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  • Reighnhell
    started a topic Twilight Menagerie

    Twilight Menagerie

    Originally posted here, this is a collection of Spirits that I have used in my own games, submitted here for the enjoyment of all. As always, feedback is welcome and appreciated.

    ~ Thanks!
    New Manifestations

    Dreamwalker: (Requires Open Condition) By spending 2 Essence, the entity shifts from Twilight into the Dream Space of an individual or location with the Open condition. Once there, it can interact with the Dream Space in the same way it interacts with the real world (including other entities also active in the Dream Space), and may use influence and numina.

    Realm Gateway: The World of Darkness holds many spiritual realms. Some non-native entities have managed to find ways to enter these realms, exploring them for their own reasons. To do so, the entity must find an appropriate point of ingress, such as a locus, Avernian gate, or dormant gate to the Hedge and spend 2Essence. Each time this power is selected, it is keyed to a specific non-native realm. It may be picked multiple times, once for each realm the entity would like to access.

    Whisperer: This manifestation is common to Infernal Entities. With it they can slowly lure a targeted individual into sin and depravity. This is similar to the Fettered Manifestation, but does not require the Open Condition. By spending 2 Essence, the entity adds the Whisperer Condition to itself. Beings targeted by this Effect contest the roll with Resolve + Composure + Supernatural Tolerance. If the Effect is successful, targets gain the Urged Condition.

    New /Updated Numina

    Adjust Reality: The entity can subtly shift reality. This typically manifests a streak of luck or sudden opportunity, which the entity can exploit to their benefit. Once per scene, when the entity spends Willpower to add to a dice pool it may reroll a number a failed dice up to its rank. If spending Willpower to bolster Defense, it may force the opponent to reroll successful dice equal to its Rank. Alternatively, the entity can grant an individual other than themselves a die bonus of +2 to a single roll, as they adjust reality to accommodate their whims.

    Antithesis: Choose one of the entities Influences when this Numina is selected; the entity is considered resonant with that concept as well as a related, but opposing concept. Example could include Heat/Cold, Love/Hate, Life/Death etc. This only applies to the Resonant Condition, and grants the entity no direct power over the opposed concept.

    Armored: A spirit with this Numina is difficult to injure, and are often manifest impressively armored forms. The Spirit spends 1 Essence point to gain Armor equalto its rank until the end of scene. This armor does not apply against the Spirits Bane.

    Babel:This Numen can make it impossible for its target to speak coherently. The Numen costs 1 Essence, and the activation roll is contested by the victim’s Intelligence + Supernatural Tolerance. If the entity succeeds, the victim suffers the Glossolalia Tilt for the rest of the Scene.

    Bane Sense: An ephemeral entity is largely immune to harm except from specific sources. One of those sources is its Bane, and its senses are attuned to detecting danger. It gains the Danger Sense (Advanced) Merit in relation to its Bane.

    Banshee Wail:The entity creates an earsplitting scream that deafens anyone nearby. Anyone within 20 yards of the entity must succeed on a Resolve + Stamina roll – the number of successes gained or suffer the Stunned and Deafened Tilt. The Numen costs one Essence to activate.

    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.


    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.

    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.

    Metamorphosis: When working on an incapacitated or unresisting living creature, the entity can alter that creature’s physical make up. This Numen requires a Finesse + Resistance roll to activate. Changes such as the targets appearance, race, or gender cost 3 Essence. Other, more substantial, changes may also be made. By spending 5 Essence, the entity can move one Attribute dot or turn an Attribute dot into one of:
    • A point of Armor
    • 1L of natural weaponry rating
    • A sense that the victim does not normally possess (such as echolocation, infrared vision, or similar)
    • A Dread Power that suits the change in question

    Mixed Blessing: The entity can bestow a number of dots equal to the entities rank in a specific merit to a mortal. The Merit is chosen when this Numina is selected and cannot be changed at a later time, but may be split between multiple merits. This Numen costs Essence equal to the dots in the bestowed Merit and last s for one day per activation success. For the duration of the Numen’s effect, the mortal gains the Leveraged Condition in relation to the bestowing entity. At any time, the mortal can buy the Merit at half cost, rounded down. This makes the Condition Persistent. The Persistent Condition can then only be resolved if the entity chooses to release the mortal, or is destroyed. This Numen may be selected multiple times, each one representing a different Merit.


    Nemesis: The entity spends 3 Essence to deal horrific damage to a specific type of foe (such as Dogs, Murderer’s, Liar’s,etc). Against enemies of the chosen description, the entity count as their opponent’s Bane when using unarmed attacks, claws, or teeth; dealing aggravated damage.

    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.

    Perfect Lie: When this Numen is used successfully, its victim will believe anything it says, no matter how unlikely, as long as it isn’t utter fantasy or contradicted by anything the target knows to be true. The Numen costs one Essence to activate and is contested by Composure + Supernatural Tolerance. If the entity succeeds, the victim believes the lie for the scene.


    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. Entities with the Telekinesis Numen can apply their Phantom Arsenal benefits when directly assaulting with psychic force.

    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.

    Price of Power: By taking on an additional Ban or Bane, an ephemeral entity can increase its repertoire of abilities. An entity may take this Numen a number of times equal to its Rank. Each additional Ban or Bane can give it one of the following.
    * Two Numina, Influence dots, or Manifestations.
    * An increase of its maximum Essence pool by 5.


    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.

    Telepathy: Entities with this Numen can reach out and link their minds with others, allowing instantaneous and reliable communication. This Numen costs one Essence. If the target chooses to resist, the roll is contested by the target’s Resolve + Supernatural Advantage. Success allows the entity to freely communicate with the target and to read their thoughts until the end of the scene. If the target is mortal, they gain the Shaken Condition - being that intimate with an alien mind is profoundly disturbing.

    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).


    Transmute: Some spirits and angels possess the ability to transform one type of matter into another. More precious materials and those with mystical significance require greater effort to transmute. The Numen requires a Finesse + Resistance roll to activate. Transmuting common materials such as grave dirt or dead wood into other common materials costs 1 Essence. Creating valuable materials like gold or gemstones requires 3 Essence, and the roll suffers a –2 penalty. Transmuting objects into matter with mystical significance like silver or alchemical substances requires 5 Essence and suffers a –4 penalty. This Numen may not be used on living things.

    Twilight Abduction: The entity can attempt to drag victims within one yard into an incorporeal state, allowing it to freely interact with the target. Spend three Essence points, and roll the entities’ (Power + Finesse) .The target resists with a roll of (Resolve + Composure + Supernatural Tolerance). If the entity wins, shadows drag the victim and his worn possessions through a sudden imploding tear in space. In an instant, the rift closes, and the victim enters Twilight for one hour per remaining success.


    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.
    Last edited by Reighnhell; 03-25-2018, 11:34 AM. Reason: New Numina

  • GibberingEloquence
    replied
    Reighnhell Hey, please give me your opinion on this. I'm posting it in this thread rather than the Relics thread because the entity is the main attraction in this case.

    Mage Plot Hook:
    There is a mirror which is possessed by an Infernal of Pride. This Relic is mostly kept in containment by the Mysterium and cannot do anything on its own, but when the Hierarch needs someone trustworthy to officially take their position, the candidate is placed in front of the mirror for a prolonged and intimate conversation with the Infernal. If the candidate is not corrupted by the end of it, that is a sign of Humility and Wisdom, and thus they can become the next Hierarch. They are free to abandon the test at any time, and most do so within five minutes. And that's the best case scenario.

    Description:
    Agranimuth uses Mortal Mask to take the form of the person he is talking to, albeit with certain details meant to subconsciously goad them into assuming a defensive and self-justifying attitude. If the person is proud of their golden hair, Agranimuth's hair is even more golden. In the case of the person being proud of something intangible like an ideology, there is no physical distinction whatsoever. Agranimuth simply redoubles his efforts to make your entire ideology seem like an unfunny joke.


    Agranimuth
    Rank: 5 (Immundus)
    Vices: Pride
    Keys: Rationalization, Stagnation, Alienation
    Malapraxis: Adviser Of Filth And Rot
    Attributes: Power 15, Finesse 15, Resistance 13
    Willpower: 10
    Essence: 50
    Initiative: 15
    Defense: 15
    Speed: 35
    Size: 5
    Corpus: 18
    Influences: Madness 5, Pride 5
    Ban: It cannot and will not give any mercy to rationalizations and delusions. It must only use language that is incisive, confrontational and exposing.
    Bane: Soil taken from the birthplace of a saint embodying both reason and humility.
    Demonic Powers: Corruption, Dragon’s Tongue, Lord Of Lies, Keeper Of Secrets, Soul Of Sin
    Manifestations: Twilight Form, Discorporate, Image, Materialize, Whisperer
    Numina: Aggressive Meme, Drain, Hallucination, Occult Sight, Mortal Mask, Perfect Lie, Telepathy
    Last edited by GibberingEloquence; 04-23-2020, 08:08 AM.

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  • Reighnhell
    replied
    Re: Spirits and Clash of Wills

    Very Good points raised. I have been running Influence as an automatic add-in for Spirits that I forgot it is house rule! Its always worked in my games, so it might work in your as well.

    Re: The Entities of Duat

    Mummy did indeed add a new category of ephemeral being. I haven't had a chance to experiment with them yet, but I am pleased someone took a crack at it!

    and since its been way to long, here is a spirit!


    Expire
    “Expire” is a Spirit of Endings, granting it enormous power over Death and Time. It dwells within the deeper reaches of the Shadow, and only appears when summoned. When it manifests, it leaves desolation in its wake, not merely ending lives but sterilizing entire areas of all life down to the micro-organic level. Mechanical devices and chemical processes also come to a halt in the presence of Expire. Expire appears as a roiling cloud of ash, bone fragments, rust and tatters of desiccated hide.
    Rank 5[Spirit]
    Power 15, Finesse 12, Resistance 15, Willpower 10 Essence 50
    Corpus 30, Size 15, Initiative 27, Defense 12, Speed 37
    Influence: Death 5, Time 3
    Ban: Cannot Manifest during Spring or Summer Bane: a mixture of infant saliva and fresh tree resin
    Manifestation: Discorporate, Gauntlet Breach, Materialize, Reaching, Shadow Gateway, Twilight Form
    Numina: Awe, Blight*, Entropic Decay, Drain, Essence Thief, Left-Handed Spanner

    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.

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  • Demigod Beast
    replied
    SLAUGHTERERS.
    In charnel Duat, a realm of the Lower Depths, the Judges dwell in terrible alien splendor, chthonic god-symbols of the universe gone mad. All Deathless mummies save for the Deceived worship and serve Duat’s 42 Judges, and this is a cycle of servitude that cannot end.

    Trapped in a windy apocalyptic ruined city beneath even the Underworld, the baboon-faced Slaughterers are demons that serve the Judges out of no will of their own, but because they have no other choice. They wear heavy black iron collars, with chains leading off infinitely, serving as leashes. Wielding weaponry forged from their own black breath, Slaughterers torment all who come to Duat—-even their fellow servants, the Arisen. Hate guides the Slaughterers, and pain is their religion.

    As creatures of the Lower Depths, Slaughterers are spirits, but they lack Manifestations entirely. As a consequence, they gain an additional dot of Influence, which must be put into Torment. The Torment Influence can be raised further, but it still must not breach the upper limit of the Slaughterers’ Rank.

    Slaughterers come in many classes, each designed to torture interlopers to Duat in their own unique ways. Slaughterers are always somewhere between Rank 2 to Rank 5; no stronger Slaughterers exist, and weaker Slaughterers are torn apart by their brethren. Irregardless, they all resemble atomic irradiation baboons of enormous size, fat, sizzling tumors hanging off their otherwise skeletal bodies like macabre ornaments. They speak only Iremite, and have no grasp of the First Tongue.

    Here is a standard, ‘average’ Slaughterer:
    RANK: 2.
    ATTRIBUTES: Power 7, Finesse 2, Resistance 6.
    INFLUENCES: Cannibalism 1, Corpses 1, Torment 1.
    MANIFESTATIONS: None.
    NUMINA: Dement, Drain, Entropic Decay, Stalwart.
    CORPUS: 12.
    DEFENSE: 6.
    INITIATIVE: 8.
    SPEED: 12 [Power 7 + Finesse 2 +3 species factor].
    SIZE: 7.
    ESSENCE: 12.
    WILLPOWER: 8.
    BAN: Must engage in cruelty at all opportunities.
    BANE: Gold.
    Last edited by Demigod Beast; 04-11-2020, 07:51 PM.

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  • Satchel
    replied
    Originally posted by Voytek View Post
    I always thought that just meant that Rank worked as a Supernatural Tolerance, not that it was the sole dicepool, huh. That seems to make Spirits really weak in terms of Clashes if they can't add another attribute to their pool.
    Clashes only come up when multiple supernatural powers would produce contradictory results, and the class of entity is not called "ephemeral being" for the enduring solidity of their influence.

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  • Voytek
    replied
    Originally posted by Tessie View Post

    That's the activation dice pool. The Clash of Wills dice pool is Rank dots (+Influence dots if an Influence is used) as described in Werewolf.
    Mage has several exceptions to this, but they are, as mentioned, exceptions.

    I always thought that just meant that Rank worked as a Supernatural Tolerance, not that it was the sole dicepool, huh. That seems to make Spirits really weak in terms of Clashes if they can't add another attribute to their pool.

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  • Tessie
    replied
    Originally posted by Voytek View Post
    Is that right? I thought for most Numen and Manifestations it was Power + Finesse. You could top 10 dice from Rank 3 and Rank 4 up could be throwing out 20+ dicepools, far as I understand it.
    That's the activation dice pool. The Clash of Wills dice pool is Rank dots (+Influence dots if an Influence is used) as described in Werewolf.
    Mage has several exceptions to this, but they are, as mentioned, exceptions.

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  • Voytek
    replied
    Is that right? I thought for most Numen and Manifestations it was Power + Finesse. You could top 10 dice from Rank 3 and Rank 4 up could be throwing out 20+ dicepools, far as I understand it.

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  • Tessie
    replied
    Note that ephemeral entities only get to reach 10 dice if they use Influences. For both Numina and Manifestations it's pure Rank. And if we go back to Influences I want to note that it's difficult to gain a high bonus from the duration since only Strengthen and Create (through Mass Create) can be made permanent for a bonus +4, and that only Rank 5 entities has access to those options. A Rank 4 entity might get +2 on good rolls with Strengthen, but nothing below that has any practical chance of getting a bonus through increased duration.

    So in practice a Rank 4 entity might roll 8 for a maxed Influence, 5 for lengthier Numina/Manifestations, and otherwise 4. When it's time for PCs to tangle with Rank 4 entities I would guess that they'd have ~7 dice for their more developed powers, before adding any potential duration bonuses. Mages in particular have the ability to boost any spell they cast up to potentially +5 to their CoW dice pools.
    Since Influences are woefully underdeveloped and subject to ST interpretations that can vary heavily, which powers ephemeral entities use will differ a lot from group to group. For some, the Rank 4 example would roll 4-5 dice at almost all times, while others might instead roll 8 dice most of the time because that ST has a different interpretation of the scope and usefulness of Influences. For this reason it could be better if ephemeral entities always added an Influence (probably always their highest for the sake of consistency) to the CoW dice pool even when using Numina and Manfestations.

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  • Reighnhell
    replied
    RE: Spirits and Clash of Wills

    I actually think the Clash of Wills for Spirits works well As Written. As part of how I design, I keep an eye on what the maximum die-pools look like, but I don't use those numbers as my balance point, as very, very few games in my experience ever reach a level where I need be concerned about 15 dice Clash of Wills. I also try not to compare Spirit scaling against PC scaling mainly because they aren't PC's. Rank 5 Spirit with an applicable influence has 10 dice on a Clash, a Primal Urge 5, Renown 5 Werewolf has 10 dice on a Clash, which feels fair. If you have 15 dice on your Clash, then you are effectively a God and a mere Rank 5 Spirit is no longer in your league.

    Re: Enlightenment/Revelation

    My conclusion was actually that the first version wasn't strong enough. It charges a fairly steep price (Contested Roll, Essence and Willpower Expenditure, Once per Day Limit, and a Drawback) to grant the Informed Condition. Informed grants a success on a failure, and turns success into an exceptional success once, and then it resolves. Good, but in my opinion not good enough to justify that degree of cost. A flat +5 may not be as sexy, but it provides a more sustained bonus that is more than likely going to generate at least as much success as Informed (as long as your dice don't betray you).

    Re: New Numina

    When I get a bit more time I will sit down with these and see how they play out.

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  • GibberingEloquence
    replied
    Reighnhell Much appreciated and flattering! Although I personally think Revelation is underwhelming now. My version was probably too strong, though. Maybe Rote Quality is a good middle term between just bonus dice and Informed Condition? It does give Open Condition as a drawback, so the benefit should be proportionate. I mean, you can get +5 dice pretty easily by taking a mundane piece of Equipment and then using Crafting Equipment system to improve it.

    Also, have two more ostensibly helpful Numina. Feel free to redesign them too.

    Subliminal Coercion (+Reaching Manifestation): By spending 3 Essence and rolling Power + Finesse vs Resolve + Composure + Supernatural Tolerance, the entity expresses one statement to everyone within hearing range. Those who are predisposed to agreeing with the entity's statement and decide to act upon it will benefit from the Inspired Condition. Those who are predisposed to disagreeing with the entity's statement and decide to act against it will suffer the Guilty Condition. This Numen does not force the targets into doing anything they wouldn't do normally, such as abandoning their Aspirations or incurring a Breaking Point. Therefore, a Fire Spirit is going to seek out potential arsonists ("burning down that building will be fun"), a Fear Spirit will seek out someone lost in the woods at night ("you can only stay safe if you hide behind that tree"), and so forth.

    Binding Vow (R): The entity observes and sanctifies an oath between two or more individuals within its immediate vicinity. The oath must be made willingly by all those involved, although extenuating circumstances and incomplete understanding do not get in the way of this Numen. The oath must also be clearly worded and expressed as a single sentence of ongoing intent, with a nullification clause. Spend 3 Essence and roll Power + Finesse. Anyone trying to break or bypass the oath (even if accidentally or unwittingly) must spend 1 Willpower to do so, which does not add dice and suffers a penalty equal to the entity's Successes. The nullification clause must also be agreed upon by all those involved, and must be something that can be feasibly accomplished in one scene. To compensate, supernatural abilities of coercion or escape which would countermand the oath trigger a Clash Of Wills against the entity. This Numen only ends upon completion of the nullification clause.

    EDIT: Which reminds me. What mechanic do you use for Clashes Of Wills against Ephemeral Beings? If we are symmetrical, it should be Resistance + Rank, methinks. But I'm pretty sure the canon rules say it's just Rank, + whatever relevant Influences it might have. That sounds kinda lame, though. Do tell me if you think of a good middle term. Perhaps [Rank x 2] + [Highest Influence]? That way, a Rank 5 spirit with Influence 5 (Peace) would roll 15 dice to Clash against powers which would force it into doing things which are antithetical to peace, which sounds pretty proportionate to me. This follows more or less the same progression and upper limit of a PC (e.g. Werewolves would use Primal Urge + Renown, which can also go all the way to 15 dice).
    Last edited by GibberingEloquence; 07-25-2020, 11:08 PM.

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  • Reighnhell
    replied
    RE: New Numina

    GibberingEloquence . These are some solids ideas, but I have taken the liberty to rework a few of them.

    Aegis (R): The Spirit can extend its protection to a mortal for a price. By spending 1 essence for each rank of protection and rolling Power + Finesse, The spirit bestows a Supernatural Tolerance rating equal to its Rank to to the mortal, which protects them from hostile magic and otherworldly influence.This lasts for one day per activation success. While this Numen is in effect, the mortal gains the Open and Leveraged Conditions.

    Conjure: Prerequisite - Materialize. The Entity can create a physical object from ephemera. Spend 3 Essence and roll Power + Finesse. If successful, the spirit creates an object of no greater size or availability than its Rank+1 (maximum 5). It is otherwise equivalent to it's mundane counterpart. Such objects last until the end of the scene before dissolving back into ephemeral substance. Most spirits create objects familiar to them or related to their Influences, but more powerful beings can be significantly more creative. Any mortal that keeps such an item in their possession gains the Open Condition.

    Revelation (R): The entity injects vast amounts of knowledge into the mortal's mind. The Numen costs 3 Essence, and the activation roll is contested by the victim’s Stamina or Resolve + Supernatural Tolerance. If the entity succeeds,the mortal gains an equipment bonus equal to the entities Rank on topics related to the Spirit and it's Influences. The bonus last for one day per success. While under the effects of Revelation, the mortal gains the Open Condition, and suffers the same Ban and Bane as the bestowing entity.

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  • GibberingEloquence
    replied
    Reighnhell I was looking at the Mixed Blessing Numen from this thread, which made me wonder what other ostensibly helpful Numina could exist. Here are some examples off the top of my head. Do tell if you come up with more. I imagine that most entities ask for a favor proportionate to their Rank in return for using these Numina, which inflicts the Leveraged Condition.

    Bestow Protection: By spending X Essence and rolling Power + Finesse, the entity imposes a -1 penalty per Success against all harmful supernatural powers trying to affect the individual blessed by this Numen. This lasts for a number of days equal to Essence spent, up to Rank. If the supernatural power in question has no associated roll, it now requires a reflexive roll of Resolve + Composure - the entity's Successes for activating the Numen. The effects of this Numen stack with whatever relevant Resistance Attribute and Supernatural Tolerance the blessed individual normally applies.

    Offering: The entity can create a single instance of any of its Influences, even if it lacks 4+ dots in said Influence. Spend 1 Essence and roll Power + Finesse. Use the same Size, Durability, Equipment Bonus and other material properties of a mundane equivalent. The Availability rating for items created via this Numen is Rank. If an item would be worth 2 fewer dots of Availability than the entity's Rank, the entity may create additional instances equal to Successes, but must spend 3 Essence. All such items only last for the scene, unless the entity also spends 1 Willpower per instance to make them fully real. Such items can be enhanced and altered via the associated Influence. If the entity has the Reaching Manifestation, it can activate this Numen from across the Gauntlet.

    Enlightenment: The entity injects vast amounts of knowledge related to any of its Influences into the mind of the target. Roll Power + Finesse vs Resolve + Composure + Supernatural Tolerance and spend 5 Essence + 1 Willpower to give the Informed Condition. The entity must be of Rank 3+ and may only use this Numen once per day. If the entity has the Reaching Manifestation, it can activate this Numen from across the Gauntlet.
    Last edited by GibberingEloquence; 04-07-2020, 09:56 AM.

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  • MonsieurCutts
    replied
    This fantastic thread has been one of the most helpful resources I've found for examples of Spirits for Werewolf 2E. Some of them have inspired new story idea's I think a collected edition would make an excellent product on the Storytellers Vault. Thanks so much for putting these up here you are a life saver. I don't have much of a head for crunch or a lot of time to homebrew my own antagonists so thanks again.

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  • Reighnhell
    replied
    Updates and Revisions

    I have been going back over this thread and updating a few of my Ghosts to Geist 2nd edition rules. I am also re-posting a few that originally appeared here.
    Blackheart Jean-Philippe
    “Blackheart” Jean-Philippe is the ghost of a notorious pirate that lived during what is considered the Golden Age of Piracy. Once a slave, Jean-Philippe took to piracy and raided the waters surrounding Haiti in the early 1700’s before being slain in battle. Even as a ghost, Jean-Philippe retains a sense of adventure and taste for the pleasures of wine, song, and sensuality. He is pragmatically ruthless, and thinks little of permanently dispatching enemies.
    Jean-Philippe appears by turn either a handsome Haitian man with an athletic build, or a moldering skeletal corpse. He is anchored to his cutlass blade, which remains in excellent condition, with a bright polish and fresh leather wrapping on its hilt. The blade has moved through various museum collections, but was stolen 10 years ago. It’s current whereabouts are unknown.

    Rank 2[Ghost]
    Power 4 Finesse 6 Resistance 4, Willpower 10, Essence 15
    Corpus 9, Size 5, Initiative 10, Defense 4, Speed 15
    Virtue Adventurous, Vice Ruthless
    Aspiration: To seek adventure and fortune
    Key Skills: Streetwise, Weaponry
    Key Merits: Professional Training (Pirate)
    Influence: Anchor (Cutlass) 2
    Ban: Must honor a declaration of truce; Bane: rum mixed with sea water
    Manifestation: Fetter, Twilight Form, Unfetter
    Numina: Awe, Blast (Pistol), Firestarter, Pathfinder, Telekinesis

    The Bleak Cardinal
    The Geist named the Bleak Cardinal can recall only fragments of its mortal life. Once, it was a man of the cloth and respected figure within his community. But he had long ago lost his faith in both man and God and every confession taken only increased his despair. Cast into Purgatory upon his death, he sought redemption, eventually enduring a second baptism in the waters of the Styx. The Bleak Cardinal now seeks redemption and salvation, hoping to help lost souls move beyond purgatory and earn their final rest.
    The Bleak Cardinal appears as a bearded, skeletal corpse, dressed in red vestments of a catholic Cardinal His eyes blaze with a bright light and he speak in a quite, whispering voice with an educated eloquent manner of speaking.

    Rank 3[Geist]
    Power 9 Finesse 8, Resistance 7, Willpower 10, Essence 20
    Corpus 12, Size 5, Initiative 15, Defense 8, Speed 22
    Virtue Compassion, Vice Doubt
    Aspiration: To Regain his Faith
    Remembrance: Persuasion
    Innate Key: Key of Cold Wind
    Ban: Cannot harm members of the Clergy Bane: Communion Wine
    Manifestation: Bargain, Discorporate., Image, Twilight Form
    Numina: Blast, Drain, Emotional Aura, Rapture, Sign, Telekinesis

    The Dullahan
    The Reaper known as “The Dullahan” is a nightmarish vision of a headless horseman clad in black riding leathers and wrapped in a dark cloak. A relentless hunter, once its prey is chosen, few things can deter it. Not satisfied with just the dead, it is known to strike at the living fated to die, dragging their their freshly manifested ghosts back to the Underworld. Those wearing the Black Mantle of the Dullahan appear as a tall man (or woman) with lean, athletic frames, and carry their severed heads with them or keep them nearby. The Dullahan is always accompanied by a spectral mount or vehicle of some sort, typically a midnight black stallion, but occasionally they appear with horse drawn coach, motorcycle or car. As The Dullahan, the Reaper carries a sword and a whip. Victims are ensnared by the whip and engulf into the folds of the Black Mantle. Where the captured ghosts are taken is a mystery to even other Reapers, but none are ever seen again. The current Dullahan is a ghost named Christoph, who in life was a notoriously blood thirsty Hessian mercenary. These days he rarely sheds his Deathmask and spends nearly every moment as The Dullahan.

    Rank 2/4 [Reaper]
    Power 7/12 Finesse 3/9, Resistance 4/12, Willpower 7/10, Essence 15/25
    Corpus 9/17, Size 5, Initiative 7/21, Defense 3/9, Speed 15/26
    Virtue Determined, Vice Ominous
    Aspiration: To herald impending death
    Influence: Anchor (Skull) 2, Doom 2
    Ban (Christoph): Cannot approach anyone carrying his mortal remain Bane (Christoph): Gold
    Ban (Dullahan): Cannot enter a House of Worship Bane (Dullahan): Religious icons made of Gold
    Manifestation: Avernian Gate, Discorporate, Image, Materialize, Twilight Form
    Numina: Awe, Descend, Engulf, Pathfinder, Phantom Arsenal**, Regeneration, Snare**, Speed, Telekinesis

    Numina- Snare: As per the Dread Power (CofD, pg. 147)
    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.

    Peter Marks
    The actor Peter Marks was an up and coming star of silent films in the 1920’s. He was born Piotr Markov in Russia and immigrated to the United States in his early twenties with dreams of making it in show business. Gifted with athleticism, good looks and a knack for drama and slapstick comedy, his first few films were wildly successful. However, when talking pictures began to replace the silent films, Peter’s thick Russian accent (which was never a problem before) became a hindrance, and his first role in a talking film was as a lowly henchman, rather than the leading men he played in the silent era. Peter was so embittered by this casting that he spent most of his time on set drinking and was killed while performing a vehicular stunt while intoxicated. He died dreaming of the thunderous applause he received from the showing of his first film, and cursing the invention that ruined his career. The film itself was edited and released to positive reviews, but has largely been forgotten.

    Rank 2[Ghost]
    Power 6 Finesse 4, Resistance 4, Willpower 8, Essence 15
    Corpus 9, Size 5, Initiative 8, Defense 4, Speed 15
    Virtue Talented, Vice Vainglory
    Aspiration: To gain the adoration of an audience.
    Key Skills: Athletics, Expression
    Key Merits: Striking Looks 2
    Influence: Anchor (Theatre) 2
    Ban: Discorporates if shown footage from his last film. Bane: Glass from a car built in the 1920’s.
    Manifestation: Image, Materialize, Twilight Form
    Numina: Curse (Mute)*, Hallucination, Rapture, Sign, Telekinesis


    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.
    Last edited by Reighnhell; 01-20-2019, 10:44 AM.

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