By Todd Weaver (olafred@nb.net)
Then the sounds started.
From every doorway people glared at him, their features misshapen and corrupt. Clubs, knives, and firearms of all types were clutched in their hands as they emerged. As Alley-Walker turned to face this new problem he could practically hear the building laughing at him.
It was going to be a long night.
The First stage is the Beckoning; using this power the House attracts banes and other wyrm creatures to the area. Since the house cannot defend itself it uses these as its sentries and guardians. The Beckoning also spreads to the physical world, calling gang members, drug lords, cults or any other undesirable group to further spread its influence. As the corruption grows so does the spirit's power. The second stage is the Infestation; once it's gained enough power the house actually creates its own banes and begins to make fomori of the inhabitants of the area it has inhabited. Once the house has performed enough corruption, it will move on to another area. These Spirits are very hard to remove because short of destroying the umbral building it takes a rite of cleansing to remove them, and should it sense that rite being performed it will try to use its transit power to move to another location.
*For every successful use of the Beckoning power, the Spirit gains 20 Points of Power.
Charms: Inhabit (costs 25), Beckoning (no cost), Infestation (50 per fomori created), Transit (20 per mile).