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[2E] Uratha and Ghosts

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  • #16
    Originally posted by Lost-His-Mind View Post
    First you need to establish whether an ancestor spirit is a spirit born of a single urathas actions during his lifetime, making the spirit a sort of residual memory of that particular werewolf, or an actual "ghost." Then you just need the rite to summon an ancestor spirit or a ghost.
    Okay, for ease of discussion, let’s number those options:
    1. Spirit of Renowns based on dead Uratha actions.
    2. Spirit of Memory of particular Uratha.
    3. Ghost of particular Uratha ( ‘dead’, non-spirits ephemera ).
    For me, points’ 1 and 2 are almost the same. Renowns are Memory of actions, in the end. So let’s refrain list to this:
    1. Spirit of Renowns based on dead Uratha actions.
    2. Ghost of dead Uratha.
    In case of what should be proper ‘Ancestors’ for the Uratha, I think it should be… both? Like Spirit of Renowns is natural left over after life of Uratha. They live and breathe it. Renowns are part of Uratha from First Change on. BUT Spirit need to survive in Hisil. If your Uratha did not left strong enough Spirit from accumulating appropriate Rank, his Spirit simply will be eaten. IF his descendants will not worship it and remember their Ancestor, Spirit will simply starve. If you have very Renowned Grandfather Bob, you should make offering to him, often!

    Now, on the Ghosts of Uratha – From Geist: The Sin-Eaters 2E ( and Mage: The Awakening 2E ) we know that Ghost are not the ‘soul’ that moves on – only the duplicate, afterimage of the concise they are created. And yes, we can create ghosts, with enough magic. We can even make Ghosts of still living beings! So summoning Ancestors as Ghosts should be still possible – they will not be Spirits, they will not be proper werewolves in them – but they will know things. Bone Shadows would be most interested in this practice, of course, but many animistic cultures have idea of asking Ancestors on guidance, even if they cannot do many things themselves – and not all of those traditions sounds as Bone Shadows to me. I will try to write the Rite of both summoning later this day.
    Last edited by wyrdhamster; 12-10-2019, 01:42 PM.


    My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
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    • #17
      So here is my try at fan made rules for summoning Ancestors in WtF 2E…

      Summoning Ancestors

      In Werewolf: the Forsaken are ephemeral beings that people from many cultures in world’s history would call Ancestors – powerful after image of their famous and noble progenitors they can summon and ask for guidance. Those beings are:
      1. Imria Hithim – Spirits of Bloodlines – See Predators book, page 64.
      2. Hissu – Spirits of the Dead – As Uratha are half-spirits themselves, those most Renowned of them, left whole spiritual memory of their life as werewolves and deeds they done. Those spirits need to be worshiped by their pack or families, or they will be destroyed in ‘eat or you'll be eaten’ ecology of Hisil. Imria mentioned before are probably amalgamations of previous Hissu that were too weak to survive on their own. Uratha need to get to Honorary Rank 2 to leave Hissu behind him – or it will join Imria, if it exists in character family.
      3. Erenissu – Ghosts – What we call ‘ghosts’ in Chronicles of Darkness universe are spiritual afterimage of person, left and breathed by the ephemeral energies of world. They are not alive the spirits are – but they can degrade – or evolve. Generally, Uratha do not leave Erenissu – they natural life left-over are Hissu – however strong magic can create those ‘memories’ – just like it can for mortal family members. Expanded rules for ghosts are to be found in Geist: Sin-Eaters 2E or Mage: The Awakening 2E.
      Common Pack Rite – Summon Hissu (•••)
      Variant of Shadowcall Rite, it summons up a Hissu spirit marked by the ritemaster.
      Symbols: Circles, a call, lights, Hissu prized possession in life or family member ( ghost Anchor equivalent )
      Sample Rite: Ritemaster is reciting or playacting greatest acts of Renown of called Hissu. The rest of rite participants are calling name of Hissu and recite those, like chorus in Greek drama. (Presence + Expression)
      Action: Extended (20 successes; each roll represents 1 minute); potentially contested by the spirit’s Resistance
      Success: This rite targets calls Hissu of the marked. Spirit is bound to show up, but it can take even up to next dawn or dusk ( whichever is closer ) if it need to travel across land. The spirit becomes immediately aware once the rite begins, and can try to resist or can voluntarily respond to the call. If the rite succeeds, the spirit appears within a delineated summoning spot that has appropriate Anchor in it. Unlike most rites, the local Gauntlet strength does affect the dice pool for Summon Hissu if the called spirit is on the opposite side of the Gauntlet to the ritemaster when the rite begins.
      If the summoning takes place in the material world, the area within the delineated space gains the Open Condition and the spirit appears in Twilight. If it has the Materialize Manifestation, then it may use this power at no cost when it appears.
      Exceptional Success: Hissu shows instantly, without any delays from distance to location.

      Common Pack Rite – Summon Ghost (•••)
      Variant of Shadowcall Rite, it summons up a ghost marked by the ritemaster. If the ghosts does not exists or in Underworld, only Exceptional Success can create it or bring it back.
      Symbols: Circles, a call, lights, ghost’s Anchor ( See Chronicles of Darkness Rulebook, GtSE 2E or M:tAw 2E )
      Sample Rite: Most popular variant from Bone Shadows, rite is series of verses in dead languages that may entice being to the Realm of Living. Ritemaster is evoking famous lost or people places connected to being ( like Library of Alexandria or Attila the Hun ), pointing to esoteric connections with dead and living. (Intelligence + Occult)
      Action: Extended (20 successes; each roll represents 1 minute); potentially contested by the ghost’s Resistance
      Success: This rite targets calls the named ghosts. Ghost is bound to show up, but it can take even up to next dawn or dusk ( whichever is closer ) if it need to travel across land. The ghost becomes immediately aware once the rite begins, and can try to resist or can voluntarily respond to the call. If the rite succeeds, the ghost immediately appears within a delineated summoning spot that has appropriate Anchor in it. Unlike most rites, the local Gauntlet strength does affect the dice pool for Summon Ghost if the called ghost is on the opposite side of the Gauntlet to the ritemaster when the rite begins.
      If the summoning takes place in the material world, the area within the delineated space gains the Open Condition and the ghost appears in death Twilight. If it has the Materialize Manifestation, then it may use this power at no cost when it appears.
      Exceptional Success: Ghost appears even if it does not exists – or is in the Underworld, at the moment. If ghost is created, it always start at Rank 1.
      Last edited by wyrdhamster; 12-10-2019, 02:58 PM.


      My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
      LGBT+ through Ages
      LGBT+ in CoD games

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