No announcement yet.

Twilight Menagerie

  • Filter
  • Time
  • Show
Clear All
new posts

  • #76
    Originally posted by Reighnhell View Post
    Typically, an anchor rewards the character with willpower when they take some type of action, but how would regain will power if their Key is something passive? (Such as elements (fire, water, iron), time period (days, nights, Mondays), locations ( forests, hospitals,graveyards), and other passive conditions.)
    By being in the enviorment by whole scene / hour, even if it's not opitmal to it. That mean that water demon will stick to water, dark spirit of forest will run to forest itself and demon on Mondays will try to be always summoned on Mondays.

    My Hubs - MtAw 2E Legacies and System Hacks & WtF 2E Lodges and System Hacks
    MtAw 2E - History of Awakened - (almost) canonical game timeline of events
    WtF 2E - Alternative werewolves myths from around the world


    • #77
      Re: Infernal Entities

      Thanks for the feedback. A Willpower point gained passively per scene is a bit fast for the system as is (most ephemerals can only gain a point of Willpower passively at a rate of 1/day). However, this consideration has given me some insight into how to make the Malpraxis a bit more mechanically defined. I am posting my revisions below. updated text has been highlighted.

      Infernal Entities (Diaboli &Dominions)
      Rank: Dominions run the full range of Ranks. Ephemeral Entities that become Diaboli retain their Rank. Corrupted Ghosts become Larvals, Corrupted Goetia become Deceptors and Corrupted Spirits become Immundi.
      Native: Dominions are native to a ream called the Inferno (or simply “Hell”). Corrupted Ephemeral entities retain their ties to their original realms (if any).
      Virtue/Vice: As creatures of pure sinfulness, Infernal Entities have a Vice, but do not have a Virtue. Instead, they have a Key, which is an additional condition or circumstance of when, where, or how the Vice is expressed. This combination of Vice and Key is the Infernal Entities Malpraxis. The entities Key also defines a Resonant Condition the entity can benefit from for the purposes of regaining essence. Infernal Entities regain up to 1 Willpower point per scene by either fulfilling their Vice, and regain all spent Willpower by fulfilling their Malpraxis, but can only do so once per chapter. Infernal Entities can benefit from being in the presence of individuals fulfilling their Vice or Malpraxis as it had fulfilled it itself. Infernal Entities of Rank 3 gain an additional Vice or Malpraxis, and another at rank 5.
      Language: Diaboli and Dominions understand all languages, including dead languages or languages used by other supernatural entities. In addition, Diaboli and Dominions speak “Dragons Tongue”; a twisted glossolalia that is spoken and understood by the Infernal Entities, but cannot otherwise be translated or deciphered.
      Integrity: Diaboli and Dominions don’t have an Integrity trait.
      Influences: Diaboli and Dominions have Influences that relate to the Vice and Key their Malpraxis, with Diaboli often retain influences they possessed before their corruption.
      Essence: Infernal Entities require the Corrupt Condition in order to regain Essence and prevent Essence Bleed.In addition, Infernal Entities can make use of Resonant Conditions tied to the Vice and Key of their Malpraxis in the same fashion. Diaboli retain the Anchor (Larvae) or Resonant (Immundi) Conditions they possessed prior to their corruption. Diabolists sacrificing precious resources (metaphorical or literal), animals, or even humans to the Infernal Entity in its presence allow it to regain the Resources value of the item or animal, or the current Integrity of a human sacrifice, as Essence.
      Secrets & Lies: No supernatural ability can reveal a Diaboli or Dominions lies, half-truths and other deceptions for what they are. Anyone using the power will see the result the Infernal Entity wants them to see. Likewise, no supernatural ability can read the mind or intrude upon the thoughts of an Infernal Entity.
      Soul of Sin: Infernal Entities have the Know Soul Numina (the same as the Dread Power).

      Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
      The Horror Lab - A collection of Beasts, Monsters and less definable things.
      Twilight Menagerie - A collection of Ephemeral Entities


      • #78
        I would like to add the ghost you posted here. You might wanted to add his Curse Numen to the original post.

        What do you think of these new Numina? I am thinking of giving some of them to Bill Cipher, but I don't know if they would work for other entities.

        Piercing Sight: The entity possesses a sixth sense for active supernatural phenomena. It mimics Peripheral Mage Sight, and when alerted, it may roll its Finesse to know the approximate direction and distance of the effect that triggered this Numen. In addition, the entity may see past supernatural means of concealmeant and deceit, and into auras. In both cases, it spends 1 Essence and rolls a Clash Of Wills of Finesse + Rank. Success means the entity sees what is underneath, but doesn't cancel the opponent's effect. When seeing into auras, it mimics the Aura Reading Supernatural Merit, but does not suffer the Drawback.

        Far Sight: The entity may project its senses to other locations as if it had the Clairvoyance Supernatural Merit, but does not suffer dice penalties. It spends 1 Essence as an instant action and rolls Finesse + Rank. This may be combined with other Numina that enhance its senses or communication, such as Piercing Sight, Gauntlet Vision, Seek or Telepathy. If the location has the Open Condition, the entity may combine this with any Numina and Influences by spending 1 willpower point. Locations that have been Warded with the entity's Bane are immune to this Numen.

        Teleportation: The entity may vanish and reappear at another location within line of sight reflexively by spending 1 Essence. If the entity has the Seek Numen, it may teleport to the nearest location with a suitable Condition by spending 3 Essence.

        Weather Control: Possessed only by entities of of Rank 3+, this Numen allows them to impose an Environmental Tilt over an area up to [the highest between Power and Resistance x 100] in yards by spending 3 Essence and rolling Power + Rank. As a guideline, the Tilt has an intensity equal to Successes (caps at the entity's Rank), and may be controled through Influences. While easier for some entities than investing 4+ dots into an Influence, this Numen is not as potent: it always fades at the end of the scene. This Numen only creates one type of Environmental Tilt, but may be purchased multipled times.

        Animal Mask: The entity may disquise itself as an animal by spending 1 Essence, and usually does so when Materializing. As a guideline, entities possess general categories of animals they can transform into equal to their Rank + 1. Canines, birds, arthropods, ungulates, fishes and reptiles are acceptable examples, but not carnivores or vertebrates. Since the entity does not actually have internal organs, it does not gain any special abilities the animal would have (such as the echolocation of a bat, the tracking of a wolf or the poison of a snake). Any natural weaponry deals +0L at most, and no natural armor is acquired (though other Numina and Influences may change this). The maximum Size is Power + Resistance. Despite these limitations, this is useful as a disguise: the entity moves and looks just like a mundane animal to casual observation, but keeps its traits and powers.

        Enduring: In addition to downgrading lethal damage into bashing when Manifest, the entity also downgrades aggravated damage to lethal, even if the source is supernatural. This does not apply against Banes.

        Guardian: Entities with this Numen must have the Fetter Manifestation. The entity can use its Numina and Influences on other targets while Fettered, and the Fetter gains the entity's Rank to all rolls for Perception and contesting supernatural powers.
        Last edited by GibberingEloquence; 04-02-2017, 01:43 PM.

        "Fate is a cruel jester with a finely developed sense of irony." - Sir Night as portrayed by Leliel, The Horror Recognition Guide


        • #79
          RE: Numina

          These are very good Numina. I revised the mechanics of a few of them for my own uses. I am posting my versions below.

          Occult Sight: The entity is sensitive to supernatural phenomena. The entity notices the active use of supernatural abilities within the range of its senses and may make a Finesse roll to approximate its distance and direction. In addition, by spending a point of Essence, it can see through powers of concealment, illusion and deceit with a Clash of Wills using its Rank as its die pool. Lastly, it may mimic the Aura Reading Supernatural Merit, but without drawback.

          Teleportation: When the entity moves, it may reflexively spend 1 Essence to vanish and reappear at another location within its line of sight up to its (Rank x Speed) in yards away. Doing so adds +2 to its Defense for the turn. If the entity has the Seek Numen, it may teleport to the nearest location with a suitable Condition by spending 3 Essence. The entity can spend an additional 2 points of Essence to take a passenger with them (an unwilling passage may resist with a roll of Resolve + Composure + Supernatural Tolerance).

          Weather Control: Typically possessed by entities of Rank 3+, this Numen allows the entity to summon a brief but powerful weather storm. The Numen costs 3 Essence to activate. If successful, the entity may impose an Environmental Tilt over an area with a radius of up to [Power x 100] yards until the end of the scene. This area is treated as an Intensity 2 Extreme Environment. An exceptional success creates an Intensity 3 Extreme Environment instead. The entity may use their Influence to further augment the weather storm’s size, duration and Intensity (where appropriate). This Numen only creates one type of Environmental Tilt, but may be purchased multiple times.

          RE: Magath

          I had some fun with this. I added second axis that represented more material phenomena, so when you combine them to get some appropriately odd spirit concepts.

          1- Cats
          2- Dogs
          3- Birds
          4- Snakes
          5- Wasps
          6- Spiders
          7- Ants
          8- Beetles
          9- Air
          10- Earth
          11- Fire
          12- Water
          13- Metal
          14- Wood
          15- Electricity
          16- Light
          17- Darkness
          18- Sword
          19- Gun
          20- Hammer

          posting a few below

          Green Wild
          The entity known as “Green Wild” is a plant spirit fused with the essence of unfettered freedom, creating a Magath that draws its essence from the growth of plant life, the more untamed and rampant the better. It uses its power to make plants unnaturally verdant, causing frightening amounts of havoc as the unchecked growth wreck structures and overrun animal life. The spirit is gleeful and obsessive about its work, and even greets opposition and setbacks with a manic enthusiasm. The spirit appears as a constantly shifting mass of roots, leaves, branches, and brambles.
          Rank 3[Magath, Spirit]
          Power 9, Finesse 7, Resistance 9, Willpower 10 Essence 20
          Corpus 17, Size 8, Initiative 16, Defense 7, Speed 24
          Influence: Plants 3, Freedom 2
          Ban: Loses all Willpower if captured or imprisoned; Bane: Petrified Wood
          Manifestation: Discorporate, Gauntlet Breach, Reaching, Twilight Form
          Numina: Aggressive Meme, Blast (thorns), Pathfinder, Regenerate

          Skinning Glare
          Some years ago, a drug runner turned informant was captured by his former associates. As punishment, strips of flesh were peeled from his body and face, and he was abandoned in the expanse of the desert, left to die beneath the merciless summer sun. Sprits feasted upon his pain, giving rise to a spirit of light that has grown strong from the suffering of being skinned alive - the Magath named “Skinning Glare”. It now roams the expanse of the southwestern desert, flaying and burning anything in its path capable of feeling pain. The Skinning Glare appears as a dark skinned man whose flesh has been torn away in dozens of places. Rather than blood or viscera, these wounds bleed radiant, blinding light.
          Rank 2[Magath, Spirit]
          Power 7, Finesse 4, Resistance 3, Willpower 7 Essence 15
          Corpus 8, Size 5, Initiative 7, Defense 4, Speed 21
          Influence: Sunlight 2, Suffering 2
          Ban: cannot manifest from dusk until dawn; Bane: Aloe
          Manifestation: Discorporate, Materialize, Twilight Form
          Numina: Blast (Flaying Light), Emotional Aura, Strike Blind*

          Numina – Strike Blind: The entity using this Numen may blind people over an area, whether using darkness or blinding light (chosen when gained and appropriate to the entity in question). Activating the Numen requires 1 Essence and affects an area with a radius of the entity’s Power in yards, causing the Blinded Tilt. Characters may resist with Stamina + Supernatural Tolerance. The effect is magical in origin but can be dealt with in mundane fashion, such as by activating light sources to partially negate darkness or a welder’s mask to help reduce blinding glare. The Tilt lasts until the entity dismisses it, leaves the area, or the scene ends.
          The strange entity known as “Whispersting” is a Wasp spirit that feeds on secrets. It is an aggressive hunter, seeking creatures that hold compromising or dangerous secrets. It ravages the mind of the secret holders, devouring their thoughts and memories. Having consumed the secret thoughts of many creatures has made Whispersting clever, inhumanly intelligent, treacherous and utterly mad. It appears as a large swarm of dark blue wasps with glowing eyes and oddly wrinkled thoraxes.
          Rank 3[Magath, Spirit]
          Power 9, Finesse 9, Resistance 5, Willpower 10 Essence 20
          Corpus 12, Size 7, Initiative 14, Defense 9, Speed 28
          Influence: Secrets 2, Wasps 3
          Ban: Cannot manifest in the presence of sapient creatures with Intelligence or Wits 1; Bane: Lead
          Manifestation: Discorporate, Materialize, Reaching, Twilight Form
          Numina: Curse (Amnesia)*, Dement, Pierce Mind*, Seek, Swarm Form*,

          Numina – Curse: The entity curses a target with a specific malady. An entity can typically only inflict one type of affliction, but examples include boils, disease, madness, spiritual malaise, and many others. The Numen costs 3 Essence, and the activation roll is contested by the victim’s Stamina or Resolve + Supernatural Tolerance. If the entity succeeds, in may impose a Condition or Tilt appropriate to its particular curse (such as Amnesia, Blind, Deafened, Madness, Mute, or Sick). The entity can also specify an outward sign of the Curse; typically a type of disfigurement, marking or scar. The Curse remains until the entity either removes it or is destroyed. Certain supernatural means may also be able to remove the curse.

          Numina – Pierce Mind: As the Dread Power of the same name (Werewolf: the Forsaken 2nd Edition, pg. 211)

          Numina - Swarm Form: This Numen allows a spirit to break up its body into thousands of tiny parts. By spending 2 points of Essence, the Spirit disintegrates into a mass of discrete size 1 or less parts (such as a mass of whirling razors or swarm of stinging insects). This Swarm can then be directed focus its attack on a single target (in which case the target suffers bashing damage every turn equal to the entities Rank; this may be increased to lethal by spending 2 Essence), or spread out over the area, creating the Swarm Tilt with a radius in yards equal to the Entities Rank.

          Last edited by Reighnhell; 04-08-2017, 10:48 AM.

          Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
          The Horror Lab - A collection of Beasts, Monsters and less definable things.
          Twilight Menagerie - A collection of Ephemeral Entities


          • #80
            RE: Four Horsemen

            Here are a few new entities. I was playing with the imagery of the "Four Horsemen of the Apocalypse", so I developed several power ghosts that fit into the archetype.
            Specter of Blight
            The Specter of Blight on remembers vague details of its mortal life; she remembers a humble life as a farmer’s wife until a brutal famine ravaged her village until she perished from starvation (along with most of the rest of her village). She haunted her hovel until it burned to the ground many years later. But the ghost has held on to her hunger and despair until it became part of her nature. The Specter of Blight appears as an emaciated woman with thin red hair and of inhuman height, dressed in rags and wrapped in a dusty grey shawl.

            Rank 4[Ghost]
            Power 10 Finesse 10, Resistance 10, Willpower 10, Essence 25
            Corpus 17, Size 7, Initiative 20, Defense 10, Speed 25
            Virtue Perseverance, Vice Ravenous
            Aspiration: Spread Starvation
            Influence: Hunger 4
            Ban: Will honor a request from someone that has fasted for 7 days
            Bane: sprouted barley, anointed with tears
            Manifestation: Avernian Gateway, Discorporate, Fetter, Materialize, Twilight Form
            Numina: Blight*, Drain, Emotional Aura (Despair), Entropic Decay, Essence Thief, Seek

            Numina - Blight: The entity can destroy a crop of food within a radius equal to 100 yards per point of Power. The Numen costs seven Essence to activate. On a success, the crop fails, afflicted with a sudden, crippling blight that kills the plants overnight, leaving not a single grain or piece of fruit edible

            Specter of Calamity
            It is believed The Specter of Calamity was once an individual that worked closely with the dead (most likely a priest or a mortician). His life ended in a freak mishap (slipped while stepping out of the tub), and his Ghost lingered on, both angered and amused by the grotesque meaninglessness of it all. It is now a potent entity that has tied itself to Death from Misfortune. The Specter wanders the Underworld (and occasionally the lands of the living), devouring the Ghosts of those slain by accidents, freak occurrences and misadventure. The Specter of Calamity appears as a skeletal figure dressed in a black cassock and sporting a wide-brimmed black hat. The Ghost is talkative and knowledgeable, and has a wry sense of humor.

            Rank 4[Ghost]
            Power 10 Finesse 12, Resistance 8, Willpower 10, Essence 25
            Corpus 13, Size 5, Initiative 20, Defense 10, Speed 27
            Virtue Insightful, Vice Bitter
            Aspiration: Consume the Ghosts of those slain by Misfortune
            Influence: Misfortune 4
            Ban: Cannot refuse if challenged to a game of chance
            Bane: Shards the grave marker of someone who died of old age
            Manifestation: Avernian Gateway, Discorporate, Fetter, Materialize, Twilight Form
            Numina: Awe, Blast (Smite), Fate Sense, Seek, Telekinesis, Telepathy*

            Numina - Telepathy: Entities with this Numen can reach out and link their minds with others, allowing instantaneous and reliable communication. The spirit rolls Power + Finesse. If resisted, subtract the target’s Resolve + Supernatural Advantage. If the target is mortal, they gain the Shaken Condition - being that intimate with an alien mind is profoundly disturbing.

            Specter of Carnage
            The Specter of Carnage is a Ghost that was once a soldier who served on of the great European powers during the 17th century, and descended into the underworld when his medals and decorations become lost over time. Since that time he has become a creature anchored to the brutality of warfare; a wraith of broken bodies and burned flesh. The Specter of Carnage is a giant figure wrapped in barbed wire and dressed in a tattered uniform and adorned with a mismatched assortment of combat equipment used in the centuries since his death. His face is skeletal with fire in the pits of his eyes and breathes a ghastly yellow vapor.

            Rank 4[Ghost]
            Power 12 Finesse 8, Resistance 10, Willpower 10, Essence 25
            Corpus 18, Size 8, Initiative 18, Defense 10, Speed 28
            Virtue Duty, Vice Brutal
            Aspiration: To Indulge in Warfare
            Influence: Violence 4
            Ban: Must abide by the terms of a truce or cease fire
            Bane: A Bayonet over 100 years old that has taken a life.
            Manifestation: Avernian Gateway, Discorporate, Fetter, Materialize, Twilight Form
            Numina: Awe, Blast (Machinegun), Dement, Phantom Arsenal*, Regenerate, Stalwart

            Numina – Phantom Arsenal: The entity spends 1 Essence point to manifest blades, claws, fangs, hooks or other appropriate weaponry. The modification acts as a +1L weapon. By spending an additional point of essence, this weapon gains the “9-Again” quality.

            Specter of Epidemic
            The Specter of Epidemic is the lingering shade of an individual whose final days were spent in agony as a virulent infection ravaged their body. The ghost that rose haunted the hospital until it was exorcised and sent into the underworld. Over the years, it rose in influence among other ghosts that lost their lives to disease. It now leads a bizarre “plague cult” among the dead. It has now turned its attention to sharing its vision with the living. The Specter of Epidemic sports a white laboratory coat and wears a plaque doctor’s mask. Any exposed flesh is riddled with pox scars and seeping sores.

            Rank 4[Ghost]
            Power 9 Finesse 9, Resistance 12, Willpower 10, Essence 25
            Corpus 17, Size 5, Initiative 20, Defense 9, Speed 25
            Virtue Zeal, Vice Spite
            Aspiration: Spread Infectious Disease
            Influence: Disease 4
            Ban: Cannot harm a person who recovered from being gravely ill with an infectious disease
            Bane: Ritually purified Salt mixed with the ashes of a cremated victim of disease
            Manifestation: Avernian Gateway, Discorporate, Fetter, Materialize, Twilight Form
            Numina: Aggressive Meme, Heal*, Implant Mission, Mortal Mask, Plague Bearer*, Regenerate

            Numina - Heal: The entity can heal others’ wounds, typically for a hefty price. This Numen costs 1 Essence and a Power+ Finesse roll to activate. 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 three additional points of Essence. This power may also be used to fight off disease or the effects of poison — each success adding to the subjects’ resistance rolls on a one-to-one basis.

            Numina – Plague Bearer: An entity with this Numen can inflict disease upon a mortal creature. This Numen costs three Essence. The activation roll is contested by the victim’s Resolve + Stamina + Supernatural Tolerance. On a success, the victim suffers from a potentially fatal disease and gains the Sick (Grave) tilt. What the disease is, and whether it’s infectious is up to the Storyteller, but it’s always potentially fatal. If the disease is not terminal and incurable, it should take at least a number of successes equal to the greater of the entities Power or Resistance on an extended Stamina + Resolve roll to beat, with one roll allowed per week.

            Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
            The Horror Lab - A collection of Beasts, Monsters and less definable things.
            Twilight Menagerie - A collection of Ephemeral Entities


            • #81
              Do you think you could create some Abyssals using the ideas from this thread?

              Do you have any guidelines for determining the Rank of a given entity before writing their stats?

              I wrote Bill Cipher as an ephemeral being, with the help of some of your homebrew. What do you think?

              "Fate is a cruel jester with a finely developed sense of irony." - Sir Night as portrayed by Leliel, The Horror Recognition Guide


              • #82
                Its been a little bit since I've been in my Chronicles of Darkness headspace (blame Shadowrun and Exalted!), but lets take a look at these questions.

                Re: Abyssal Entities
                I have not taken a hard look at abyssal entities yet, since I haven't had the opportunity to run a Mage game where they would be most relevant. But the mechanics in the posted thread offer alot of good ideas for how to approach them in a way that makes them feel distinct from other Ephemeral types. I will post anything I come up with from my explorations.

                Re: Entity Rank Guidelines
                I start with concept - the basic idea of what the Entity is,what it does, and what role it plays in the story. After that I look at how much of obstacle should the entity should present if you use it in a game. A rank 1 entity is a minor nuisance that could be resolved in a session, while a Rank 4 or 5 may take an entire story arc to deal with. After that I right out the creature at the rank that feels most appropriate. Then I will give it another pass and see if I can get away with getting the same feel at a slightly lower rank. I do this because (at least for me),it more interesting to create entities that can challenge the players in ways other than overwhelming them with raw power. When using an entity I always try to remember the capabilities of the characters- a Rank 2 Spirit is a almost trivial opponent for Werewolves,but can be a deadly threat to Mortals or other creatures that the tools to handle spirits. And never be afraid to adjust on the fly, its the entity to too much (or not strong enough) for the challenge you intended,but add or subtract a few dice or health boxes.

                RE: Bill
                This is quite excellent!I especially like the use use of Price of Power as a Numina. About the only thing I might change is one of his Bans -Bills most telling defeats were while possessing someones mind - perhaps he is vulnerable to Astral Combat? I rather like the idea that in the arena where he is at his strongest is also when he is at his most vulnerable.

                Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                The Horror Lab - A collection of Beasts, Monsters and less definable things.
                Twilight Menagerie - A collection of Ephemeral Entities


                • #83
                  Would you consider a spirit of sex and death to be a Magath?

                  A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"


                  • #84
                    Originally posted by Master Aquatosic View Post
                    Would you consider a spirit of sex and death to be a Magath?
                    Depends. It's a rape/murder spirit? Then it's a particular kind of murder spirit. Is it a morbid emotional spirit that was spawned by the sheer biological need to transcend death?

                    The permutations are practically endless.


                    • #85
                      Re: Sex & Death

                      As noted above, there are many permutations on this theme. My inclination would be to create the spirit as a conceptually "pure" Spirit - the realtionship between sexuality and mortality is a old enough and resonant enough concept that it would likely spawn spirits that would not be considered Magath. At least as I interpret the concept, a "Magath" are spirits that embody "illogical" combinations or unprecedented concepts. So while a "Sex and Death" spirit would probably not be a Magath, a "Sex and Stone" or a "Death and Appliances" spirit would be.

                      Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                      The Horror Lab - A collection of Beasts, Monsters and less definable things.
                      Twilight Menagerie - A collection of Ephemeral Entities


                      • #86
                        Originally posted by Reighnhell View Post
                        Re: Sex & Death "Death and Appliances"
                        Death by Appliances would be so pissed at you calling it an unnatural spirit hybrid.


                        • #87
                          Reighnhell, have you ever experimented with combining Numina and Influences, allowing improved versions of Numina and Influences for entities of higher Rank, and giving unique Numina/Influences to certain entities?

                          For example: Aggressive Meme + Sign + Influence Computers 3 creates a very powerful computer virus with an audio-visual component. Firestater + Implant Mission + Influence Fire 3 creates a fire that obeys simple commands without constant input from the entity instead of spreading wildly, essentially creating a temporary Rank 1 fire spirit. Blast + Entropic Decay results in a ranged attack that only harms non-living targets.

                          For advanced uses of Numina and Influences, I house rule that by spending additional Essence and/or Willpower points, entities of sufficient power can unlock new features, such as giving 8 Again on an Influence roll (including Clash Of Wills), unleashing Blasts that bend around Cover, an Implant Mission that gives 8 Again and so on.

                          For unique Numina/Influences, do you prefer altering canon ones or coming up with new ones wholesale? Sometimes an entity has powers that simply don't match the more broad sort of effects represented by normal Numina/Influences. For example: how would one represent the following powers?

                          1) Transforming 3D beings into 2D and vice versa?
                          2) Being supernaturally skilled at certain mundane tasks?
                          3) Being in many places at the same time?
                          4) Creating a pocket realm where you have control over certain physical laws, such as the flow of time and the pull/intensity of gravity?

                          "Fate is a cruel jester with a finely developed sense of irony." - Sir Night as portrayed by Leliel, The Horror Recognition Guide


                          • #88
                            Originally posted by Reighnhell View Post
                            At least as I interpret the concept, a "Magath" are spirits that embody "illogical" combinations or unprecedented concepts. So while a "Sex and Death" spirit would probably not be a Magath, ... a "Death and Appliances" spirit would be.
                            Perhaps not for much longer, if accidental death trends and warning labels are any indications.

                            Malkydel: "And the Machine dictated; let there be adequate illumination."
                            Yossarian: "And lo, it was optimal."


                            • #89
                              RE: Combined Numina/Influence

                              I haven't played much in this space, but I would likely have the Entity spend a point of willpower to "stunt" one of its existing abilities to create the desired effect. For special tricks or advanced abilities, this feels like an elegant and flexible approach.

                              Re: Unique Numina

                              I like using a variety of techniques when crafting something unique for the entity in question. I like trying to find a System Precedent - some place where the effect I am looking for as already been modeled. If I find something good, I rework it until it fits mechanically into the Numina framework and is roughly on par with the published Numina. If I can't find something pre-existing , I will build the power from the ground up. So to use your examples -

                              1) Transforming 3D beings into 2D and vice versa - This would need to be a new Numina. The first thing is to do some reading to see if the effect has been done before. The big advantages to being 2 Dimensional would be for Defense and Stealth. A +2 bonus to Defense and Stealth sounds fair , as well as allowing narrative effects such as slipping under doors or disguising themselves as drawings. Since this seems like something that can be inflicted on others, I would let the Power+Finesse roll to be contested.

                              2) Being supernaturally skilled at certain mundane tasks. This could be represented by a new Numina, but it would be easier to just add the entities rank to skill rolls relevant to Entity. Combined with a spirits typically higher die pools, this should be good for representing the Entities talents. No sense in gilding the lily.

                              3) Being Many Places at Once. Another that would require a New Numina. This can be problematic, as any character able to make multiple copies of themselves is a situation almost begging to be abused. But a rough idea would be a Numina that would allow the Entity to exist in multiple locations - they would be able to exist in [Rank+1] locations. The entity could perceive the events of each location,and even act independently at each location. Doing this is distraction and the entity would suffer a penalty to their actions. The also entity would have a single health track - attacks from locations where the entity is co-located is applied to that single health track normally.

                              4) Creating a Pocket Realm. New Numina -this would grant the Entity [Rank] dots in the Safe Place Merit. While inside their pocket realm, the Entity would have the equivalent of Influence 5 (Pocket Realm Environment). i would also restrict this to Entities of rank 4 or higher.

                              Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                              The Horror Lab - A collection of Beasts, Monsters and less definable things.
                              Twilight Menagerie - A collection of Ephemeral Entities


                              • #90
                                Can ghosts in the CoD-Verse form away from the places they died? I was thinking of statting up the ghost/time-lost Vietnam Era Marine Platoon from the Hellblazer story "When Johnny Comes Marching Home" as Rank 1 or 2 Ghosts and posting it here for comment. They all probably died in Vietnam, but manifest in their old hometown, summoned by family members fervently praying for their return even 20 years later. I wanted to see if that could work in the CoD

                                A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"