Difference between revisions of "Spirits"

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! Name !! Rage !! Willpower !! Gnosis !! Power !! Level !! Reference
 
! Name !! Rage !! Willpower !! Gnosis !! Power !! Level !! Reference
 
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| Belstu || 2 || 8 || 10 || 30 || Jaggling || AM p. 42  
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| <center>Belstu</center> || <center>2</center> || <center>8</center> || 10 || 30 || Jaggling || AM p. 42  
 
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| Belstui || 1 || 3 || 8 || 25 || Gaffling || AM p. 42  
 
| Belstui || 1 || 3 || 8 || 25 || Gaffling || AM p. 42  
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''* - spirits whose level is marked with an asterisk do not specify Gaffling or Jaggling in their entry and so were labeled according to the level of their other stats. '''This is a best guess only.'''''
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''* - spirits whose level is marked with an asterisk do not specify Gaffling or Jaggling in their entry and so were labeled according to the level of their other stats.''<br>'''This is a best guess only. Staff may rule otherwise on their level.'''
  
 
===Cockroach's Brood===
 
===Cockroach's Brood===

Revision as of 20:13, 8 July 2018

For totem spirits, see the Totems page.


Totem Broods

Totems of Respect

Falcon's Brood

Falcon's Brood
Name Rage Willpower Gnosis Power Reference
TBC TBC TBC TBC TBC TBC
TBC TBC TBC TBC TBC TBC

Grandfather Thunder's Brood

Grandfather Thunder's Brood
Name Rage Willpower Gnosis Power Reference
TBC TBC TBC TBC TBC TBC
TBC TBC TBC TBC TBC TBC

Pegasus's Brood

Pegasus' Brood
Name Rage Willpower Gnosis Power Reference
TBC TBC TBC TBC TBC TBC
TBC TBC TBC TBC TBC TBC

Stag's Brood

Stag's Brood
Name Rage Willpower Gnosis Power Reference
TBC TBC TBC TBC TBC TBC
TBC TBC TBC TBC TBC TBC

Totems of War

Fenris's Brood

Fenris' Brood
Name Rage Willpower Gnosis Power Reference
TBC TBC TBC TBC TBC TBC
TBC TBC TBC TBC TBC TBC

Griffin's Brood

Griffin's Brood
Name Rage Willpower Gnosis Power Reference
TBC TBC TBC TBC TBC TBC
TBC TBC TBC TBC TBC TBC

Rat's Brood

Rat's Brood
Name Rage Willpower Gnosis Power Reference
TBC TBC TBC TBC TBC TBC
TBC TBC TBC TBC TBC TBC

Wendigo's Brood

Wendigo's Brood
Name Rage Willpower Gnosis Power Reference
TBC TBC TBC TBC TBC TBC
TBC TBC TBC TBC TBC TBC

Totems of Wisdom

Chimera's Brood

Chimera's Brood
Name Rage Willpower Gnosis Power Level Reference
Belstu
2
8
10 30 Jaggling AM p. 42
Belstui 1 3 8 25 Gaffling AM p. 42
Aralin 4 9 10 60 Jagging AM p. 43
Dream Ravens 2 6 9 30 Gaffling* AM p. 44
Meneghwo 5 10 8 50 Jaggling AM p. 45

* - spirits whose level is marked with an asterisk do not specify Gaffling or Jaggling in their entry and so were labeled according to the level of their other stats.
This is a best guess only. Staff may rule otherwise on their level.

Cockroach's Brood

Cockroach's Brood
Name Rage Willpower Gnosis Power Reference
TBC TBC TBC TBC TBC TBC
TBC TBC TBC TBC TBC TBC

Owl's Brood

Owl's Brood
Name Rage Willpower Gnosis Power Reference
TBC TBC TBC TBC TBC TBC
TBC TBC TBC TBC TBC TBC

Uktena's Brood

Uktena's Brood
Name Rage Willpower Gnosis Power Reference
TBC TBC TBC TBC TBC TBC
TBC TBC TBC TBC TBC TBC

Unicorn's Brood

Unicorn's Brood
Name Rage Willpower Gnosis Power Reference
TBC TBC TBC TBC TBC TBC
TBC TBC TBC TBC TBC TBC

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 the significance (or belief in such significance) of a place or thing. Long ago, the Umbra was filled with active spirits, and every stream, every tree, every stone, every thing had a living spirit connected to it. Now, the Umbra is largely barren and featureless. Only a few nature spirits still exist, and most of them are in Slumber. The Storyteller may assume that all spirits listed here possess the Charms of Airt Sense and Re-form in addition to those listed.

Animal Spirits

Garou maintain close ties with animal spirits. Animal spirits look like an ideal of the species they represent. There are far too many varieties of animal spirits to list here; many others have disappeared as species have become extinct. Besides the fact that these spirits can teach many Gifts to Garou, it is always wise to appease them after hunting their kind for food. Garou believe the animal spirits have a totem Incarna, which the Wendigo and lupus refer to as the Animal Fathers. The Animal Fathers are said to watch their children from lodges in the Near Umbra. Not showing proper respect to animal spirits may draw the ire of the respective Animal Father, who may prevent births of the animal in the physical world. A population decrease in deer, for example, would bring starvation to the wolves.

The following are some sample animal Gafflings:

Animal Spirits
Name Rage Willpower Gnosis Essence Charms Reference
Deer 4 4 6 14 N/A WtA
Falcon 6 10 5 21 Swift Flight WtA
Snake 6 5 8 19 Gift: Paralyzing Stare WtA

Glade Child

Glade Children are the spirits of trees. In the Umbra, they appear as robed, kindly luminescent figures within the tree. How a Glade Child appears depends on its tree's location in the physical realm. In the wilderness, the spirit appears majestic and powerful; near a busy intersection, the spirit will seem grimy and waiflike. During the spring and summer (for Children of deciduous trees), Glade Children are bright-eyed and watchful of all that goes on around them, while they become sluggish and harder to rouse in late fall and winter. Glade Children are usually Gafflings or Jagglings, although some of the eldest may be Incarnae.

If approached by a friendly Garou, Glade Children may impart some of their considerable knowledge of what has transpired within their sight. However, the more a tree has been tainted by a Blight or the more tightly it has been woven into a Pattern Web, the more twisted and less reliable its information becomes.

Willpower: 7
Rage: 3
Gnosis: 8
Essence: Variable*
Charms: Cleanse the Blight, Realm Sense

*Essence is determined by age: 20 for sapling, 35 for mature oak, 50+ for ancient redwood

Lune

These spirirts, the most common of Luna's Jagglings, appear as shimmering ribbons of light outlined in gold or blue. They communicate to Garou empathically, spiraling or undulating more rapidly as they become excited. Their power waxes and wanes with the moon. During the full moon, they can be powerful but quite unpredictable. Lunes have the power to open any moon bridge at will, and they may create moon bridges for Garou who petition them. In general, they are positively disposed toward Garou, assuming the werewolves don't get too bossy. During the full moon, however, there's no guarantee where the moon-mad spirit will send them.

Willpower: 8
Rage: 4 (8 at full moon)
Gnosis: 7
Essence: 19-23
Charms: Open Moon Bridge

Stormcrows

The best-known of the spirit servants of Grandfather Thunder, Stormcrows act as the eyes and ears of the totem. They are connected to him at all times, and they often serve as pack totem avatars for Thunder.

Willpower: 9
Rage: 7
Gnosis: 6
Essence: 22
Charms: Create Wind, Tracking

The Wendigo

Wendigo in his avatar form appears as a blue humanoid with great claws and fangs, fiery eyes and black hooflike stumps for feet. When summoned on a mission of vengeance, Wendigo can run through the sky at up to 50 miles per hour, tracking its prey. If it succeeds, it will kill the target and eat its heart; if somehow thwarted, it finds the one who summoned it and has his heart instead. It may be summoned with the Wendigo Gift: Call the Cannibal Spirit.

Willpower: 7
Rage: 10
Gnosis: 5
Essence: 32
Charms: Blast (Ice), Create Wind, Freeze, Materialize, Tracking

The Wild Hunt

The Wild Hunt is the personification of fury and an instrument of Stag's vengeance. It is considered by some to be the Fianna's "tactical nuke," for they can call upon it when in dire straits from a Wyrm menace. It is not called lightly, for the Garou can get caught up in the Hunt and consumed by it. The Huntsman and his pack aren't specific entities so much as wild spiritual energy. If it is "killed," the Hunt will disappear into the Umbra, to reappear if called later.

The Huntsman is a powerful Jaggling servant of Stag, who appears as a tall, stag-antlered man following his hounds.

Willpower: 10
Rage: 10
Gnosis: 5
Essence: 40
Charms: Armor, Materialize, Tracking

The Hounds are Gaffling servants of the Huntsman. There are usually nine, although there may be as many as three times that number, with black coats and eyes of cold green fire. They can easily pace a Garou in Lupus form and are tireless.

Willpower: 6
Rage: 7
Gnosis: 2
Essence: 18
Charms: Materialize, Tracking

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. Most ancestor-spirits reside in their tribe's Umbral homeland. Some may also be found near their sept's caern, or even bound to powerful fetishes. Garou who find a spirit may bargain for aid or Gifts as with other spirits (although often an ancestor may be more favorably disposed to her descendants). A Garou with the Ancestors Background can actually call upon his ancestors to possess his body temporarily, endowing him with the ancestor's skill and knowledge.

Are the acestor-spirits really the spirits of dead Garou? Some think so, although many believe that they are the memories and personalities of the departed werewolves wrapped around ephemera spirits. They believe that the true spirits have returned to Gaia to be reborn. Departed Garou aren't the only ancestor-spirits that werewolves can encounter; human spirits appear rarely, particularly if they were Kinfolk. They are almost never as powerful as werewolf spirits, however, since Garou have much stronger spirits to begin with. Ancestor spirits vary greatly in ability, depending both on their power before death and their strength of will. The following is a sample Garou spirit:

Willpower: 6
Rage: 8
Gnosis: 7
Essence: 21
Charms: Charms relate to their tribal, auspice or breed Gifts. For example, an Ahroun may possess the Armor Charm, a lupus might have the Tracking Charm, and a Glass Walker may have powers similar to an electricity elemental or a Net Spider.

Elementals

As the name suggests, these spirits are the manifestation of the raw elements that make up all things. For centuries, elementals could be categorized classically: earth, fire, air, and water. In recent times, others have been discovered such as electricity and metal. Glass Walkers truck regularly with glass and plastic elementals. (Elementals in the periodic-table sense of the word are rare if they occur at all - no sodium elementals or the like have been found.) Elementals differ greatly in power, with some being no more than minor Gafflings and others wielding Incarna-like powers. The following are examples of minor elementals.

Earth Elemental

These spirits often appear as collections of rocks connected in a vaguely humanoid form, or simply as a moving bulge in the ground.

Willpower: 10
Rage: 4
Gnosis: 5
Essence: 20
Charms: Armor, Materialize, Umbraquake

Air Elemental

When materialized, these spirits are seldom visible except through contaminants such as dust or smoke.

Willpower: 3
Rage: 8
Gnosis: 7
Essence: 18
Charms: Create Wind, Updraft

Fire Elemental

These mercurial spirits typically manifest as a swirling column of flame.

Willpower: 5
Rage: 10
Gnosis: 5
Essence: 20
Charms: Blast (Flame), Create Fires

Water Elemental

These elementals often appear as little more than a "thickening" in a body of water, but they take on humanlike form occasionally.

Willpower: 6
Rage: 4
Gnosis: 10
Essence: 20
Charms: Cleanse the Blight, Flood, Healing

Glass Elemental

These spirits usually appear as numerous glass shards collected into a humanoid form.

Willpower: 4
Rage: 7
Gnosis: 7
Essence: 18
Charms: Blast (Glass shards), Materialize, Shatter Glass

Electricity Elemental

These spirits usually manifest as electric arcs, St. Elmo's Fire, or ball lightning.

Willpower: 6
Rage: 7
Gnosis: 5
Essence: 18
Charms: Blast (Lightning), Control Electrical Systems, Short Out

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. Regardless, some wise Garou have had encounters with these spiritual enigmas and come away the better for the meeting.

Chimerlings

Chimerlings are Jagglings of the totem Chimera. They are Enigma given form, changing shape as they choose. They appear to Garou at the end of dreamquests, or they haunt dreams to grant Gifts or impart messages that the recipient seldom understands.

Willpower: 3
Rage: 5
Gnosis: 10
Essence: 18
Charms: Shapeshift

Englings

Englings, Jagglings of Gaia, are spirits of Gnosis that Garou hunt during moots. Once caught, the Engling is thanked for giving itself to strengthen the Garou. If the ceremony is performed properly, the participants regain all their Gnosis, and the Engling re-forms elsewhere in the Umbra.

Willpower: 5
Rage: 1
Gnosis: 10
Essence: 16
Charms: No special Charms

Curiosi

These Gafflings appear as a small nested series of filagreed spheres hovering just above the ground. Theurges and many Stargazers spend hours studying these spirits to puzzle out the true pattern they hold within their spinning colored spheres. It usually requires a Gnosis point to pull in a Curiosus, but solving the puzzle successfully (Perception + Enigmas, difficulty 9) earns the Garou a Gnosis point and a temporary Willpower point per success. Those who meditate on such spirits come to realize that the Curiosus is fascinated by non-spirit beings, and that it will watch them as long as they watch it.

Willpower: 5
Rage: 3
Gnosis: 9
Essence: 17
Charms: Illuminate (lights a 50-foot area or changes the color of light)

Epiphlings

These spirits embody an idea or concept, such as peace, envy, death, or speed. Although they find Epiphlings more understandable than Chimerlings, Garou aren't sure exactly how these spirits fit into the spiritual hierarchy. Having studied these spirits more closely than any other tribe, Stargazers suggest that Epiphlings are the essence of pure thought and Platonic ideals made manifest. Whether they are spawned from the thoughts and emotions generated in the physical realm or they come from some place in the Umbra is open to debate. Besides learning Gifts, Garou often bind them into fetishes. The Storyteller may create appropriate traits for Epiphlings, which are usually encountered as Gafflings.