Creating Banes
Spirit · Werewolf
Banes often materialize in horrifying shapes that cause an effect similar to the Delirium in most humans. Some take particular delight in assuming the most terrible and disturbing forms possible in order to engender the great est fear. Others prefer more insidious forms, the better to reinforce lust, guilt, anger, greed, or any one of the vast range of negative emotions humans heap upon themselves.
Most Banes have the Possession Charm, along with a specific power or set of powers that are based around the concept they embody. A spirit of murder might have
the Blast Charm or Corruption, for example. The powers vary wildly from one Bane to the next. Some are able to control or influence emotions, and some have the ability to immunize humans to the Delirium temporarily (allowing them to face werewolves). Some even have the ability to spread living corruption throughout the Tellurian. Many Banes prefer to encourage humans to do their work for them, rather than act directly themselves. It’s easier for Banes to encourage and manipulate humans who are already morally compromised in some way than it is to control someone with strong beliefs about right and wrong.
The Storyteller should let her imagination run wild when creating Banes, as long as their powers reflect the concepts or vices they represent. Bane powers should have some kind of activation requirement, like spending Essence or making Gnosis rolls. Most Banes have powers focused on corruption, destruction, or mutation, and werewolves who fight them risk body and soul.
See also 1
Places
- The Tellurian mage/location/umbral_realm/the-tellurian