Girl in the Mists

The Girl in the Mists is a City-Spirit that becomes the Pack Totem to the assigned pack of characters in the Manitou Springs Demo.

Background

The Girl in the Mists appears to be a 10-year-old child. She has Native American features but is wearing modern clothes (including a Manitou Springs T-shirt like one of the many available in the stores aimed at tourists). Her eyes appear to be bubbling pools of water. Mist rises from them and water streams down her cheeks and onto her shirt.

Stats

Attributes: Power 3, Finesse 3, Resistance 3
Willpower: 6
Essence: 15
Initiative: 6
Defense: 3
Speed: 10
Size: 4
Corpus: 7
Influences: Manitou Springs •••, Water •
Numina: Material Vision, Reaching, Wilds Sense
Influence (Manitou Springs •••): With a roll of Power + Finesse, the spirit can strengthen, manipulate, or outright control some small aspect of the city of Manitou Springs near it in the physical world. It can make that aspect more robust (perhaps keeping a storefront window from breaking for one minute per success, despite some vandal’s intent to smash it), it subtly encouraging it to act in certain ways for 10 minutes per success (perhaps by making all the pennies in the town’s various wishing wells seem bright and shiny, regardless of how long they’ve been in there), or asserting more overt control over it for 10 minutes per success (such as by making a statue speak to someone). Strengthening any aspect of the city costs one Essence, subtly manipulating it costs two, and controlling it costs three.
Influence (Water •): With a roll of Power + Finesse, the spirit can strengthen water for one minute per success (perhaps making it smell fresher and cleaner than it actually is). Doing so costs one Essence.
Spirit Ban: The Girl in the Mists cannot harm any human resident of Manitou Springs. Claimed Ridden are exempt, but Urged are not.
Totem Ban: The pack members are not allowed to harm any ordinary (non-supernatural) humans who live in Manitou Springs. Claimed townsfolk are not protected by this ban, though Urged townsfolk are. People with the Supernatural Merit: Wolf-Blooded (such as Sheriff Butch Powe) are also protected by this ban.
Bonus: Scent of Taint (Pack): Any member of the pack (but only one at any one time) may use this Gift. A werewolf who knows this Gift can detect the presence of supernatural beings. Specifically, the user can detect powers in his vicinity that defy the natural order of the physical and spirit worlds, so that vampires, ghouls, mages, acolytes, and beings bestowed or imbued with unnatural capabilities are evident. Roll Wits + Occult + Purity. The character recognizes the scent of some strange being in her proximity. The creature must be within 10 yards for each dot of Wits the user has to be detected at all. One roll can be made per turn to determine if the being remains present or has left the vicinity. The precise nature of the being cannot be determined. Nor can the specific identity of the being if the Gift user is in a crowd.

References

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