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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