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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

  • 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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  • Tessie
    replied
    I think it works better as a Numen. At least if it's condensed down to a means of transportation. Otherwise you get the problem that the entity would almost certainly leave the range of whatever prerequisite Manifestation Condition as soon as they travel to the next node.

    Edit: The way I see it Data Form would have to be condensed no matter if you make it a Manifestation or Numen.
    If you try to fit it into a Numen I'd recommend focusing on it as a means of long distance transportation.
    If a Manifestation it would instead be a way to store yourself in whatever devices are present in a location under the Open Condition, with transportation between connected devices (which would be almost all such devices if the location has wifi) as a bonus effect. The Manifestation would then end if the device the entity currently inhabits comes into contact with its Bane.
    Last edited by Tessie; 09-23-2018, 03:09 PM.

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  • Vent0
    replied
    Originally posted by Reighnhell View Post
    RE: Dataform

    After looking over it , Dataform is great as either, but I am slightly more inclined to set it as a Manifestation.
    Right. It looks more like a Manifestation. The only issue that prevents it from clinching it as such is - what Manifestation Condition does it require, and does it need the same Condition on the other end?

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  • Reighnhell
    replied
    RE: Dataform

    After looking over it , Dataform is great as either, but I am slightly more inclined to set it as a Manifestation. Dataform would also make a great Dread Power for all your Horror needs!

    Re: Its been a while!

    Since its been awhile since I put down anything new, here is a Ghost using the updated mechanics from Geist 2nd Edition.

    Jesse Crow
    Jesse Crow was the leader of a band of thieves and outlaws active in northern Texas in the late 1800’s. Originally from Georgia, Jesse was a Confederate soldier who deserted the army and fled west several months prior to the official end of the Civil War. After spending several years working as a ranch hand and hired enforcer, he eventually settled upon banditry and soon gathered a gang of like minded criminals to engage in robbery and extortion. His criminal career was cut short when he and his gang were cut down in a fire fight with lawmen at the Palo Duro Canyon outside of Amarillo.
    As a Ghost, Jesse remains anchored to a photo of his body posed inside of a casket that was taken shortly after his death. The photo is currently part of a private collection of western memorabilia.
    Jesse appears as a tall man in the garb of a hard-riding outlaw clad in leather and denim, with a dark blue bandanna pulled over his face (beneath the bandanna reveals skeletal remains). His bloody is riddled in bullet holes that continue to bleed.

    Rank 2[Ghost]
    Power 5 Finesse 4 Resistance 5, Willpower 9, Essence 15
    Corpus 10, Size 5, Initiative 9, Defense 4, Speed 14
    Virtue Pragmatic, Vice Envious
    Aspiration: To take wealth from the undeserving
    Key Skills: Firearms, Larceny
    Key Merits: Fast Reflexes
    Influence: Anchor (Photograph) 2
    Ban: Must manifest when whiskey is burned; Bane: Consecrated Bullets
    Manifestation: Image, Materialize, Twilight Form
    Numina: Blast (Pistol), Innocuous, Regenerate, Telekinesis
    Last edited by Reighnhell; 01-20-2019, 09:13 AM.

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  • Vent0
    replied
    Would the Demonic Form Process Data Form work better adapted to a Manifestation, or a Numina?

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  • Poseur
    replied
    So this i my take on a god of sorts, that is a major npcs in a chronicle im running. This is however not her form I'm using, that would be her current vampire-form.
    Some of her powers are copied from or inspired by powers in this and other threads, credit where credit is due, but i can't remember which posts or authors.


    The Undying Goddess

    Over the strecthes of time she has been called many names by diffrent cultures, most of which is long since forgotten. The sands of time has eroded her names,her deeds and personality, her powers and workings are deeply intertwined with the birth of mythology. She has been worshiped as a diety in many lands and her orgins are lost. She herself only tells that there is truth in legends and she was there in the ancient times and people worshiped her. Perhaps she was once mortal or perhaps she’s an actual goddess, some even mean she’s the original goddess of death and the underworld but surely nothing is that simple. What is known though is that many still today worship her as a godess in her own right or at least as a part of some higher power, attributing sotries and mythologhy to her and giving her names of many a diety from history, and she usually don’t seem to mind. More then a few cults of the Crone see har as the actual Crone or a fragment of her, perhaps as a emenation or physical representation. Either way, no one could question her imense power, but whom can really tell what she is. One of many epetiah given to her is the undying one, due to the way she seems to return even though she seems to have been destoryed many times over the ages.
    The werewolves that has interacted with her through the ages says she’s no normal spirit or claimed from the shadow, but something resembeling one, both of dead flesh and epehmera. Mages speculate that she’s a alien spirit or perhaps even a supernal entity from Stygia that sought refuge in a lower depth. The few mummies that have encountered her, somtimes confuse her, at least for a short time as one of the Judges or perhaps an avatar of one of them. Some think she’s really just a powerful ghost, or perhaps a chtonian that have figured a way to evolve beyond the limits of the Underworld.


    The Royal Avatar of The Undying Goddess
    Whatever she once was has long changed and it would be hard to categorize her easily now. Mechanically she functions mostly like a Pangaean, with the following exceptions:
    Like Pangaean she’s not a Spirit and are uneffected by any thing that would affect a spirit only, neither is she a ghost or just an ancient vampire. Trying to affect her would require both Spirit and Death Arcanum.
    She does have a twilight presence and manifistations
    The death of the royal avatar does not leave a carcass

    Rank: 5 (?)
    Power: 15
    Finesse: 12
    Resistance: 14

    Willpower 10
    Essence: 50
    Initiative: 26
    Defence: 12
    Speed: 32
    Size: 6
    Corpus: 20
    Influence: Kindred 5, Blood 4
    Arcana: Death 5
    Ban: Must keep an oath that parties sworn whearing nothing but the naked flesh, baptipsted in blood of an unborn.
    Ban: The rays of the sun weaken her, removing a die from an attribute per turn until only a single die in each attribute remains
    Ban: May never enter a private dwelling without invitation from the dweller
    Ban: Water from a stream that leads to the Underground forces her to imaterialize or abandon a fetter or possession.
    Bane: The flames from the burning body of a vampire who is in Frenzy that has been undead for at least 27 years and was embreaced by the age of 27.
    Bane: The fangs from a vampire diablerized by a Strix that has soaked in Vitae from six clans for 4 days.
    Manifestations: Twilight Form, Image, Possess, Avernian Gateway, Materialize, Discorporate
    Numia: Price of Power ****, Awe, Agressive Meme, Blast, Dement, Drain, Mortal Mask, Hallucination, Banshee Wail, Curse, Heal, Regenerate, Blight, Twilight Abduction, Soul Thief (dread power), Immortal (dread power), Emotional Aura, Entropic Decay



    Vampiric entity
    This power allows the entity to use Vitae instead of Essence and vice versa. In materilized form she may feed Vitae as if a vampire or with a point of willpower use breath drinking, the later can be used from twilight.

    Divine Bleed:The first time in a scene that it suffers Corpus damage, the Undying Goddess may reflexively use the Awe, Dement, Entropic Decay or Hallucination Numina for free. It may also create a Rank 1 spirit of blood and darkness for free each time it suffers damage. This may or may not be a Strix.

    Monstrous Form: The Undying Goddess has Armour 14, and may spend 1 Essence to shrug off any Tilt it experiences. These benefits do not apply to attacks from its Banes.

    Goddess of Love
    By spending a point of Essence the Undying Goddess may inflict a persistant Swooning Condition on a subject, pertaining to either herself or anyone they both have met. For five points they also gained the Charmed condition. These Conditions last for one year and one day

    Godess of War
    By spending a point of Essence the Undying Goddess may inflict a persistant Inspired (war) Condition on a subject, pertaining to a conflict approved by the Undying Godess. For Five points they also gain the Addicted (war) Condition.

    Kin Goddess of the Kindred
    Any Kindred in her presence Gain the Raptured Condition partaining to her, as well as the Wanton Condition (even to Kindred that has previously resolved it in the month) as well as the Ecstatic Condition.

    Sacred Oaths
    Any oath or promise sworn in the presence of the Undying Godess holds power and as a goddess of oaths and law, she’s immediately aware if such an oath is broken and gains a brief vision about the event, furthermore she may reflexively use the Curse numen on the target for free.

    Blood of every vein
    With the expenditure of a Point of Willpower she may as an instant action de-materialize and and move herself to any Kindred she has used her Influences on and possess him or any descending vampire in his lineage, effectively teleporting in Twilight.

    Goddess in Flesh and Blood
    By paying 10 essence and a point of willpower the Undying Goddess diminishes some of her powers by giving herself corporeal form as a Kindred. She synthesizes her own essence with a corpse or temporary creates one from blood with her influence, embracing herself. From now she is considered a Kindred vampire and lose her Influence, Numia, Ban, Banes and other special powers except for; Immortal, Discorporate and Kin Goddess of the Kindred. The first time she uses this ability she creates a weak newly embraced neonate, but keeps anything she learns in her vampire form, even if it’s destroyed for future use, making her vampire form in this day one of, if not the most powerful vampire in existence.
    Last edited by Poseur; 04-24-2018, 01:52 PM.

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  • Reighnhell
    replied
    The idea looks solid - the only thing I would have reservation with is a"Royal Pejorative"Numina. Most "Royal Avatar" level entities are so blisteringly powerful anyway that a "automatic win" mechanic would be somewhat redundant. And allowing them to clash with Rank 6+ Entities is a little odd, since Rank 6+ entities don't have stats,and are assumed to exist as pure plot device anyway.

    write up below.

    The Merciless One
    This entity resides in the Temenos, the Astral Realm that houses the collective dreams, myths, and concepts of Humanity. The Merciless One is an avatar that travels Realms of Fate, Law, Justice, Revenge, and Karma. It is an entity of Justice without Mercy – the idea that leniency and mercy only enables the wicked. The entity is zealous and has little sense of scale, and levies severe punishment for even minor acts of wrong doing. It’s appearance evolves as the concept it represents evolves, but its current form is of a stern woman in black armor, blindfolded and bearing a sword.

    Rank 5 [Goetia]
    Power 15 Finesse 12 Resistance 13, Willpower 10, Essence 50
    Corpus 20, Size 7, Initiative 25, Defense 12, Speed 37
    Influence: Justice 3, Punishment 4
    Ban: Can only act against transgressors that remain unpunished; Bane: tears of the unjustly punished
    Manifestation: None
    Numina: Antithesis (Justice/Injustice)*, Awe, Emotional Aura (Guilt), Know Soul (as the Dread Power), Nemesis (Unpunished)*, Phantom Arsenal*, Seek, Stalwart

    Numina – 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.

    Numina – 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 and deal aggravated damage.

    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.

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  • Vent0
    replied
    Had an idea for a Vhailor-like servant of Justice (as in - the cosmic concept of it). Part of me is thinking Royal Avatar Goetia with new Numina like
    Inverted Resonance - The entity draw power as sustenance from the lack or antithesis of its concept rather than the presence. For whatever would normally be the opposite of its nature, it can draw Essence, treat as the Resonance Condition, and locate (including with the Seek Numen). Individual Influences are unaffected.
    and
    Royal Pejorative (Royal Avatar only) - As the Royal Avatar of a greater power, some of the entity's powers carry increased weight. One of the entity's Numina or Influences automatically succeeds in any Clash of Wills against Rank 5 and below ephemeral entities as well as lesser beings. Against greater opponents, use the patron entity's Clash of Wills dice pool.

    On the other hand, they might also work as a Horror, with Influence: Justice, Bane Strike (Unpunished), and Home Ground (Places of Injustice)... Decisions, decisions.

    If anyone else wants to do a version, feel free.

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  • Tessie
    replied
    Originally posted by Newes View Post
    Just curious - how does the Goetia wear a physical form? Is it assumed his master had enough skill in mind magic to let help him possess a dog?
    Familiar and Possession is the same Practice.

    Also - is a physical attack like Phantom Arsenal something a Goetia should be able to wield? I thought they were limited to mental effects without help from a mage.
    There are no stated limitations to what Numina a goetic entity might have, but just like other ephemerals they aren't able to actually use their Numina (or Influences) while using the Possession Manifestation.

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  • Newes
    replied
    Originally posted by Reighnhell View Post
    RE: Familiars


    “Friend” is an entity summoned from the astral realms, as an idealized “Good Dog”. While the entity is far more intelligent than a true canine, his desires are simple and most would be surprised to learn that “Friend” is anything more than a well behaved pet. He is kind, friendly and loyal. He does have a protective streak, and shows aggression only when his partner (or a child, he adores children) are threatened or in danger. The physical form he inhabits is a handsome mix of Labrador and Shepard with brindled fur and bright golden eyes.

    Rank 2 [Goetia]
    Power 6 Finesse 3 Resistance 5, Willpower 10, Essence 15
    Corpus 9, Size 4, Initiative 10, Defense 3, Speed 16
    Influence: Dogs 1, Friendship 1
    Ban: Can never abandon his partner voluntarily; Bane: Any weapon that has slain a Dog
    Manifestation: Familiar
    Numina: Emotional Aura (Friendly), Pathfinder, Phantom Arsenal*, Seek

    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.[/SIZE]

    Omen
    Just curious - how does the Goetia wear a physical form? Is it assumed his master had enough skill in mind magic to let help him possess a dog?
    Also - is a physical attack like Phantom Arsenal something a Goetia should be able to wield? I thought they were limited to mental effects without help from a mage.
    (Don't let my questions diminish your enthusiasm for making these guys. I enjoy all the free samples.)

    Leave a comment:


  • Konradleijon
    replied
    Spirt of Hematophagy and vampire bats? And thanks for doing my request
    Last edited by Konradleijon; 03-18-2018, 12:25 PM. Reason: To say thanks (;

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  • Reighnhell
    replied
    Originally posted by Konradleijon View Post
    Goetia-claimed? Please
    Re: Goetia Claimed

    This one took some thought. The big trouble I often have with Goetia is that they do not have access to the primary ways most Ephemeral Entities interact with the world. Its hard to Claim when you don't have access to the Claim Manifestation (or any other Manifestation for that matter). Not to say its impossible, but a Goetia is always going to need outside help to do things Angels, Ghosts, and Spirits take for granted.

    posted an example of such below
    The Hyde
    The entity called “The Hyde” was unleashed from the mind of a researcher seeking a way to separate a persons potential for sin and vice from their nobler aspiration. Turning to the occult for answers, the researcher enacted a rite that separated his baser impulses into an independent entity. Granted awareness and agency, this “darker half” has possessed the researchers body, and has set to fulfilling every twisted, indulgent, violent impulse.

    Rank 2 [Goetia]
    Power 7 Finesse 3 Resistance 4, Willpower 10, Essence 15
    Corpus 9, Size 5, Initiative 7, Defense 4, Speed 15
    Influence: Vice 2
    Ban: Cannot perform a selfless act; Bane: Truly Virtuous Individuals
    Manifestation: None; Claim Manifestation applied by external forces.
    Numina: Awe, Host Jump, Regenerate, Stalwart

    Mr. Hyde [Claimed]

    Virtue: Determined; Vice: Hedonistic; Vice: Violent
    Aspiration: Indulge Vices
    Mental Attributes: Intelligence 4, Wits 3, Resolve 4
    Physical Attributes: Strength 6, Dexterity 3, Stamina 4
    Social Attributes: Presence 5, Manipulation 2, Composure 4
    Skills: Academics 3, Brawl 3, Intimidate 4(Thuggish), Occult 2, Science 3, Streetwise 2(Vice Dens), Weaponry 3 (Club)
    Merits: Defensive Combat (Brawl), Iron Will, Style: Street Fighting 2, Vice Ridden
    Potency: 3 [Rank +1]
    Essence: 15
    Willpower: 8
    Size: 5
    Initiative: 7
    Defense: 6
    Speed: 14
    Health: 9
    Ban: Cannot perform a selfless act; Bane: Truly Virtuous Individuals
    Weapons/Attacks
    Unarmed [+0L melee; 9 dice]
    Club [+1L melee; -1 Initiative, 10 dice]
    Influence: Vice 2
    Dread Powers: Madness & Terror, Regenerate 2
    Last edited by Reighnhell; 03-17-2018, 06:36 PM.

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  • Konradleijon
    replied
    Goetia-claimed? Please

    Leave a comment:

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