Saturday, November 8, 2014

Summoning

Summoning

In addition to visiting the Shadow Realm, purified can also learn to call spirits and potentially even ghosts across the Gauntlet to do their bidding. The difficulty of summoning a spirit or ghost depends upon the strength of the Gauntlet where the character is performing the summoning. Summoning spirits or ghosts always requires an extended roll where the target number is twice the spirit's highest Attribute -- if a spirit's highest Attribute is Power 4, then the target number is 8. When making these extended rolls, the purified can make one roll every 10 minutes. The dice modifier for Gauntlet Strength is applied to each roll if summoning spirits from the Underworld or the Shadow Realm. Do not use this modifier if summoning entities from Twilight or at a verge.



GAUNTLET STRENGTH TABLE
Location
Strength
Dice Modifier
Dense urban areas
5
- 3
City suburbs and towns
4
- 2
Small towns, villages, other built up areas in the countryside
3
- 1
Wilderness
2
0
Loci
1
+ 1
Verge
The Gauntlet is nonexistent; any being, including mortals can pass in and out of the Shadow Realm freely, and sometimes inadvertently.



[ 1 ] Summoning Spirits

Cost: 1 Essence
Dice Pool: Charisma + Expression + Chi versus Willpower
Action: Instant and contested; target rolls resistance reflexively
Purified who learn this ability can summon spirits from the Shadow Realm to his location. If the spirit is capable of materializing into the mortal world, it does so; otherwise, it remains in Twilight at the desired location. The character can either summon a specific spirit or send out a general call to the nearest spirit of a particular type, such as tree spirits, or spirits of electricity. Alternately, the character can simply call upon the nearest spirit of the desired power level. When calling a specific spirit, this ability is limited by the fact that the spirit cannot travel farther than the maximum distance it is allowed to travel from its Anchor. The character can either ask for the spirit to appear, or he may make a contested roll and attempt to force it to appear. In the second case, the spirit appears, but it is not under the character's control. In either case, the character must either use the binding the rebellious spirit Siddhi to attempt to control it, or bargain with the spirit for its services. Most spirits are willing to appear if called, simply because most are interested in who might call them and seek to either gain some payment or wreak vengeance upon anyone who threatens them.

[ 2 ] Summon The Wandering Shade

Cost: 2 Essence
Dice Pool: Manipulation + Expression + Chi versus Willpower
Action: Instant and contested; target rolls resistance reflexively
Purified can use this power to summon ghosts either from Twilight or the Underworld. The character can summon a specific ghost or she can either ask for the nearest ghost to appear or the nearest ghost of a general type, like children or murder victims. If distant, the ghost travels to the character as rapidly as it can. The ghost only materializes if it is able to do so. The ghost is not under the character's control. The character must either use the binding the rebellious spirit Siddhi to attempt to control the ghost, or bargain with the ghost for its services.

[ 3 ] Call Spirit

Cost: 2 Essence + 1 Willpower (optional)
Dice Pool: Wits + Intimidation + Chi versus Willpower
Action: Instant and contested; target rolls resistance reflexively
The character can instantly summon any spirit she knows or any type of spirit with which she is familiar. The distance between the character and the spirit does not matter, regardless of where it was before, it instantly appears in front of the character. The character cannot use this Siddhi to summon ghosts. The spirit appears the turn after the character performs this Siddhi. Use the mystical connection table to determine the difficulty involved in calling a particular spirit. In addition to being able to instantly summon any spirit, by spending 1 point of Willpower, the character can cause the spirit to materialize, even if the spirit is not normally able to do so.

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