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Classification: Union // Open Ref shared/trait/merit/spirit-magnet

Spirit Magnet

Merit · 1 pt

Shared
Cost
1 pt
Type
Supernatural

You naturally attract the attention of the spirits when­ ever you cross the Gauntlet into the Umbra. Most of the time, the Umbral inhabitants are simply curious, gathering around you to see who you are and what you’re doing in their “neck of the woods.” Occasionally you attract more than you bargained for — Banes are also likely to come calling. None of the spirits who collect in your vicinity are under your command unless you use a Gift that allows you to command them or influence them in some way.

Also in BoS p. 74 — text differs from W20 (53%)

Ephemeral entities flock to your presence. The essence of who you are – benign or malignant – draws spirits to you, and they, in turn, affect the essence of who you are. For the most part, these entities cluster around you in the Penumbra, invisible to mortal perceptions; whenever you cross the Gauntlet, though

(either with your perceptions or with your body), they’re waiting for you there. Spirits that can manifest physical forms may come across the Gauntlet to visit you, and those that cannot take on physical bodies still energize the spiritual atmosphere in your vicinity. Whether or not this is a good thing for you depends upon whether you select this Trait as a Merit or a Flaw:

• The Merit form of Spirit Magnet draws generally benev­ olent spirits – Naturae, Lunes, totem and animal entities of the gentler variety, and so on. These spirits protect you from malignant entities, warn you of impending danger, offer advice, help you out when you visit the Otherworlds, and generally make your life easier. Folks who can sense those spirits (mediums, shamans, med­ icine-folk, werecreatures, etc.) tend to favor you; after all, if the better sorts of spirits like you, then you must be someone worth knowing.

• The Flaw version represents the presence of malevo­ lent spirits – Banes, demons, and other nasty Umbral beasts. Summoned by curses or spiritual corruption, these entities seek to tempt you, poison you, feed off your vitality, and otherwise turn your life into a self-contained Hell On Wheels. Spirit-sensitive folk will avoid you unless they’re into that sort of thing, and werewolves will consider you to be “of the Wyrm” (whatever the hell that means), if only because of the company you keep. Although you might not consider yourself a bad person at heart, your spiritual compan­ ions say otherwise!

The value of this Merit of Flaw is, as always, based on how helpful or troublesome the spirits can be, how powerful they are, and how many of them you have to deal with when they appear.

• (3 points) Minor entities occasionally offer aid or hindrance.

• (4 points) Minor entities show up frequently, or in small numbers.

• (5 points) Minor entities surround you often, whether you want them to or not, and more potent ones have taken interest in your existence.

• (6 points) You have the interest of one or two entities of significance, and plenty of minor ones pay great attention to you.

• (7 points) You’re never alone, even when you probably wish you could be.

This spiritual companionship could be directly opposed to your true nature. A really awful person might attract be­ nevolent entities who want to save her, while a veritable St. Anthony could be plagued with demons intent on fucking up his soul. Even so, such constant presence does have an effect on your overall health. Mind, body, and spirit are interwoven

whether we want to recognize that or not, and a mortal who attracts Otherworldly entities has got something unusual going on under the skin.

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