This will be the main post for any and all Numina I dig up from the PDFs I have that I may try to convert into 2E mechanics. As always, critique is appreciated.
House-Ruled Numina
Grant Blessing Original by ZealousChristian24
By spending 3 Essence per Numina or Influence dot and rolling Power + Finesse, the Ephemeral Being may bless a target with those abilities for a number of days equal to the successes scored. The blessed individual pays all Essence costs with Willpower, and rolls an appropriate Attribute + Skill in place of the normal activation roll. The target also gains the Obsessed Condition in regards to a single task decided by the entity. The entity can use this Numina to bestow a maximum number of Numina and/or Influence dots equal to twice its Rank. These can be divided among multiple summoners.
Hallucination
The entity may create an illusion experienced by any number of targets. This may be a sight, sound, or even a person meant to interact with the target. It spends a point of Essence for each target it wants to influence and makes a contested Power + Finesse versus the subject’s Wits + Composure + Supernatural Advantage roll (multiple targets roll separately). For each success gained in excess of the target's, the illusion affects one of the subject’s senses. The hallucination is utterly compelling, but if the vision does something notably unusual the Storyteller may allow the target a Resolve + Composure roll to realize that his senses are lying to him.
Legion Original by GibberingEloquence
Often referred to with collective nouns suiting the ephemeral being’s purview, this Numen is always active unless suppressed as a reflexive action. The ephemeral being is surrounded by instances of its purview, such as flying insects, floating daggers or spheres of phantom fire. Anyone that comes within [Power x 3] yards of the ephemeral being must succeed on a Stamina + Resolve – Rank roll each turn or receive 1 bashing damage. This damage applies to anyone within the radius who fails the roll, and may be upgraded to lethal by spending 1 Essence. Armor does not help unless it covers the entire body and its general rating matches or exceeds Rank.
Converted/Homebrewed Numina
Binding Vow
This Numen is frequently possessed by conceptual spirits like those of law and order. Some of these entities may be willing to accept words freely spoken while under duress, while others may not. An entity with the Numen may spend Essence to perform Sealings like a changeling. If it wishes to reinforce a seal, it may spend a Willpower point to do so.
Camouflage
The spirit has a means of active camouflage. This might appear as an octopus’s skin that can change texture and color, or may be more mystical in nature. The spirit spends a point of Essence and remains still. As long as the spirit does not move, the camouflage remains active — up to a scene. This Numen can be used along with Hibernate to disguise the spirit while sleeping. Anyone trying to perceive the spirit suffers a negative modifier equal to the spirit’s Finesse.
Chorus by Arcanist
This Ephemeral Being is a crowd of one. For every point of Essence they spend, they may create a duplicate of themselves. This duplicate may act independently of them, taking actions in combat at the same position on the Initiative track, but they all share a single Health track and a single Essence and Willpower pool. Rank 1-3 Ephemeral Beings must have the copies remain within (Rank) yards of the original, while Rank 4-5 Ephemeral Beings may have the copies operate within (Rank) miles.
Desiccation
This Numen is most often possessed by blood- and water-spirits and similar entities, and allows them to withdraw all fluids from the opponent’s body. The range is 5 yards per point of power. Roll Power + Finesse; the number of successes determines the number of points of damage the target takes from loss of fluid in addition to receiving the Bleeding Tilt. The damage is bashing. Due to their lack of real biology, vampires may contest the spirit’s roll with Stamina + Blood Potency; however, if the spirit wins the contest, the vampire loses Vitae and takes damage equal to the successes the spirit scored above him.
Gauntlet Vision
A spirit with this Numen can briefly look through the Gauntlet into the other side. Roll the spirit’s Power + Finesse. The number of successes indicates the number of minutes the spirit can spend watching through the Gauntlet.
Price of Power
By taking on an additional Ban or Bane, an ephemeral entity can increase its repertoire of abilities. Each additional Ban can give it one of the following.
* Two Numina, Influence dots, or Manifestations.
* An increase of its maximum Essence pool by 5.
* A Dread Power.
An entity may take this Numina a number of times equal to its Rank.
Heal
The entity can heal others' wounds, typically for a hefty price. This Numen does not require a roll, and requires a point of Essence to be spent for each point of bashing or lethal damage it wishes to heal.
Implant Delusion
The entity can make someone believe something that isn’t true, or implant a false memory in a subject. Spend two Essence and roll Power + Finesse, versus the subject’s Resolve + Composure. If the roll is successful, the subject believes whatever the creature wants him to believe, gaining a Condition to reflect this. Ephemeral beings who develop this Numen typically inflict the Delusional, Demoralized, Paranoid or False Memories Condition by using it.
Scourge By Arcanist
This Ephemeral Being knows how to dig deep in times of trouble, tearing into itd Corpus for power. It may lower an Attribute by one dot for 24 hours, or suffer a point of resistant Lethal damage, in exchange for three points of Essence. Additionally, this Numen makes sacrifices to the Ephemeral Being far more efficient. Instead of receiving Essence equal to the Size of an animal, or the Integrity of a human, they gain Essence equal to what they would receive from Scouring the sacrifice to death.
Soul Snatch
This rare but terrifying Numen - possessed only by ephemeral beings of at least Rank 3 - requires 3 Essence to spend, and a successful Power + Finesse roll penalized by the target's Composure. If it succeeds, its victim immediately suffers Soul Loss as his soul comes to its possession. An ephemeral being can then do with the soul what it will. Most slowly devour it for Essence, regaining a point of Essence per hour spent feasting. For every amount harvested equal to the victim's Willpower dots, though, the soul's Integrity drops by one dot. Should it reach 0, it is destroyed. Most supernaturals may also be targeted by this Numen. And the effects of Soul Loss may vary depending on what type of supernatural they are. Mages, for example, drop in both Willpower and Gnosis without their souls, and lose their ability to cast spells upon being reduced to Wisdom 0.
Terrify
The entity has the power to strike terror in the hearts of mortals who witness its manifestation. All mortals who lay eyes upon it must roll Resolve + Composure, penalized by the ephemeral being's Rank. On a failure, they suffer the Frightened Condition towards the entity for the scene. A dramatic failure also inflicts the Fugue Condition.
Versatile Energies
Favored by spirits of evolution and change, angels created with mercurial forms, and entities native to stranger realms, this Numen allows an entity to spend points of Corpus, Essence, and Willpower interchangeably for the purpose of boosting dice pools, and using Influences, Manifestations, and Numina.
House-Ruled Numina
Grant Blessing Original by ZealousChristian24
By spending 3 Essence per Numina or Influence dot and rolling Power + Finesse, the Ephemeral Being may bless a target with those abilities for a number of days equal to the successes scored. The blessed individual pays all Essence costs with Willpower, and rolls an appropriate Attribute + Skill in place of the normal activation roll. The target also gains the Obsessed Condition in regards to a single task decided by the entity. The entity can use this Numina to bestow a maximum number of Numina and/or Influence dots equal to twice its Rank. These can be divided among multiple summoners.
Hallucination
The entity may create an illusion experienced by any number of targets. This may be a sight, sound, or even a person meant to interact with the target. It spends a point of Essence for each target it wants to influence and makes a contested Power + Finesse versus the subject’s Wits + Composure + Supernatural Advantage roll (multiple targets roll separately). For each success gained in excess of the target's, the illusion affects one of the subject’s senses. The hallucination is utterly compelling, but if the vision does something notably unusual the Storyteller may allow the target a Resolve + Composure roll to realize that his senses are lying to him.
Legion Original by GibberingEloquence
Often referred to with collective nouns suiting the ephemeral being’s purview, this Numen is always active unless suppressed as a reflexive action. The ephemeral being is surrounded by instances of its purview, such as flying insects, floating daggers or spheres of phantom fire. Anyone that comes within [Power x 3] yards of the ephemeral being must succeed on a Stamina + Resolve – Rank roll each turn or receive 1 bashing damage. This damage applies to anyone within the radius who fails the roll, and may be upgraded to lethal by spending 1 Essence. Armor does not help unless it covers the entire body and its general rating matches or exceeds Rank.
Converted/Homebrewed Numina
Binding Vow
This Numen is frequently possessed by conceptual spirits like those of law and order. Some of these entities may be willing to accept words freely spoken while under duress, while others may not. An entity with the Numen may spend Essence to perform Sealings like a changeling. If it wishes to reinforce a seal, it may spend a Willpower point to do so.
Camouflage
The spirit has a means of active camouflage. This might appear as an octopus’s skin that can change texture and color, or may be more mystical in nature. The spirit spends a point of Essence and remains still. As long as the spirit does not move, the camouflage remains active — up to a scene. This Numen can be used along with Hibernate to disguise the spirit while sleeping. Anyone trying to perceive the spirit suffers a negative modifier equal to the spirit’s Finesse.
Chorus by Arcanist
This Ephemeral Being is a crowd of one. For every point of Essence they spend, they may create a duplicate of themselves. This duplicate may act independently of them, taking actions in combat at the same position on the Initiative track, but they all share a single Health track and a single Essence and Willpower pool. Rank 1-3 Ephemeral Beings must have the copies remain within (Rank) yards of the original, while Rank 4-5 Ephemeral Beings may have the copies operate within (Rank) miles.
Desiccation
This Numen is most often possessed by blood- and water-spirits and similar entities, and allows them to withdraw all fluids from the opponent’s body. The range is 5 yards per point of power. Roll Power + Finesse; the number of successes determines the number of points of damage the target takes from loss of fluid in addition to receiving the Bleeding Tilt. The damage is bashing. Due to their lack of real biology, vampires may contest the spirit’s roll with Stamina + Blood Potency; however, if the spirit wins the contest, the vampire loses Vitae and takes damage equal to the successes the spirit scored above him.
Gauntlet Vision
A spirit with this Numen can briefly look through the Gauntlet into the other side. Roll the spirit’s Power + Finesse. The number of successes indicates the number of minutes the spirit can spend watching through the Gauntlet.
Price of Power
By taking on an additional Ban or Bane, an ephemeral entity can increase its repertoire of abilities. Each additional Ban can give it one of the following.
* Two Numina, Influence dots, or Manifestations.
* An increase of its maximum Essence pool by 5.
* A Dread Power.
An entity may take this Numina a number of times equal to its Rank.
Heal
The entity can heal others' wounds, typically for a hefty price. This Numen does not require a roll, and requires a point of Essence to be spent for each point of bashing or lethal damage it wishes to heal.
Implant Delusion
The entity can make someone believe something that isn’t true, or implant a false memory in a subject. Spend two Essence and roll Power + Finesse, versus the subject’s Resolve + Composure. If the roll is successful, the subject believes whatever the creature wants him to believe, gaining a Condition to reflect this. Ephemeral beings who develop this Numen typically inflict the Delusional, Demoralized, Paranoid or False Memories Condition by using it.
Scourge By Arcanist
This Ephemeral Being knows how to dig deep in times of trouble, tearing into itd Corpus for power. It may lower an Attribute by one dot for 24 hours, or suffer a point of resistant Lethal damage, in exchange for three points of Essence. Additionally, this Numen makes sacrifices to the Ephemeral Being far more efficient. Instead of receiving Essence equal to the Size of an animal, or the Integrity of a human, they gain Essence equal to what they would receive from Scouring the sacrifice to death.
Soul Snatch
This rare but terrifying Numen - possessed only by ephemeral beings of at least Rank 3 - requires 3 Essence to spend, and a successful Power + Finesse roll penalized by the target's Composure. If it succeeds, its victim immediately suffers Soul Loss as his soul comes to its possession. An ephemeral being can then do with the soul what it will. Most slowly devour it for Essence, regaining a point of Essence per hour spent feasting. For every amount harvested equal to the victim's Willpower dots, though, the soul's Integrity drops by one dot. Should it reach 0, it is destroyed. Most supernaturals may also be targeted by this Numen. And the effects of Soul Loss may vary depending on what type of supernatural they are. Mages, for example, drop in both Willpower and Gnosis without their souls, and lose their ability to cast spells upon being reduced to Wisdom 0.
Terrify
The entity has the power to strike terror in the hearts of mortals who witness its manifestation. All mortals who lay eyes upon it must roll Resolve + Composure, penalized by the ephemeral being's Rank. On a failure, they suffer the Frightened Condition towards the entity for the scene. A dramatic failure also inflicts the Fugue Condition.
Versatile Energies
Favored by spirits of evolution and change, angels created with mercurial forms, and entities native to stranger realms, this Numen allows an entity to spend points of Corpus, Essence, and Willpower interchangeably for the purpose of boosting dice pools, and using Influences, Manifestations, and Numina.
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