Post by Tameh on Jan 12, 2013 13:51:40 GMT -6
Children of Both Worlds
Only a few creatures are truly children of matter and spirit alike, and only those few can pierce the Gauntlet to walk in both worlds. The Garou retain that great power, and they have access to spiritual Realms that lie close to the physical Earth. (There are Realms farther from Earth, but the Garou face difficulties functioning in, and even reaching, these Realms.) Yet, even though the Garou have learned how to cross the Gauntlet, they are unable to destroy it and thereby allow the divided worlds to reunite.
Werewolves are creatures made up as much of spirit matter as they are of flesh. By transforming their physical halves into forms of pure spirit, Garou can step into the Umbra. Crossing the Gauntlet is perilous, but the Garou can become quite proficient in spirit travel with courage and training. The Garou call this feat "stepping sideways," for they feel physically as if they have ceased walking forward in one reality and moved laterally into another.
The Garou who venture into the Umbra are spiritual warriors. Their sojourns are vision quests in which they seek deeper answers to problems that surface in physical reality. Some go to the Umbra for power and glory, but others go to heal the wounded worlds, often at great cost to themselves. These agents of cosmic mercy are the greatest of Garou, and they are remembered forever in the hearts of their people.
-Werewolf The Apocalypse, Revised, Pg224
(Second Edition References)
Combat in the Umbra
By "stepping sideways," a Garou can physically enter the Umbra. In the Umbra, a Garou can attack spirits and Banes with all the powers he possesses in the physical world. Because the Garou are as much spiritual as they are physical, their natural weaponry can affect and harm spirits. This includes punches and kicks. All Difficulties for combat in the Umbra are +1 diff.
Garou are the exceptions to the rule. Not all beings can physically affect spirits; a human who has somehow become trapped in the Umbra may swing a punch ataspiritonly to find his hand passing harmlessly through it. A supernaturally treated weapon or magical attack is required to affect spirits. A Garou can use weaponry, bu t the weapon must have been mystically treated in order to damage a spirit. All fetish weapons can harm spirits; this includes klaives. The Garou must still make a Gnosis roll to activate the fetish, but the difficulty is two lower in the Umbra. A Garou can take into the Umbra anything that has undergone the Rite of Talisman Dedication (see pg. 144).
Spirits
Spirits do not have Physical Attributes in the Umbra. Instead of attacking with claws or fists, they use their Willpower and Rage. Spirits "strike" by rolling Willpower (difficulty 6). If successful, the spirit has hit its target. Then roll the spirit's Rage (difficulty 6); one Health Level of aggravated damage is inflicted per success. A Garou can soak this damage by rolling Gnosis (difficulty 6); the number of successes is the amount of damage soaked. If the target is another spirit, the attacking spirit inflicts one Power point of damage per success on the Rage roll. Use the Spirit Combat Table (on the Combat Summary Chan, pg. 246) to help run spirit combats.
A spirit is not actually swinging punches, throwing kicks or slashing with claws, although it might appear to do so. A spirit's attack is a mystical attack ofpure Rage; the spirit usually flies about its enemy, engulfing him in its anger. A spirit cannot soak damage; it must take whatever is dished out to it. Only those spirits with the Charm: Armor (pg. 182) can soak damage. There is no difference between normal and aggravated damage for a spirit. Note: When a spirit Materializes onto the physical plane, it attacks using its Materialized Attributes and Abilities. Combat is handled normally. (See the Charm: Materialize, pg. 182.)
-Werewolf the Apocalypse, 2nd Edition, Pg 253; 254)
Only a few creatures are truly children of matter and spirit alike, and only those few can pierce the Gauntlet to walk in both worlds. The Garou retain that great power, and they have access to spiritual Realms that lie close to the physical Earth. (There are Realms farther from Earth, but the Garou face difficulties functioning in, and even reaching, these Realms.) Yet, even though the Garou have learned how to cross the Gauntlet, they are unable to destroy it and thereby allow the divided worlds to reunite.
Werewolves are creatures made up as much of spirit matter as they are of flesh. By transforming their physical halves into forms of pure spirit, Garou can step into the Umbra. Crossing the Gauntlet is perilous, but the Garou can become quite proficient in spirit travel with courage and training. The Garou call this feat "stepping sideways," for they feel physically as if they have ceased walking forward in one reality and moved laterally into another.
The Garou who venture into the Umbra are spiritual warriors. Their sojourns are vision quests in which they seek deeper answers to problems that surface in physical reality. Some go to the Umbra for power and glory, but others go to heal the wounded worlds, often at great cost to themselves. These agents of cosmic mercy are the greatest of Garou, and they are remembered forever in the hearts of their people.
-Werewolf The Apocalypse, Revised, Pg224
(Second Edition References)
Combat in the Umbra
By "stepping sideways," a Garou can physically enter the Umbra. In the Umbra, a Garou can attack spirits and Banes with all the powers he possesses in the physical world. Because the Garou are as much spiritual as they are physical, their natural weaponry can affect and harm spirits. This includes punches and kicks. All Difficulties for combat in the Umbra are +1 diff.
Garou are the exceptions to the rule. Not all beings can physically affect spirits; a human who has somehow become trapped in the Umbra may swing a punch ataspiritonly to find his hand passing harmlessly through it. A supernaturally treated weapon or magical attack is required to affect spirits. A Garou can use weaponry, bu t the weapon must have been mystically treated in order to damage a spirit. All fetish weapons can harm spirits; this includes klaives. The Garou must still make a Gnosis roll to activate the fetish, but the difficulty is two lower in the Umbra. A Garou can take into the Umbra anything that has undergone the Rite of Talisman Dedication (see pg. 144).
Spirits
Spirits do not have Physical Attributes in the Umbra. Instead of attacking with claws or fists, they use their Willpower and Rage. Spirits "strike" by rolling Willpower (difficulty 6). If successful, the spirit has hit its target. Then roll the spirit's Rage (difficulty 6); one Health Level of aggravated damage is inflicted per success. A Garou can soak this damage by rolling Gnosis (difficulty 6); the number of successes is the amount of damage soaked. If the target is another spirit, the attacking spirit inflicts one Power point of damage per success on the Rage roll. Use the Spirit Combat Table (on the Combat Summary Chan, pg. 246) to help run spirit combats.
A spirit is not actually swinging punches, throwing kicks or slashing with claws, although it might appear to do so. A spirit's attack is a mystical attack ofpure Rage; the spirit usually flies about its enemy, engulfing him in its anger. A spirit cannot soak damage; it must take whatever is dished out to it. Only those spirits with the Charm: Armor (pg. 182) can soak damage. There is no difference between normal and aggravated damage for a spirit. Note: When a spirit Materializes onto the physical plane, it attacks using its Materialized Attributes and Abilities. Combat is handled normally. (See the Charm: Materialize, pg. 182.)
-Werewolf the Apocalypse, 2nd Edition, Pg 253; 254)