Saturday, November 8, 2014

Starting Numina

Blast

The entity may wound opponents at a distance. Range is equal to 10 yards per dot of Chi and the entity does not suffer range penalties. If the activation roll succeeds, the Blast wounds as a Chi + Wits/Charisma Lethal weapon. The entity may increase the lethality of its Blast by paying Essence -- every two Essence spent increases the "weapon" by +1 Lethal. The maximum bonus is equal to the entity's Chi.

 

Camouflage

This might appear as an octopus's skin that can change texture and color, or may be more mystical in nature. The Purified spends a point of Essence and remains still. As long as the Purified does not move, the camouflage remains active -- up to a scene. Anyone trying to perceive the Purified suffers a negative modifier equal to the character's Wits + Chi.

 

Commune

Successful activation of this Numen allows basic information (presence of intruders, potential threats such as fires) up to 500 yards from the Purified. Each additional success increases the radius by an additional 100 yards and increases the detail of information learned. One success could tell the presence of intruders, while three successes could reveal the species and gender of those intruders. The Numen lasts as long as the user remains in the trance, but she is unaware of and cannot react to the outside world, nor can she relay her findings while the Numen is active. It costs one Essence per round spent in communion.

 

Compulsion

The Purified is able to exert its will over a person, commanding him to perform actions like a puppet. Spend one Essence point and roll Manipulation + Expression + Chi in a contested roll versus the victim's Willpower. If the character fails or ties the roll (or the mortal wins), the victim is unaffected. If the character wins the roll, it seizes control of the victim and can command him to perform any acts the character desires, within the victim's capabilities. The victim can attempt to throw off the ghost's control each successive turn with another contested roll. Use the victim's own dice pools to determine the outcome of his actions. The character can compel only one person at a time. The target receives difficulty reduction on their rolls based on much the compulsion goes against the target's beliefs. -1 to betray an employer, -2 to betray friends, -3 to betray family and self.

 

Concealment

The spirit is able to create a fog, summon shadows, or whip up a dust storm to conceal its exact location. The spirit spends a point of Essence per level of concealment (barely, partially or substantially, or fully concealed) and rolls Wits + Stealth + Chi. Each success extends the effect up to one yard from the spirit. The effect lasts up to a scene. Remember that the Purified suffers penalties to its ranged attacks as well while in cover.

 

Far Speech

The Purified is capable of speaking directly to others over long distances. Spend one Essence point and roll Wits + Expression + Chi. If the roll succeeds, the Purified can utter a single sentence. The maximum range of the Numina 2 Miles X Chi.

 

Fortify Material

The spirit rolls Wits + Meditation + Chi as an instant action. For each success, it may spend a point of Essence to improve one of the following: an item's equipment bonus, its Durability, its armor value, its armor piercing quality (also, an item without the armor piercing quality can be given one through the use of this Numen). Each one of these traits may be improved by a maximum number of points equal to the spirit's Chi. The Purified may use this ability to armor normal clothing by improving its 'armor value'. These alterations last for the remainder of the scene.

 

Heal

The Purified can heal others' wounds, typically for a hefty price. The character expends a point of Essence and rolls Wits + Medicine + Chi. Bashing damage is healed before lethal, and all lethal damage must be healed before aggravated damage. Each success heals a level of bashing damage, while two successes can heal a point of lethal damage. The lethal damage healed can be used to mend aggravated damage, but each point of aggravated damage cured costs one additional point of Essence. (Healing two aggravated wounds calls for four successes and three points of Essence.) This Numen may also be used to help a character fight off disease or the effects of poison -- each success adding to the character's resistance rolls on a one-to-one basis.

 

Speed

This Numen confers uncanny swiftness upon the Purified, allowing it to move at a much more rapid pace than usual. The character may spend two points of Essence to receive and extra action (in the same manner as Celerity) for the duration of the scene. If the character spends an additional two points of Essence (for a total of four), the character gains a second extra action.

 

Telekinesis

This Numen allows the Purified to manipulate objects from afar. Characters can cause swings to begin moving by themselves or hurl dishes, toys, or blackboard erasers across a room. This Numen generally does not allow for extended fine motor skills such as manipulating a writing implement to pen a message; however, simple scrawlings are possible. Spend one Essence point and roll Dexterity + Athletics + Chi; the number of successes rolled determines the power's Strength when attempting to lift, move, or throw an object. If the successes rolled are equal to the Strength needed to lift an object, the character can move it up to one yard. Each extra success allows the ghost to move the object an additional yard. If the ghost wishes to hurl an object at someone and enough successes are rolled to lift the object (and reach the target), the total number of telekinesis successes is rolled as the strength dice pool in an attack against the target. Alternately, the ghost can make a direct attack on a victim, using its raw power to inflict cuts, bruises and bites on the victim's body. Treat this as a normal attack with a damage value equal to the number of successes on the activation roll. The attack cannot be dodged, any available cover and any armor worn (unless the armor is supernatural in nature).

Wilds Sense

Purified can automatically attempt to sense where other spirits and locations are in their immediate vicinity. If they want to find loci or track down spirits miles distant, however, they must use this Numen, which allows them to sense the small resonant traces left by a spirit's passage or emitted by a far-distant locus. Roll the character's Wits + Investigation, with more successes giving more accurate information. One success suggests a vague sense of direction, while five successes would give accurate directions, an idea of travel time and warnings of hazards en route.

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