra talen is created without need for increased chiminage or the expenditure of additional traits. Spirits throughout the region know your name, and what you’ve done.
Level 4 – Top Approval – +4 traits on all social interactions with the spirits of that brood. You are +1 trait all social challenges when dealing with Garou of the Tribe whose Totem you have at this level of notoriety. Throughout the Nation, word of your deeds on behalf of the spirits of this brood is known and spread.
Level 5 – Top Approval / Global Notification – +5 traits on all social interactions with the spirits of that brood. When creating a fetish with the aid of a spirit of this brood, you are able to create the fetish with little to no chiminage due to your global acclaim amongst this spirit brood.
Spirit Notoriety/Affinity is a single fluid system. You may not have both Notoriety and Affinity in a single brood. If you have Affinity 4: Falcon, and gain a level of notoriety from Falcon, you drop to Affinity 3.
Spirit Notoriety Levels
Level 1 – Low Approval – -1 trait on all social interactions with spirits of that brood (Summoning, Social challenges related to mood and requests, no challenges related to combat.) Some spirits of that brood in the area think you are a pretty lame guy.
Level 2 – Mid Approval – -2 traits on all social interactions with spirits of that brood. Spirits outside your own home caern and area are beginning to hear about you, for good or for ill. During travel, you might find yourself being watched with disapproval or anger.
Level 3 – High Approval – – 3 traits on all social interactions with spirits of that brood. You are down 3 traits on social challenges regarding convincing spirits of that brood to enter into Talens you wish to create. Spirits throughout the region know your name, and what you’ve done. When alone with spirits of that brood, you might find yourself under attack by them, or your location being sold for chiminage.
Level 4 – Top Approval – -4 traits on all social interactions with spirits of that brood. You are -1 trait on all social challenges when dealing with Garou of the Tribe whose Totem you have at this level of notoriety. Throughout the Nation, word of your deeds on behalf of the spirits of this brood is known and spread. You might find yourself making pacts or deals with other spirits to prevent attacks from the targeted brood.
Level 5 – Top Approval / Global Notification – -5 traits on all social interactions with spirits of that brood. You are -2 on all social challenges when dealing with Garou of the Tribe whose Totem you have at this level of notoriety. You might find yourself targeted by spirits of the targeted brood and their allies. You will find challenges harder, if they’re accepted at all by members of the offended tribe. No spirit of this brood will willingly enter a fetish or talen for you.
The Spirit Network Background
In order to make the game more immersive and in order to empower Theurges to keep a close watch over their sept and packmates, we are reintroducing the Spirit Network Background from “The Book of Auspices”. You can find more information about this Background on pages 57 and 58 of the Book of Auspices. The background is altered as follows:
* Prerequisites: Theurge only, must possess Spirit Speech.
Level One: Low Approval.
- You have a few spirits on the lookout for useful or interesting information within your sept.
Level Two: Mid Approval.
- Several spirits are willing to share what they have seen with you within your area.
Level Three: Regional Approval.
- You have unseen eyes in countless different locations in the area at any time within your region.
Level Four: Top Approval.
- Spirits far and wide seek you out with strange information to give you about the nation’s offenders and saints.
Level Five: Top Approval/Global Notification
- Unless the Gauntlet is very high, very little escapes the notice of your watcher spirits. You know the greatest offenders and the greatest allies of the broods.
When the website is finished, I’ll be asking people at x4 Affinity or Notoriety to start tracking their deeds here –https://sites.google.com/site/spiritusinvestigo/home?pli=1 I’ll provide a page for Theurges to glance at to see who is at that level so that they can react accordingly.
Deeds for Affinity / Notoriety
The following is a list of things that can earn you Affinity or Repute.
* Teaching a gift to another Garou directly. (Notoriety)
* Learning a gift to another Garou instead of finding a spirit to teach you. (Notoriety)
* Vouching for someone to learn a Tribal Gift outside of their Tribe. (Notoriety)
* Vouching for someone to learn a gift outside their Breed or Auspice. (Notoriety among the Universal Broods)
* Destroying a Talen, Fetish, Klaive inhabited by a member of the targeted Brood without releasing the spirit. (Notoriety)
* Freeing an abused or mistreated spirit from a Talen, Fetish, Klaive. (Affinity)
* Failure to grant chiminage after promising to do so. (Notoriety)
* Granting more chiminage than the initial agreement called for. (Affinity)
* Bad-mouthing, talking smack, insulting or being dismissive of a spirit or Tribe. (Notoriety)
* Making amends for a past indiscretion against a Brood. (Affinity)
* Making amends for past indiscretions by your ancestors against a Brood. (Affinity)
* Performing successful spirit quests. (Affinity)
* Assisting in the righting of wrongs against a spirit brood by a packmate or complete stranger. (Affinity)
* Being a pack-mate in a pack that disgraces or dishonors a spirit brood. (Notoriety)
* Failing to perform an Act of Contrition against a Garou. (Notoriety by the offended Garou’s brood)
* Performing deeds for a spirit brood outside of your Tribal Brood, putting yourself at great risk, expecting nothing in return. (Affinity)
* Breaking a pledge, promise, or your word to a spirit brood. (Notoriety)
* Killing a member of a Spirit Brood for any reason. (Notoriety)
* Accepting, unconditionally, the punishment, quest, or price of a spirit brood for killing a member of it’s brood and completing what happens next. (Affinity)
* Binding spirits into inappropriate items. (Notoriety)
* Binding spirits unwillingly. (Notoriety)
* Binding spirits into servitude without chiminage. (Notoriety)
* Altering a spirits nature or brood. (Notoriety)
* Allowing a spirit to become tainted or corrupted as a result of doing a favor for you. (Notoriety)
* Needlessly awakening spirits from slumber. (Notoriety)
* Using the gift Command Spirit to avoid paying chiminage. (Notoriety)
* Forcing a spirit to converse without spirit speech. (Notoriety)
* Ignoring a pack totem ban. (Notoriety)
* Opening a moonbridge into a bawn without permission of the caern spirit. Includes bridge walker, and totem bridges. (Notoriety)
* Hunting Englings for sport or out of malice. (Notoriety)
* Failure to perform proper rites for prey spirits. (Notoriety)
* Failing to honor the spirits of your ancestors. (Notoriety)
* Ignoring prophetic warnings. (Notoriety)
* Cheating in a contest of riddles or game craft. (Notoriety)
* Summoning an incarna avatar or above without a good damn reason. (Notoriety)
* Improving/expanding the influence of the spirit‘s material-world counterparts (i.e. expanding the borders of a protected forest, successfully promoting awareness of a species importance to the environment, etc) (Affinity)
* Protecting the spirit‘s material counterpart (preventing a major catastrophe, helping keep a species or it’s environment in good health, etc) (Affinity)
* Creating works of art to honor the spirit/brood, especially if presented to the general public (Affinity)
* Retrieving a Talen that has been taken by minions of the Wyrm (Affinity)
* Retrieving a Fetish that has been taken by minions of the Wyrm (Affinity)
* Publicly adopting and upholding a Ban (Affinity)
* Freeing a Spirit that has been trapped in the Pattern Web/Calcified (Affinity)