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Post by Admin on Fri Jun 16, 2017 7:21 pm

Valdemar, the Spirit of Savage Blizzards

The Ensihim (First Tongue) are fully independent spirits, evolved beyond their ties to a single source of Essence. They make up most of the spirits involved with Hisil politics, furthering the agendas of their umma (theme). Ensihim are powerful enough to be dangerous, and make up the majority of spirits that flee the Shadow into the world of Flesh. Long ago, one of these Ensihim known as Valdemar, grew to power by leading his Cold and Vicious kin against Helios (The Sun). Valdemar was quickly defeated. As punishment, Helios cast Valdemar into the shards of glass left on the battlefield from their heated war. Helios then destroyed all spirits who knew Valdemar's name. Only if someone looks into the glass and speaks Valdemar's name will it release the Ensihim. Upon that time, it will take the reflection of its user in order to adapt to present history, as well as  weave a new form based on its

HISTORY (Intelligence + Academics [+2 for Norse based players])
Valdemar, the Spirit of Blizzards, once waged a war against the sun. He was defeated, but the battle left a strange glass across the battlefield where he fought. Later, a mortal fool named Mar Helgesson harvested the glass, and unwittingly crafted a mirror of it centuries ago. Since that time, it has been rumored to travel across seas, kept by the greatest warriors as a symbol of their might.
Ensihim (Ensih Rank 3: Trait Limit 9 Dots, Attribute Dots 15-25, Maximum Essence: 20, Numina 5-7)

Spirits don’t have an Integrity trait, or a Virtue or Vice. Instead, they regain one point of spent Willpower per three points of Essence they consume by gorging or stealing as described above
Corpus (Health): 15 Resistance + Size and grants Corpus boxes that act like Health boxes, filling when the spirit suffers injury. Corpus boxes don’t have wound penalties associated with them.
Willpower: 10 equal to Resistance + Finesse with a maximum of ten dots for spirits of Rank 1 to 5. As well as being able to gain Willpower by gorging on Essence, all spirits regain one point of Willpower per day.
Initiative: +16 equal to Finesse + Resistance.
Defense: 9 (Stalwart)Defense is equal to Power or Finesse(Resistance for Stalwart Numina), whichever is lower, except for Rank 1 spirits which use the higher of the two Attributes, and dormant spirits which do not have Defense at all. The more a spirit is driven by raw instinct, the more animal defense it displays in combat.
Speed: 16 (Can spend 2 Essence to Double it (32), or 4 Essence to Triple it (48) Speed is equal to Power + Finesse
Language: Spirits all speak the native tongue of the Hisil, a strange, sibilant language, but often learn the human languages common around their Essence-feeding grounds. Uratha are capable of speaking the spirit tongue, but do so with a discernible accent.
Armor: 3/3   Numina Armor
Power: Strength, Intelligence, or Presence 9
Finesse: Dexterity, Wits, or Manipulation 00000-00 7
Resistance: Stamina, Resolve, or Composure

Spirits don’t possess skills, but don’t suffer unskilled penalties as long as the action they’re attempting is appropriate to their nature. They roll the appropriate Attribute + Rank for actions relating directly to their concept, or Attribute + Attribute for actions like surprise and perception.
All spirits suffer from a mystical compulsion known as the ban, a behavior that the spirit must or must not perform under certain conditions. Bans increase in both complexity and consequences with Rank.

Rank 2 and 3 spirits have moderate bans that curtail their activities in a more serious way than mere distraction. The murderous spirit of a car that has run down multiple people loses all Willpower if it doesn’t kill one person a month.

VALDEMAR: The spirit is compelled to take actions that work against Helios and his efforts. Valdemar actively destroys spirits of Fire, creatures that represent the Sun and Heat, as he resurrects his crusade against his Great Ilusahim (Ancient Spirit).

Effect: Every month, Valdemar must recruit a new warrior of winter, destroy a spirit of Rank 3 or higher or somehow lengthen winter's reign.

Spirits are not of the material world and react strangely to some elements of it. The interaction between a spirit’s ephem- eral Twilight form and physical substance always contains a flaw — a bane — that damages the spirit’s Corpus through symbolic or mystical interference. The bane is a physical substance or energy that the spirit can’t abide.
• A spirit voluntarily attempting to come into contact with the bane must spend a Willpower point and succeed on a Power + Resistance roll with a dice penalty equal to their Rank.
• Banes are solid to spirits, even when they are in Twilight. They do not, however, affect spirits on the opposite side of the Gauntlet.
• Simply touching the bane — even voluntarily — causes one point of aggravated damage per turn if the bane is in the Hisil or the spirit is Materialized, and causes any relevant Condition to end unless the spirit succeeds in a roll of Rank in dice. Repeat the roll every turn if contact holds.
• If the bane comes into contact with an item or person linked to a Fettered spirit, the spirit suffers one point of lethal damage per turn as long as contact holds. The spirit must use the Unfetter Manifestation Effect to escape.
• Touching the bane while in Twilight causes one point of lethal damage per turn to non-Manifest spirits.
• If the bane is used as a weapon against the spirit, the spirit suffers aggravated wounds if both bane and spirit are in the Hisil or the bane is in the physical world and the spirit is using a Manifestation. The wounds are lethal for spirits still in Twilight when the bane is physical.
Banes are increasingly esoteric and obscure for spirits of increasing Rank.

Rank 2 and 3 spirits have difficult to obtain but still “natural” banes. A wildwood spirit must be killed by a sharpened stake made of pine.

• As noted earlier, spirits use the lower of Power or Finesse for Defense unless they are Rank 1, in which case they use the higher. They apply Defense against all attacks, even firearms.
• Spirits roll Power + Finesse (+16) to attack. The spirit’s attacks inflict bashing damage unless its nature (a spirit with metal fists, for example) indicates that it should inflict lethal wounds instead. Some spirits use ephemeral weapons, in which case roll Power + Finesse and then apply weapon damage on a successful attack.
• Spirits in Twilight can only attack or be attacked by other spirits, unless the attack utilizes the spirit’s bane.
Physical attacks on a Manifest spirit, or one in the Hisil, that would normally cause lethal damage only cause bashing damage unless the attack utilizes the spirit’s bane. Even a spirit that’s solid to its attacker doesn’t have any internal organs to injure.
• Spirits record and heal from wounds the same way as human characters, but in addition lose one point of Essence for every aggravated wound they suffer.
• Spirits that lose all Corpus from lethal or aggravated wounds explode into bursts of ephemera stylized to their natures. For example, a forest spirit dies in a hail of rapidly vanishing pine needles. The spirit isn’t actually dead, though, merely returned to dormancy unless it has also run out of Essence. If it has even a single Essence point remaining, it reforms in a safe place (a Resonant location, usually), hibernating. Once it has regained Essence points equal to Corpus dots, it can spend an Essence point to reawaken. As the spirit can’t act while hibernating, this means waiting for the one point of Essence a day that it receives for being in a suitable area to slowly build up to the spirit’s Corpus — which means that more powerful spirits take longer to recover from being “killed.”
All spirits have a degree of Influence over the world that they can leverage to control and shape the basis of their existence, control their environment, and encourage the phenomena they were born from.
Spirits begin with dots in Influence equal to their Rank. Although a spirit’s Rank is also the maximum rating for an Influence, a spirit can split its dots to have more than one Influence. A Rank 4 spirit of dogs, for example, might have Influence: Dogs ••• and Influence: Loyalty •.
Spirits may reduce their number of Numina granted by Rank to increase Influence dots at a cost of one Numen per dot. Spirits have Influences that relate to their natures, but that may be used in multiple circumstances — the dog spirit, for example, has Influence over Dogs as a whole, not merely over a particular dog.
The People have a sense for spiritual Influence. When an Uratha has a spirit’s scent, roll Primal Urge minus the spirit’s Resistance. Success reveals the spirit’s highest-rated Influence, while exceptional success reveals them all.
Influence is measured in both scale and duration. To use an Influence, compare the spirit’s Influence rating to the total dots of the intended effect and how long it is to last. The total must be equal to or less than the spirit’s Influence rating in order for the Influence to be attempted.
The spirit pays the listed cost in Essence and rolls Power + Finesse, with success creating the desired effect. If the Influence is altering the thoughts or emotions of a sentient being, the roll is contested by Resolve or Composure (whichever is higher) + Primal Urge.

••• One day per success, Cost: 2 Essence

Valdemar: COLD
Spirits can interact with the mortal world in many dif- ferent ways, from lurking in the Hisil and Reaching across the Gauntlet to physically Manifesting or merging into a human soul. Just as Influence traits determine what level of control the spirit has over its environment, Manifestation traits note which forms of Manifestation are possible for a particular spirit.
Spirits begin with the Twilight Form Manifestation and a number of Manifestation Effects from the list below equal to Rank. Spirits may increase their capabilities by reducing the number of Numina they possess, at the cost of one Numen per Manifestation Effect.
Most Manifestation Effects have prerequisite Influence or Manifestation Conditions — a spirit can only Fetter to something with an Open Condition, for example.
All Manifestation Effects require a Power + Finesse roll to use. Most have an associated cost in Essence, and some are contested or resisted.

If the spirit enters the material world, it does so in Twilight (see p. 183). The Effect has no cost.

The subject of this Condition is within the sphere of influence of a spirit.
Causing the Condition: This Condition is common and naturally-occurring — if an object, phenomenon, person, or place matches the spirit’s purview in some way, it has this Condition. Anything matching the description of one of a spirit’s Influences counts as having this Condition tagged to the spirit. Summoning rites intended to entice a particular spirit to a location work by instilling the qualities that result in this Condition. Finally, a high-Rank spirit can use a Create Influence to cause the prerequisites for the Condition itself.
Ending the Condition: The Condition ends if the phe- nomenon creating it ends. A forest stops being Resonant for a tree spirit when humans fell all the trees, a grief spirit can’t Influence someone who has healed and let go of his pain, and a fire spirit must move on when the fire is extinguished. Banishing rites may temporarily suppress the Condition.

The place, object, animal, or person covered by a Resonant Condition is now conditioned to accept the resonant spirit. That spirit can now attempt to Fetter itself to the subject of the Condition, or, if the Condition is on a location, Materialize.
Prerequisites: The Resonant Condition for the same phenomenon to which this Condition is tagged.
Causing the Condition: This Condition is usually the result of fine-tuning the Resonant Condition as part of an extended action, involving the subject and spirit acting in concert for a number of scenes equal to Rank or a living subject’s Resolve, whichever is higher. Using a Strengthen Influence allows a spirit to temporarily upgrade Resonant to Open as an instant action. Last, both Lunacy and some Wolf-Blooded Tells can cause Open spontaneously, offering the subject up to a spirit without any effort on its part.
Ending the Condition: The Condition ends if the prerequisite Condition is removed. Exorcism rites work by removing this Condition, reverting it to the prerequisite.

The spirit has shifted from ephemeral to material substance, Manifesting in physical form. All the rules for ephemeral spirit’s traits still apply except for the effects of being in Twilight. This Condition protects the spirit from Essence bleed for its duration.
Causing the Condition: This Condition is created by a spirit using the Materialize Manifestation Effect on an Open Condition. If the Open Condition used is on an object or person, the spirit must materialize within its Rank in yards.
Ending the Condition: Materialization lasts for one hour per success on the activating roll. When the duration ends, the spirit fades back into Twilight. Physical contact with a Bane or removal of a prerequisite Condition causes the Condition to end early.

In addition to Influence and Manifestation, all spirits have a number of discrete supernatural powers called Numina. Each Numen is a single ability linked to the spirit’s nature — activated by a successful Power + Finesse roll unless stated otherwise.

The spirit causes terror in anyone who can see it. The Numen costs three Essence and activation is contested indi- vidually with Presence + Composure + Primal Urge by anyone looking at the spirit. Anyone gaining fewer successes than the spirit is unable to move or speak for a turn. If the spirit gains an exceptional success, the effect lasts three turns.

This Numen disguises a Materialized spirit as a human and can be used at the same time as the Materialize Manifestation Effect. Using the Numen costs 1 Essence and the human seeming lasts for activation successes in hours. The human “costume” is flawed — witnesses may make a Wits + Composure – Finesse roll to realize that something is wrong. Characters able to sense the spirit in Twilight do not suffer a penalty to the roll.

The spirit can use Essence to heal bashing and lethal wounds on its Corpus. This Numen does not require a roll to activate, but costs 1 Essence and heals one point of bashing or lethal damage — the spirit must reactivate the Numen
each turn to heal more severe wounds. Bashing damage is healed first, then lethal.

The spirit accelerates into a blur of movement. The spirit chooses whether to spend 2 or 4 Essence when activating this Numen. Spending 2 Essence doubles its Speed for the remainder of the scene, while spending 4 Essence triples it.

The spirit appears armored, and uses Resistance as its Defense score instead of the lower of Power or Finesse.

NATURAL WEAPONS, ICE AXE  (Equal to Rank: •••)
Like the Dread Power, Natural Weapons, the creature is armed with formidable weaponry. The weaponry has a weapon modifier and armor- piercing quality equal to the number of dots in this Power. (+3L, 3 Armor Piercing).  

*NUMEN ARMOR (Equal to Rank: •••)
The creature appears to have a shield, plates of armor or elemental covering that represents a natural type of armor. The Armor Rating is equal to the spirit in both Regular and Ballistic score (3/3).



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