So I've decided to rewrite Influences to basically be some of the Attributes from Nobilis.
Don't judge me, just this.
Ephemeral Beings possess terrible and discomforting control over the facets of reality - they command the waters to part, the fires to burn, and commerce to flow smoothly. As they grow in power, their influence also grows to encompass more and more of what things are. To anger them is to anger the storms and the seas, the cities and the earth itself.
Other than Holistic Knowledge (which is automatic and takes no action), using an Influence is an Instant action. An Ephemeral Being may not have an Influence with more dots than their Rank. Influences do not involve rolls, are not Resisted, and cannot be Contested. Instead, if one of their Influences would directly affect an unwilling character, they may spend one Willpower to reject it entirely. If they happen to be an instance of that Influence themselves, they may take a Beat if they choose to forgo spending Willpower to reject the Influence.
By default, Influences are only "in force" for about a Scene - after that point, reality sort of blinks and realizes it has been sweet-talked into something. At this point, the Influence no longer shields what it did from outside consequences, and whatever happened is handled with the "standard protocols" for local reality. This can cause even gross but implausible changes in reality to revert, with memories of the scene developing a dream-like haze.
Influence (0) - Holistic Knowledge [0 Essence]:
Ephemeral beings possess an instinctive knowledge of the state of any Influence they possess; as such, they are automatically aware of the overall "health" of their Influence in the area. A Spirit of fire would feel the ebb and flow of arsons and the Fire Department funding in the area, while a Spirit of a river would be roughly aware of the swell and shrink of that river's waters due to drought or flooding.
Influence (1) - Demonstrate [1 Essence]:
This level of Influence covers a wide field of parlour tricks and minor shows of might; a Ghost associated with water can douse candles, increase the humidity in a room, or generally create some minor effect related to water. A Spirit of suicide wouldn't be able to convince someone to blow their brains out, but would be able to supply that small, final push.
Influence (2) - Speak [1 Essence]:
This level of Influence allows an Ephemeral Being to learn the answers to a single question directly from a local instance of that Influence. In addition, they can "convince" a specific instance of their Influence to do something it would naturally do - a Spirit of dogs could convince a dog to start barking at nothing, while a Spirit of architecture could make a roof leak.
Influence (3) - Preserve [2 Essence]:
At this level, the Ephemeral Being may make an instance of their Influence last longer, become more potent, or harder to get rid of in unnatural ways. For the duration, an Angel of guns could prevent you from discarding your gun, could improve your gun's aim or structure, or could make the echo from a gunshot echo for far longer than it would naturally. A Spirit of joy could make someone even happier or could preserve happiness in the face of tragedy.
Influence (4) - Invoke [2 Essence]:
An Ephemeral Being with this level of control can create instances of their Influence from scratch, can summon nearby instances to themselves, or can force an instance to act in impossible but plausible ways. A Spirit of storms could draw stormclouds to them or could make some from scratch - a Spirit of lightning could cause some to strike out of a blue sky or could make a lightning strike make sharp turns to strike someone out in the rain without touching their umbrella.
Influence (5) - Destroy [3 Essence]:
With this level of Influence, an Ephemeral Being may unmake a specific instance of their Influence in whole or in part. A Spirit of fire could unmake an entire fire or could remove the smoke it produces - the Spirit of a forest could remove a path or clearing, or could conversely remove trees and undergrowth to do the exact opposite.
Influence (6) - Change [3 Essence]:
At this point, the Ephemeral Being may arbitrarily change the details of an instance of their Influence. A Ghost associated with dreams could move the dreams from one person's head to another - a Spirit of fish could let a specific species of fish live on land with no problem whatsoever, or could render a person deathly allergic to seafood.
Influence (+3) - True Influence [+2 Essence, 1 Willpower]:
This does not constitute a single level of Influence, but instead applies as a modifier to a different use of their Influence. If the Ephemeral Being pays the additional costs when using a different level of this Influence, any inherent limitations with regards to duration, specificity, or proximity are waived, though any imposed by Manifestations must still be respected. A Spirit of fire could make every candle in the city (or the entire world) flare at once, or could use their Influence to learn information about any fire burning anywhere in the world. In addition, any change pushed through with this Influence is considered perfectly natural by reality - a Spirit of cats could declare that cats are carnivores, and that would retroactively be entirely true. Even with this added push, Demonstrate Influences are still parlour tricks - they can create isolated (if global) events, but lack the oomph necessary to create persistent modifications to reality.
Aspect
An Ephemeral Being with this Numina may spend one Essence when spending Willpower on an action related to one of their Influences to gain additional dice equal to their rating in that Influence. If they have at least three dots in that Influence, they may instead spend three Essence to gain that many Successes instead of rolling.
Don't judge me, just this.
Influence
Ephemeral Beings possess terrible and discomforting control over the facets of reality - they command the waters to part, the fires to burn, and commerce to flow smoothly. As they grow in power, their influence also grows to encompass more and more of what things are. To anger them is to anger the storms and the seas, the cities and the earth itself.
Other than Holistic Knowledge (which is automatic and takes no action), using an Influence is an Instant action. An Ephemeral Being may not have an Influence with more dots than their Rank. Influences do not involve rolls, are not Resisted, and cannot be Contested. Instead, if one of their Influences would directly affect an unwilling character, they may spend one Willpower to reject it entirely. If they happen to be an instance of that Influence themselves, they may take a Beat if they choose to forgo spending Willpower to reject the Influence.
By default, Influences are only "in force" for about a Scene - after that point, reality sort of blinks and realizes it has been sweet-talked into something. At this point, the Influence no longer shields what it did from outside consequences, and whatever happened is handled with the "standard protocols" for local reality. This can cause even gross but implausible changes in reality to revert, with memories of the scene developing a dream-like haze.
Influence (0) - Holistic Knowledge [0 Essence]:
Ephemeral beings possess an instinctive knowledge of the state of any Influence they possess; as such, they are automatically aware of the overall "health" of their Influence in the area. A Spirit of fire would feel the ebb and flow of arsons and the Fire Department funding in the area, while a Spirit of a river would be roughly aware of the swell and shrink of that river's waters due to drought or flooding.
Influence (1) - Demonstrate [1 Essence]:
This level of Influence covers a wide field of parlour tricks and minor shows of might; a Ghost associated with water can douse candles, increase the humidity in a room, or generally create some minor effect related to water. A Spirit of suicide wouldn't be able to convince someone to blow their brains out, but would be able to supply that small, final push.
Influence (2) - Speak [1 Essence]:
This level of Influence allows an Ephemeral Being to learn the answers to a single question directly from a local instance of that Influence. In addition, they can "convince" a specific instance of their Influence to do something it would naturally do - a Spirit of dogs could convince a dog to start barking at nothing, while a Spirit of architecture could make a roof leak.
Influence (3) - Preserve [2 Essence]:
At this level, the Ephemeral Being may make an instance of their Influence last longer, become more potent, or harder to get rid of in unnatural ways. For the duration, an Angel of guns could prevent you from discarding your gun, could improve your gun's aim or structure, or could make the echo from a gunshot echo for far longer than it would naturally. A Spirit of joy could make someone even happier or could preserve happiness in the face of tragedy.
Influence (4) - Invoke [2 Essence]:
An Ephemeral Being with this level of control can create instances of their Influence from scratch, can summon nearby instances to themselves, or can force an instance to act in impossible but plausible ways. A Spirit of storms could draw stormclouds to them or could make some from scratch - a Spirit of lightning could cause some to strike out of a blue sky or could make a lightning strike make sharp turns to strike someone out in the rain without touching their umbrella.
Influence (5) - Destroy [3 Essence]:
With this level of Influence, an Ephemeral Being may unmake a specific instance of their Influence in whole or in part. A Spirit of fire could unmake an entire fire or could remove the smoke it produces - the Spirit of a forest could remove a path or clearing, or could conversely remove trees and undergrowth to do the exact opposite.
Influence (6) - Change [3 Essence]:
At this point, the Ephemeral Being may arbitrarily change the details of an instance of their Influence. A Ghost associated with dreams could move the dreams from one person's head to another - a Spirit of fish could let a specific species of fish live on land with no problem whatsoever, or could render a person deathly allergic to seafood.
Influence (+3) - True Influence [+2 Essence, 1 Willpower]:
This does not constitute a single level of Influence, but instead applies as a modifier to a different use of their Influence. If the Ephemeral Being pays the additional costs when using a different level of this Influence, any inherent limitations with regards to duration, specificity, or proximity are waived, though any imposed by Manifestations must still be respected. A Spirit of fire could make every candle in the city (or the entire world) flare at once, or could use their Influence to learn information about any fire burning anywhere in the world. In addition, any change pushed through with this Influence is considered perfectly natural by reality - a Spirit of cats could declare that cats are carnivores, and that would retroactively be entirely true. Even with this added push, Demonstrate Influences are still parlour tricks - they can create isolated (if global) events, but lack the oomph necessary to create persistent modifications to reality.
New Numina
Aspect
An Ephemeral Being with this Numina may spend one Essence when spending Willpower on an action related to one of their Influences to gain additional dice equal to their rating in that Influence. If they have at least three dots in that Influence, they may instead spend three Essence to gain that many Successes instead of rolling.
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