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Spirit Rules

Spirit ranks:
1: Lesser Gaffling, Trait Limit 5, Traits 5-8, Max Essence 10
2: Greater Gaffling, Trait Limit 7, Traits 9-14, Max Essence 15
3: Lesser Jaggling, Trait Limit 9, Traits 15-25, Max Essence 20
4: Greater Jaggling, Trait Limit 12, Traits 26-35, Max Essence 25
5: Totem Manifestation, Trait Limit 15, traits 36-45, Max Essence 50
6: Lesser Gods/Incarnae, Can do what they want
7: Greater Gods/Incarnae, Can do what they want
8: Lesser Celestines, can do what they want
8: Greater Celestines, Can do what they want
9: Manifest Conceptions, Dont bother
Rank comparisons:
Spirit ranks and Garou ranks roughly correlate. Theurges receive a bonus to
summon, control and bind spirits of lesser rank equal to the difference if they
outrank the spirit. They receive a negative if the spirit outranks them.
Spirit rank comparison roughly determines the attitude the spirit will show toward
a Garou. If the Garou outranks the spirit, barring exceptions, the spirit will be
friendly or at least tolerant. If the Spirit is of higher rank the Garou should be
careful. Higher ranked spirits often do not care about Garou or may even be hostile
(Depending on temperament). Spirits of higher rank dont take kindly to being
manipulated by theurge gifts, and will hold a grudge.
Spirit Rank
1
2
3
4
5
6
7-9

Garou Equivalent
Cliath
Fostern
Adren
Athro
Elder
Legend
DO NOT FUCK WITH

Cubs are either completely ignored or treated as children, dependent on the nature
of the spirit. Hostile spirits will view them as ants to be squashed at their leisure.
Spirit Traits:
Spirit traits are Power, Affinity, and Cohesion.
Power represents the damage a spirit can do, unless otherwise noted this is lethal.
Power may be tested for Brute force tests (Rare). Power also factors into the
spirits Willpower.

Spirit Rules
Affinity represents the spirits control over its body and mind. They use this trait to
effect the world around them. Most tests the spirit initiates will use this trait. This
trait also contributes to the spirits initiative.
Cohesion represents the spirits raw stamina and resolve. Most resisted tests use this
trait. This trait contributes to the spirits Willpower, initiative and health levels.
Health and Tempers and initiative are determined by these traits.
Willpower is equal to power + Cohesion. Willpower may be spent to receive a retest
(One per test, this is the only way a spirit may retest).
Essence is dependent on the rank of the spirit. Essence may be spent to activate
numina that require it, to buff the spirits traits on a 1 for 1, or it may be spent as
Garou Rage to a max per turn of the spirits power.
Initiative is equal to Ability + Cohesion.
Size is determined by the rough size of the physical equivalent of the spirit for
weaker spirits. strong spirits are no longer bound by the form of their source and
thus may be of any size.
Health levels are equal to Cohesion + the size of the spirit. Spirits do not receive
penalties due to damage, they function at their peak until they are discorporated.
Spirit Charms:
Spirits have 2 plus 1 for each rank above one.
Purviews: they have 1 Purview trait per rank.
1: Strengthen
2: Manipulate
3: Control
4: Create
5: Mass Create
A spirit must spend an essence and make a Affinity test. If they are directly affecting
a character with their Purview the test is contested by an appropriate trait test. If
not contested the difficulty is dependent on the spirits rank. Gauntlet times 2 rank
of spirit. Purviews may only be used on the side of the gauntlet that the spirit is on
(the Reaching Charm circumvents this).
Purview Taint (This doesnt currently exist, but it should)
Spirits who are of the Wyrm all have at least 1 level of Purview Taint. This Purview
functions differently than normal. To works off the following level chart:

Spirit Rules
1: Strengthen
2: Mass Strengthen
3: Infect
4: Mass Infect
5: Full Conversion
Strengthen: Oposed test (Affinity vs Cohesion. No Willpower retest if target is lower
rank), on success the taint level of the spirit is increased by 1 (may be boosted by
additional essence spend). this only strengthens pre existing taint.
Mass Stregthen: as Strengthen but effects a number of spirits equal to the users
power (May add additional targets by essence spend)
Infect: opposed test Affinity vs Cohesion (No willpower retest if target is lower
rank). on success the target is tainted. They receive a taint rating equal to the users
power.
Mass infect: as Infect but effects a number of spirits equal to the users power (May
add additional targets by essence spend). target receives a taint rating egual to 1/3
of the users power (round up).
Full Conversion: when a target is fully tainted they become a Bane instead of a fallen
spirit. They receive a free Influence taint level and may convert other influences to
taint for a higher rating.
Effects of taint:
Spirits affected by taint run the risk of becoming Wyrm tainted or worse. If a spirits
taint level ever equals their max essence they are tainted and considered Fallen.
Consider the spirit hostile to all Gian Garou. The spirit becomes violent and
destructive. It is now of the wyrm, though not a bane (unless the source of taint has
the Full Conversion level).
Removing taint:
The Rite of Cleansing will remove taint. Determine difficulty by looking at the spirits
percentage of taint.
Pure essence will also cleanse taint. For each two Pure essence the spirit
receives, remove one level of taint.
Fallen spirits may only be cleansed by the rite.
There is no cleansing of a bane. Dont try, it will go badly.
Essence and Gnosis

Spirit Rules
Gnosis is a very condensed form of essence. Garou Gnosis is considered Pure
Essence. It has no resonance and is roughly equal to two essence points. Gnosis is
capable of cleansing minor taint from spirits.
Spirits and resonance:
This is only alluded to in the books, and even then only in the vaguest terms.
Basically, spirits are affected by the type of energy they consume. They are drawn to
like kinds of energies and feed off of those. Spirits can be altered and even driven
mad if forced to absorb the wrong type of energy. I do not believe this needs to be
codified with a rules set, however our theurges should be made aware of this aspect
of dealing with the spirit and umbra. Until we discuss, I shall leave this section
blank.
Umbral Terrain:
This section will also be filled later. I have an idea for how to run this but it will take
some fiddling.
Umbral Travel:
Moon Paths: the Lunes provide for the Umbral Traveler. These paths snake through
the penumbra and umbra and are the primary means of travel. These paths (When
you know the destination) are somewhat reliable, though their placement and
nature will vary based on the lunar phase and ambient umbral shifting.
Spirit Tracks: these can also be traveled without getting too lost, but there is no
telling where they lead. And successful gnosis test can tell you the type of spirit who
left the path, but it is up to players judgment if a given path leads where they want
to go. These are risky, but often the only option for little traveled areas of the umbra.
Wyrm Tunnels: DO NOT ENTER. Seriously dangerous. Can get you places really fast,
but there is no telling what you will find down there.
Weaver Webs: super reliable and they always go where you think they would.
However these webs are tended. The spirits who maintain and use these webs tend
to view travelers as free radicals which must be either captured and catalogued or
outright destroyed.
Verges: there are places and things that can function as a bridge through the
gauntlet. Likewise there are places and things in the umbra that can take you who
knows where. Take a left down an inviting path and you may end up in a new realm.
Fall in a whole and you could land in a place that looks a lot like hell. Verges in both
the Real and the Umbra can cause all kinds of problems.

Spirit Rules
Seepage: There are places in both the umbra and the real that can be worn a bit thin.
Much like verges, these are passages to different umbral realms and area. The
difference is that parts of those realms Leak through these thin spots. You might
see a piece of The Flux flooding a reflection of a field. You might see a Grove of tree
spirits overrun by the fabric of the dark umbra.
Moon Bridges: you guys know these. They work the same.

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