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  • #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.

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    • #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)
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      • #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