Nocuoth

A Nocuoth (Wasteling, Murs'thu) is a type of disease-spirit.
Background
| “ | "Ma háe ash!" ("Leave me be!") | ” |
The Nocuoth is representative of the less powerful Jagglings of the various descants of illness and disease. By its very nature, a Nocuoth is a dangerous spirit to escape into the physical world. The more time it has to gather Essence and further its agenda, the worse conditions become for the animals and people in the area.
Manitou Springs
This Nocuoth escaped through the Meers locus and is looking for a place to fetter itself and create a power resonance of disease.
Description
A murs'thu appears as a handful of spongy and diseased shards of bone rotating within a buzzing cloud of flies. Filthy bandages dangle from within the spirit, dragging on the floor where it passes. Wastelings always choose ailing individuals to spread their influence.
Werewolf: The Forsaken Stats
Rank: 3
Attributes: Power 5, Finesse 5, Resistance 6
Willpower: 11
Essence: 17 (20 max)
Initiative: 11
Defense: 5
Speed: 20
Size: 2
Corpus: 8
Influences: Sickness •••
Numina: Blast (bone shards and blowflies), Fetter, Harrow, Living Fetter, Materialize, Possession, Reaching
Influence (Sickness •••): The Nocuoth may use its Influence over disease to make diseases hardier, change the nature of a disease in minor ways (making a cold the flu) or major ones (turning a cold into polio). The deer over which the characters find this Nocuoth had a minor infection that would have healed perfectly well in time. The Nocuoth’s abilities, however, caused the deer to die in seconds. Any of these activities requires a Power + Finesse roll and the expenditure of 1 Essence. (Note that a werewolf’s metabolism makes it highly resistant to disease, so this spirit cannot use its Influence ability on Uratha.)
Blast: For one Essence, the spirit can hurl a volley of bone shards up to 50 feet, and it suffers no penalties for range. Roll Power + Finesse for the spirit to attack thus, and add two dice to the roll for every additional point of Essence it spends to fuel this power. The damage is lethal.
Fetter: The spirit activates this Numen by spending a point of Essence. It must choose an object within five meters of its current position and spend an additional Essence to fetter itself to the object. The spirit can stay fettered in the material world for as long as it likes, unless the fetter is destroyed, in which case the spirit immediately discorporates and starts to re-form back in the spirit world.
Harrow: The spirit can focus its negative resonance to create a crippling attack of despair. Spend a point of Essence and roll the spirit’s Power + Finesse, contested by the victim’s Resolve + Composure. If the spirit wins the contest, the target is overwhelmed with despair for a number of turns equal to the number of successes the spirit gained.
Materialize: The spirit can transform its ephemera into matter and temporarily become a physical being. Spend 3 Essence and roll Power + Finesse; the spirit remains material for one hour per success. This allows the spirit to make physical attacks (bashing damage), manipulate objects and leave the immediate area of its fetter (if any). It can still use its other Numina, but if vulnerable to physical attacks (it is unlikely to materialize when facing werewolves).
Ban: A Nocuoth is repelled by rue and cannot remain in a room where rue is burned or cross a line drawn with paste made from the herb.
Werewolf: The Apocalypse Stats
Willpower 6, Rage 5, Gnosis 5, Essence 12
Charms: Blast, Blighted Touch, Corruption, Materialize, Peek, Possession
References
- WTF: Manitou Springs: Part One: Welcome to Manitou Springs, p. 24
- WTF: Werewolf: The Forsaken Rulebook, p. 245

- WTF: Werewolf Translation Guide, p. 38
