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  • Securing a Location from the Umbra

    I'm playing a Theurge in a forum game and have some questions. We have a crafter's workshop off sept and my character would like to secure it from the Umbra. If a Garou crafter is working in the real world, he will have some warning there are banes/enemies about in the Umbra.

    My Theurge has the rite of Spirit Awakening, so I assume he could wake up some spirits to act as guardians. What other sort of things could a Rank 1 Theurge do? Are there wards in W:tA?

    To add more details on the location, it's a warehouse on the city docks. It's set up for blacksmithing/Metalworking, woodworking, and eventually shipbuilding.
    Last edited by wonderandawe; 05-22-2017, 02:50 PM.


    Are you ready to rage? Discover if you are Brave Enough to fight for the soul of the world.

    The Werewolf: the Apocalypse Quest updates on Mondays. All are welcome to vote.

  • #2
    There aren't wards per se, but there are various rites, gifts, and fetishes which could protect a place. Most of which, alas, are probably beyond a Rank 1 Theurge.

    Level 4 caern rite is Rite of the Shrouded Glen which makes an area invisible in the umbra invisible. But it requires lots of Gnosis to spend, and it only works at caerns.

    Level 3 fetish Sanctuary Chimes prevents spirits from materializing (meaning manifest in the Realm) within 100 feet of them. But that is any and all spirits.

    The level 4 gift Spirit Ward acts like a ward, but is only there for one scene. Most other useful gifts in that regard are similar, they don't last long. They are the equivalent of a guy with a shotgun leaving his house to scare off trespassers.

    Negotiating with spirits to provide help is useful, but note that the Rite of Spirit Awakening says nothing about spirits being more willing to help you. You are merely waking them from Slumber. There is no control. So be prepared to offer chiminage and probably use gifts or rites as well. If you want spirit guardians, you may do better simply talking to nearby spirits (probably Weaver spirits since you're in the city - hope you play a Glasswalker) and the negotiating and/or using rites and gifts.

    To be honest, you probably like the power and reputation to be able to get enough spirits to help out to "secure" the site in any real way. At this point, do your best to make friends both in the Realm and Penumbra so that any beings there are willing to give you a notice if they spot something suspicious.

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    • #3
      It is probably best to just learn the Rite of Summoning and negotiate with a spirit to guard the Umbral location. The spirit awakened from the Rite of Spirit Awakening are usually not that powerful unless you have a really impressive specimen.

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      • #4

        Defense isn't a passive thing in Werewolf; it is proactive and violent. Werewolves, especially those without much spiritual/social capital, secure their locations through the martial strength of the pack. I think you should just be wary and shred whatever foes stray too close to your chosen territory. As you accrue renown you make alliances with whatever Gaian allies you can. Not sure what sort of friendly beings would inhabit that area, sounds pretty Weaver-bent... maybe some marine spirits would be willing to help?

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        • #5
          Yeah, I thinking maybe more of a warning system would be more feasible. My Theurge has the Rite of Summoning. What spirits make good watchmen?


          What are my character's options for spirits watching the real world for trouble? We have an NPC Kinfolk causing trouble with explosions.


          Are you ready to rage? Discover if you are Brave Enough to fight for the soul of the world.

          The Werewolf: the Apocalypse Quest updates on Mondays. All are welcome to vote.

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          • #6
            On the docks, water spirits make good watchmen if your worried about things from the sea, otherwise, city based spirits of some kind, depending on the area and the ST. If they are nice maybe you can set up a computer network with surveillance cameras and let you summon a spirit from the Digital Web and let it keep an eye out for some form of chimmage. I did something similar in a game, although that was before technology got as far as it has these days lol.

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            • #7
              Air spirits would be good as they would travel around. Water spirits for those dwelling at the dock. And nearby Weaver spirits. You might also be able to get urban animal spirits if anything lives nearby on an ongoing basis like pigeons and rats.

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              • #8
                What I would do, I would search and find street dogs and make them as my security for the warehouse, no spirits involved so far. As I'm doing good things to Gaia (saving street dogs) I may try now to raise some spirits, that would likely be good towards me. I find hard for a Theurge rank 1 to speak with elemental spirits such as water and air (as air seems easier in a dock then would water be), only if other Theurge are together. Also see if it would be OK to contact a Corax to keep eye on things and for info, as always (may cost you a lot). Theurge plays a important part of the Garou nation, use it as your favor!

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                • #9
                  Pretty much ask specifically spirits to keep it safe through pacts of chiminage. If no lacal spirits suffice the rite of summonings will do the trick.

                  Various spirit warding fetishes exist. Simple ones like chimes to warn of spirits and more are the kind that wards off unwelcome spirits.

                  But befriending neighboring spirit sor binding spirits to help is your main security system.


                  It is a time for great deeds!

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                  • #10
                    Cockroach spirits make great guardian spirits at least as a warning system. Air spirits a local tree/bush spirit or possibly even the spirit of the building.

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                    • #11
                      Rite of the Badgers Burrow leaps to mind...

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                      • #12
                        Originally posted by Moirdryd View Post
                        Rite of the Badgers Burrow leaps to mind...

                        Does this work only on the Bawn or anywhere?


                        Are you ready to rage? Discover if you are Brave Enough to fight for the soul of the world.

                        The Werewolf: the Apocalypse Quest updates on Mondays. All are welcome to vote.

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                        • #13
                          Rite of the Badger's Burrow is a caern rite. It can only be done for the bawn around a caern.

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                          • #14
                            Originally posted by Black Fox View Post
                            Rite of the Badger's Burrow is a caern rite. It can only be done for the bawn around a caern.
                            That having been said, talk to your storytellers/forum organizers. They might come up with guidelines for modifying the rite or coming up with a different rite with similar functionality that would suit your needs.

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                            • #15
                              Was replying from work, so couldn't recall all the details, but it's a good point to start from.

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