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  • 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


    The Artificer's Workshop - A collection of Exalted Artifacts
    Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
    The Horror Lab - A collection of Beasts, Monsters and less definable things.
    Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
    Twilight Menagerie - A collection of Ephemeral Entities

  • #2
    General Spirits

    Blood Spirit
    Rank: 2 (Spirit)
    Power 4, Finesse 6, Resistance 4, Willpower 10, Essence 15
    Initiative: 10
    Defense: 4
    Speed: 10
    Size: 3
    Corpus: 7
    Influences: Blood 2
    Ban: Can only manifest where blood has recently been spilled
    Bane: Styptic Herbs
    Manifestation: Discorporate, Materialize, Twilight Form
    Numina: Desiccate, Drain, Heal, Regenerate

    Darkness Spirit
    Rank: 2 (Spirit)
    Power 4, Finesse 7, Resistance 3, Willpower 10, Essence 15
    Initiative: 11
    Defense: 4
    Speed: 14
    Size: 4
    Corpus: 7
    Influences: Darkness 2
    Ban: Cannot remain in the presence of bright light
    Bane: Fire
    Manifestation: Discorporate, Fetter, Reaching, Twilight Form
    Numina: Awe, Concealment, Innocuous

    Disease Spirit
    Rank: 3 (Spirit)
    Power 7, Finesse 7, Resistance 6, Willpower 10, Essence 20
    Initiative: 13
    Defense: 7
    Speed: 19
    Size: 4
    Corpus: 10
    Influences: Disease 3
    Ban: Dematerialize in the presence of a Healer
    Bane: Medicinal Plants
    Manifestation: Discorporate, Materialize, Reaching, Twilight Form
    Numina: Awe, Blast, Drain, Hallucination, Innocuous, Regenerate

    Knowledge Spirit
    Rank: 2 (Spirit)
    Power 5, Finesse 5, Resistance 4, Willpower 9, Essence 15
    Initiative: 9
    Defense: 5
    Speed: 15
    Size: 3
    Corpus: 7
    Influences: Knowledge 2
    Ban: Must acquire new information
    Bane: Remains of destroyed information
    Manifestation: Discorporate, Reaching, Twilight Form
    Numina: Innocuous, Omen Trance, Telekinesis, Telepathy

    Murder Spirit
    Rank: 3(Spirit)
    Power 8, Finesse 7, Resistance 7, Willpower 10, Essence 20
    Initiative: 14
    Defense: 7
    Speed: 20
    Size: 5
    Corpus: 7
    Influences: Death 2, Violence 1
    Ban: Cannot enter consecrated ground
    Bane: Bones of an executed murderer
    Manifestation: Fetter, Materialize, Possess, Twilight Form, Unfetter
    Numina: Dement, Hallucination, Phantom Arsenal, Rapture, Telekinesis

    Rage Spirit
    Rank: 2 (Spirit)
    Power 7, Finesse 3, Resistance 4, Willpower 7, Essence 15
    Initiative: 7
    Defense: 3
    Speed: 14
    Size: 3
    Corpus: 7
    Influences: Anger 2
    Ban: Cannot manifest in the presence of fresh lavender
    Bane: Lavender petals
    Manifestation: Fetter, Materialize, Twilight Form
    Numina: Blast, Emotional Aura, Speed, Telekinesis

    Storm Spirit
    Rank: 4 (Spirit)
    Power 10, Finesse 8, Resistance 10, Willpower 10, Essence 25
    Initiative: 18
    Defense: 10
    Speed: 25
    Size: 7
    Corpus: 17
    Influences: Storm 4
    Ban: Cannot manifest or use influence on a clear day.
    Bane: People and items that have survived a lighting strike.
    Manifestation: Fetter, Discorporate, Gauntlet Breach, Reaching, Twilight Form
    Numina: Blast, Concealment, Elemental Immunity (Lightning), Phantom Arsenal, Regenerate, Seek, Speed, Stalwart, Wail

    Wolf Spirit
    Rank: 2 (Spirit)
    Power 5, Finesse 4, Resistance 5, Willpower 9, Essence 15
    Initiative: 9
    Defense: 4
    Speed: 16
    Size: 4
    Corpus: 9
    Influences: Wolves 2
    Ban: Cannot manifest in urban environments
    Bane: wolfs bane
    Manifestation: Gauntlet Breach, Image, Twilight Form
    Numina: Pathfinder, Regenerate, Seek, Speed
    Last edited by Reighnhell; 10-25-2016, 08:22 PM.


    The Artificer's Workshop - A collection of Exalted Artifacts
    Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
    The Horror Lab - A collection of Beasts, Monsters and less definable things.
    Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
    Twilight Menagerie - A collection of Ephemeral Entities

    Comment


    • #3
      General Ghosts

      Apparition
      Rank: 1
      Attributes: Power 3, Finesse 3, Resistance 2, Willpower 5, Essence 10
      Initiative: 5
      Defense: 3
      Speed: 11
      Size: 5
      Corpus: 7
      Influences: Anchor 1
      Ban: Unique to each Entity
      Bane: Salt
      Manifestation: Image, Twilight Form
      Numina: Awe, Emotional Aura, Sign

      Poltergeist
      Rank: 2
      Attributes: Power 5, Finesse 4, Resistance 3, Willpower 7, Essence 15
      Initiative: 7
      Defense: 4
      Speed: 14
      Size: 5
      Corpus: 8
      Influences: Anchor 2
      Ban: Unique to each Entity
      Bane: Consecrated Salt
      Manifestation: Fetter, Materialize, Twilight Form
      Numina: Awe, Banshee Wail*, Firestarter, Left-Hand Spanner, Telekinesis

      Malevolent Entity
      Rank: 3
      Attributes: Power 8, Finesse 6, Resistance 6, Willpower 10, Essence 20
      Initiative: 12
      Defense: 6
      Speed: 19
      Size: 5
      Corpus: 11
      Influences: Anchor 3
      Ban: Unique to each Entity
      Bane: Consecrated Salt; Incense
      Manifestation: Fetter, Materialize, Possess, Twilight Form
      Numina: Awe, Banshee Wail*, Firestarter, Left-Hand Spanner, Telekinesis

      Ancient Horror
      Rank: 4
      Attributes: Power 12, Finesse 9, Resistance 9, Willpower 10, Essence 25
      Initiative: 18
      Defense: 9
      Speed: 19
      Size: 6
      Corpus: 15
      Influences: Anchor 4
      Ban: Unique to each Entity
      Bane: Consecrated Salt; Incense
      Manifestation: Avernian Gateway, Fetter, Materialize, Possess, Twilight Form
      Numina: Awe, Banshee Wail*, Drain, Firestarter, Left-Hand Spanner, Regenerate, Speed, Telekinesis



      The Artificer's Workshop - A collection of Exalted Artifacts
      Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
      The Horror Lab - A collection of Beasts, Monsters and less definable things.
      Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
      Twilight Menagerie - A collection of Ephemeral Entities

      Comment


      • #4
        Spirits [Rank 2 & 3]
        Asphalt Serpent
        The spirit called “Asphalt Serpent” is a road spirit, who maintains and protects a stretch of winding road approximately 2 miles long. It plagues those who do not pay the proper respect with mechanical failure and other mishaps. The spirit appears as a large black serpentine creature with asphalt for scales and is patterned with road markings. Its eyes flash green, yellow and red.
        Rank 2[Spirit]
        Power 4, Finesse 4, Resistance 6, Willpower 10 Essence 15
        Corpus 12, Size 6, Initiative 10, Defense 6, Speed 14
        Influence: Roads 2
        Ban: Can only manifest on a Roadway; Bane: Soil from beneath a paved crossroad
        Manifestation: Fetter, Reaching, Twilight Form
        Numina: Hallucination, Innocuous, Left-Handed Spanner, Pathfinder, Stalwart

        Bright Cursor
        Bright Cursor is a helpful (if somewhat alien) spirit that draws essence from computerized devices, such as smart phones or laptops. Bright Cursor appears to be a blinking ball of light surrounded by a cloud of phantom text, images and sounds. It uses its influence to ensure optimum performance
        Rank 2[Spirit]
        Power 5, Finesse 6, Resistance 3, Willpower 8 Essence 15
        Corpus 5, Size 2, Initiative 9, Defense 5, Speed 21
        Influence: Communication Devices 2
        Ban: Goes into hibernation if covered in crushed glass; Bane: Fulgurite/Petrified Lightning
        Manifestation: Fetter, Possess, Twilight Form
        Numina: Aggressive Meme, Blast (Electricity), Host Jump, Left Handed Spanner, Sign

        The Chains of Vice
        The Chains of Vice is a spirit of death and addiction. Its draws is power from lives lost to excessive indulgence in vice. The entity can take human form, and appears as a tall man, with pale skin, thinning hair, and dressed in a black suit and pork pie hat. In its true form, The Chains of Vice appears as an inhumanly tall and lanky creature, with chalk white skin and no discernable facial features or gender. Its wrists and ankles are bound by chains of brass.
        Rank 3[Spirit]
        Power 7, Finesse 8, Resistance 8, Willpower 10, Essence 20
        Corpus 14, Size 6, Initiative 16, Defense 7, Speed 22
        Influence: Addiction 1, Death 2
        Ban: Cannot use Influence or Numina on a person that has fasted for 3days; Bane: Ashes of an Addict
        Manifestations: Discorporate, Image, Materialize, Twilight Form
        Numina: Dement, Implant Mission, Innocuous, Mortal Mask, Rapture, Seek

        Covetous Stampede
        “Covetous Stampede” is a spirit of greed who gains essence from the desperate need to obtain popular items. The type of item does not matter; it could be a toy, and athletic sneaker, or the latest smartphone model. As long as people are willing to harm themselves or others to gain the item, Covetous Stampede grows strong. Covetous Stampede appears as a muscular, androgynous creature with the hooves of a bull. Its flesh is patterned with icons and logos of the latest fads, with the symbols older fads fading as they fall out of fashion.
        Rank 2[Spirit]
        Power 6, Finesse 4, Resistance 4, Willpower 8 Essence 15
        Corpus 10, Size 6, Initiative 8, Defense 4, Speed 16
        Influence: Greed 2
        Ban: Can only manifest near a recent fad item; Bane: The crushed remains of a recent fad item
        Manifestation: Fetter, Twilight Form, Unfetter
        Numina: Aggressive Meme, Drain, Rapture, Seek, Sign

        Dreaming Kweo
        The Spirit named “Dreaming Kweo” protects the dreams of those that dwell within its territories. It hunts any creature that preys upon dreams, and can travel between the Shadow and Dream Space of a sleeper with ease. When manifested, Dreaming Kweo is a sleek, muscular Mexican gray wolf roughly the size of a horse. His fur is dark as the evening sky, traced with patterns similar to the weave of a dreamcatcher and his eyes, teeth, and claws glow with starlight.
        Rank 3[Spirit]
        Power 9, Finesse 8, Resistance 8, Willpower 10 Essence 20
        Corpus 15, Size 7, Initiative 16, Defense 8, Speed 29
        Influence: Dreams 3
        Ban: Cannot withdraw from battle until the enemy retreats or is defeated; Bane: Cottonwood
        Manifestation: Dreamwalker*, Gauntlet Breach, Materialize, Twilight Form
        Numina: Awe, Blast (Shattering Howl), Essence Thief, Regenerate, Seek, Speed

        Fanatic Paramour
        The entity called “Fanatic Paramour” is a spirit of infatuation taken to unhealthy extremes. The spirit uses its influence to fan idle crushes and passing romantic musings into violent obsessions and feeds on the essence of such acts. It appears as an apparition composed primarily of red vapor; with six dark, sinuous arms and a floating white mask with weeping eyes drawn on the surface.
        Rank 2[Spirit]
        Power 7, Finesse 4, Resistance 3, Willpower 7 Essence 15
        Corpus 8, Size 5, Initiative 11, Defense 4, Speed 16
        Influence: Infatuation 2
        Ban: Cannot use influence or numina on a person in a happy romantic relationship Bane: ashes from burned love letters
        Manifestation: Fetter, Twilight Form, Unfetter
        Numina: Dement, Emotional Aura, Implant Mission, Rapture, Seek

        Forgotten Pain
        Forgotten Pain is a spirit that feeds on the apathy that some caregivers in hospices and nursing homes develop over time. It uses it powers to manifest as a non-descript middle aged woman dressed in the clothing of a nurse or orderly. Its true form is of an androgynous living statue of ivory. It has a crown of obsidian horns, six arms, and dark eyes that weep black tears.
        Rank 3[Spirit]
        Power 6, Finesse 8, Resistance 8, Willpower 10, Essence 20
        Corpus 13, Size 5, Initiative 16, Defense 8, Speed 20
        Influence: Apathy 3
        Ban: Cannot use Influence or Numina on a person wearing Witch Hazel flowers; Bane: Witch Hazel
        Manifestations: Fetter, Materialize, Twilight Form, Unfetter
        Numina: Dement, Drain, Emotional Aura (Apathy), Mortal Mask, Stalwart, Telekinesis

        He Who Walks Behind the Rows

        Rank 3[Spirit]
        Power 8, Finesse 6, Resistance 8, Willpower 10, Essence 20
        Corpus 16, Size 8, Initiative 14, Defense 6, Speed 18
        Influence: Plants 2, Faith 1
        Ban: Cannot use Influence or Numina on a person over 19 years old; Bane: Burning the Cornfields
        Manifestations: Fetter, Image, Materialize, Twilight Form
        Numina: Aggressive Meme, Awe, Implant Mission, Omen Trance, Pathfinder, Seek

        Last Merciful Breath
        “Last Merciful Breath” is a spirit of death and mercy. It draws its essence from the final moments of a dying person’s life. It is not a cruel spirit, and uses it power to ease the suffering of the dying. It is powerful, and knows many secrets from long years of traveling the depths of the Underworld. The spirit appears as a skeletal woman wearing a dark veil and a laurel of withered flowers.
        Rank 3[Spirit]
        Power 9, Finesse 9, Resistance 6, Willpower 10 Essence 20
        Corpus 11, Size 5, Initiative 15, Defense 9, Speed 26
        Influence: Death 2, Mercy 2
        Ban: Can only manifest near a dying person; Bane: the ashes of a person tortured to death
        Manifestation: Discorporate, Image, Realm Gateway (Underworld)*, Twilight Form
        Numina: Drain, Essence Thief, Omen Trance, Seek, Speed

        The Merchant of Lost Dreams
        “The Merchant of Lost Dreams” is a spirit of the Pawn Shop, and draws its essence when a person trades a long term desire or precious memento for an immediate need. It has gained great insight into human nature and does not hesitate to use that knowledge for its own gain. The spirit is a dark, slim creature with six long, spindly arms, vaguely human features, and a wide, ever- present grin filled with yellow teeth.
        Rank 2[Spirit]
        Power 4, Finesse 7, Resistance 3, Willpower 10 Essence 15
        Corpus 8, Size 5, Initiative 10, Defense 4, Speed 16
        Influence: Desire 2
        Ban: Can never go back on a Deal; Bane: Pyrite/Fool’s Gold
        Manifestation: Fetter, Reaching, Twilight Form
        Numina: Dement, Drain, Mixed Blessing (Resources 2)*, Telekinesis, Transmute*

        Molten Stone Fire
        “Molten Stone Fire” is a nature spirit of lava, and dwells in places where volcanic activity impacts human settlement. The sprit is confident, and determined, and takes great delight in burning obstacles into ash. It appears as a child with skin made of cracked black stone with radiant fire appearing within the cracks. Its hair is a wild halo of flames.
        Rank 2[Spirit]
        Power 6, Finesse 4, Resistance 4, Willpower 8 Essence 15
        Corpus 8, Size 4, Initiative 8, Defense 4, Speed 15
        Influence: Lava 2
        Ban: Cannot manifest more than a day’s walk from an active lava flow Bane: Sea Water
        Manifestation: Discorporate, Materialize, Twilight Form
        Numina: Bane Sense*, Blast (Lava), Firestarter, Pathfinder, Regenerate

        The One Who Burns
        The One Who Burns is a spirit of fire and reckless aggression. It uses it influence to trigger arson and violent outburst s; feeding from the resulting chaos and destruction. The One who Burns takes the form of a vaguely female creature of impressive stature. Its body is cracked and blackened as if by flame and noxious smoke rises from its form. Boiling hot blood seeps from its blistered flesh.
        Rank 3[Spirit]
        Power 9, Finesse 6, Resistance 7, Willpower 10, Essence 20
        Corpus 14, Size 7, Initiative 13, Defense 6, Speed 25
        Influence: Fire 2, Violence 1
        Ban: Cannot harm a true pacifist; Bane: Holly (a plant representing peaceful accord)
        Manifestations: Fetter, Posses, Reaching, Twilight Form
        Numina: Aggressive Meme, Blast (Fire), Emotional Aura (Anger), Firestarter, Regenerate, Telekinesis

        One Thousand Treacherous Tongues
        “One Thousand Treacherous Tongues” is a spirit of malicious lies and slander. It gains its essence from those who lie to cause another pain or discomfort, and uses its power to encourage such behavior. It appears as a vaguely female form, with a face, chest, abdomen, and genitals on both the front and back of its body and double-jointed limbs. In both its mouths are multiple lolling tongues, each one over a foot long and jet black. Despite this, the entity speaks clearly and eloquently.
        Rank 3[Spirit]
        Power 6, Finesse 9, Resistance 6, Willpower 10 Essence 20
        Corpus 11, Size 5, Initiative 15, Defense 6, Speed 20
        Influence: Lies 3
        Ban: Can never utter a truth, will discorporate if forced Bane: White Chrysanthemum
        Manifestation: Discorporate, Fetter, Twilight Form, Unfetter
        Numina: Aggressive Meme, Dement, Hallucination, Seek, Sign, Spee

        The Prince of Hungers
        The Prince of Hungers is a spirit of gluttony and conspicuous consumption. It is often summoned by individuals seeking material gain, especially when the resources are used to support other appetites. When manifested, The Prince of Hungers is a corpulent 10ft tall giant, whose bald head is absent any features except for its oversized mouth with an impossible number of teeth. It always appears in clothing that would consider “finery”, which could be anything from an expensive suit to opulent robes, all cut to flatter his girth.
        Rank 3[Spirit]
        Power 9, Finesse 6, Resistance 9, Willpower 10 Essence 20
        Corpus 17, Size 8, Initiative 15, Defense 9, Speed 20
        Influence: Gluttony 2, Wealth 1
        Ban: Must consume any edible item presented on a golden platter Bane: Azalea Blossoms
        Manifestation: Discorporate, Materialize, Possess, Twilight Form
        Numina: Awe, Drain, Rapture, Stalwart, Telekinesis, Transmute

        The Ragged Tear
        The Ragged Tear is a pain spirt that feeds on deliberate cruelty, and uses its influence to compel individuals to greater acts of emotional and physical sadism. It manifests as a dark-skinned, hairless and androgynous person, with empty eye sockets that leak a black fluid and is dressed in tattered wrappings of dark fabric.
        Rank 2[Spirit]
        Power 4, Finesse 7, Resistance 3, Willpower 10 Essence 15
        Corpus 8, Size 5, Initiative 10, Defense 4, Speed 21
        Influence: Cruelty 2
        Ban: Is repelled by the “Ako Konan”, a symbol of West African origin, associated with mercy Bane: Frankincense Resin
        Manifestation: Fetter, Twilight Form, Unfetter
        Numina: Dement, Emotional Aura, Hallucination, Seek

        Scrapyard Mongrel
        Scrapyard Mongrel is a spirit that resides in the scrap yard, it domain the twisting mazes of ruined vehicles and rusted metal. It is a territorial creature, and will attack anyone that enters its territory without the proper appeasement. The spirit is a large canid- seeming amalgam of auto parts and rusted steel, all wrapped in barbed wire and dripping dark oil. Its eyes glow as bright as headlights.
        Rank 2[Spirit]
        Power 6, Finesse 3, Resistance 5, Willpower 8 Essence 15
        Corpus 12, Size 7, Initiative 8, Defense 3, Speed 18
        Influence: Metal 2
        Ban: Cannot manifest outside of the scrapyard Bane: wood wrapped in leather
        Manifestation: Fetter, Materialize, Twilight Form
        Numina: Blast (metal shards), Left – Handed Spanner, Phantom Arsenal*, Speed, Stalwart

        Shelter of Leaves
        “Shelter of Leaves” dwells within a large oak tree that sits in a glade far from the beaten path in a national forest. It has been visited by campers and hikers willing to make the trip for decades. It is a spirit of protection, shielding those within its glade from sun and storm. Shelter of Leaves manifests as a spry old man made of rugged wood, with a beard of leaves and wearing a crown of twigs and acorns.
        Rank 3[Spirit]
        Power 8, Finesse 4, Resistance 9, Willpower 10 Essence 20
        Corpus 25, Size 16, Initiative 13, Defense 9, Speed 12
        Influence: Trees 2, Protection 2
        Ban: Must slumber during Winter Bane: An axe with no wooden elements
        Manifestation: Fetter, Image, Gauntlet Breach, Twilight Form
        Numina: Heal*, Innocuous, Omen Trance, Regenerate, Stalwart

        Storm of Dread
        The Spirit called Storm of Dread regains essence when creatures die from electrocution. It formed most of its identity from the execution of death row inmates via the electric chair. Since this form of execution is no longer common, Storm of Dread must seek its essence in other ways. Storm of Dread takes the form of a cloud of black smoke, crackling with lighting and carrying the lingering smells of ozone and burning flesh.
        Rank 3[Spirit]
        Power 8, Finesse 7, Resistance 7, Willpower 10, Essence 20
        Corpus 13, Size 6, Initiative 14, Defense 7, Speed 25
        Influence: Electricity 3
        Ban: Loses Essence if submerged in salt water; Bane: Wood struck by lightning
        Manifestations: Claim, Fetter, Posses, Twilight Form
        Numina: Blast (Lightning), Host Jump, Left-Handed Spanner, Regenerate, Speed, Telekinesis

        Tarnished Badge
        “Tarnished Badge” is a spirit that draws its strength from the abuse of the authority granted to police officers and others who enforce the law. The uses its power to urge law officers down the path of corruption. Tarnished Badge appears as a broad shouldered man wearing an antiquated policeman’s uniform. Its face is smooth and featureless except for its eyes, which flash with alternating blue and red light.
        Rank 2[Spirit]
        Power 6, Finesse 4, Resistance 4, Willpower 8 Essence 15
        Corpus 9, Size 5, Initiative 9, Defense 4, Speed 17
        Influence: Authority 2
        Ban: Cannot physically harm a law officer unless attacked first; Bane: bones of a person unjustly slain by police
        Manifestation: Fetter, Possess, Twilight Form
        Numina: Awe, Blast (Revolver), Host Jump, Regenerate, Seek

        The Unyielding Lord
        The Unyielding Lord is a spirit of Vengeance, especially acts of vengeance taken to satisfy ones pride. It uses it power to inflame petty insults and minor grievances to a violent extreme. It uses possession frequently, and prefers to occupy the bodies of wealthy professionals. The Unyielding Lord appears as a powerfully muscled red-skinned man, with two heads (each a fierce lion), the wings of an eagle, and writhing swarms of scarabs for arms.
        Rank 3[Spirit]
        Power 8, Finesse 7, Resistance 8, Willpower 10, Essence 20
        Corpus 14, Size 6, Initiative 15, Defense 7, Speed 20
        Influence: Vengeance 3
        Ban: Must always keep its Word; Bane: Lily of the Valley (a flower representing humility)
        Manifestations: Claim, Fetter, Posses, Twilight Form
        Numina: Awe, Implant Mission, Pierce Mind, Regenerate, Seek, Telekinesis

        Whisper in the Hall
        Whisper in the Hall is a spirit dwells within schools, and derives its essence from the dedication and pride the students and faculty have for that institution. While normally harmless, it has begun to use its influence to encourage ever greater demonstrations of loyalty and to punish those who do not show the proper amount of “school spirit”. It appears as a vaguely humanoid swirl of posters, banners and bulletins from the school. It often manifests as a quiet, non-descript student, dressed in the school colors.
        Rank 2[Spirit]
        Power 6, Finesse 4, Resistance 4, Willpower 8 Essence 15
        Corpus 8, Size 4, Initiative 10, Defense 4, Speed 21
        Influence: Pride 2
        Ban: Can only influence Faculty, Students or Alumni; Bane: A class ring from a rival school
        Manifestation: Fetter, Materialize, Twilight Form
        Numina: Aggressive Meme, Innocuous, Mortal Mask, Rapture
        Last edited by Reighnhell; 01-15-2017, 11:27 AM.


        The Artificer's Workshop - A collection of Exalted Artifacts
        Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
        The Horror Lab - A collection of Beasts, Monsters and less definable things.
        Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
        Twilight Menagerie - A collection of Ephemeral Entities

        Comment


        • #5
          I'm a big Werewolf fan and have always found your spirits to be really useful, even if just a springboard to work off of.

          An upcoming game is going to be somewhat ghost-heavy and was wondering if you had other threads about them, or more than your General Ghosts above?

          Comment


          • #6
            Spirits [Rank 4 & 5]

            Crashing Hand of the Tide
            Crashing Hand of the Tide is a spirit of the pounding surf, and is ancient, powerful, and inscrutable. It is endlessly persistent, and once it has decided on a course of action it cannot stop until the task is done. It manifests has a massive luminescent wave of water, shapes can be observed moving within its rippling depths.
            Rank 5[Spirit]
            Power 13, Finesse 10, Resistance 15, Willpower 10, Essence 50
            Corpus 35, Size 20, Initiative 25, Defense 15, Speed 38
            Influence: Waves 5, Persistence 3
            Ban: Once it starts a task, it cannot stop until the task is completed; Bane: granite - heated to a burning temperature
            Manifestations: Discorporate, Gauntlet Breach, Image, Materialize, Reaching, Twilight Form
            Numina: Awe, Blast (Wave of Water), Drain, Pathfinder, Regenerate, Seek, Speed, Stalwart

            Mother Chrysalis
            The Mother Chrysalis an ancient spirit of metamorphosis that uses its power to physically and spiritually transform those who make the proper offerings and sacrifices to her. The entity appears as a massive black moth with glowing eyes.
            Rank 4[Spirit]
            Power 10, Finesse 10, Resistance 10, Willpower 10, Essence 25
            Corpus 20, Size 10, Initiative 20, Defense 10, Speed 30
            Influence: Metamorphosis 4
            Ban: Cannot use influence on an unwilling subject; Bane: Powdered moth chrysalis
            Manifestations: Discorporate, Fetter, Image, Twilight Form, Unfetter
            Numina: Awe, Drain, Essence Thief, Heal*, Metamorphosis*, Omen Trance, Regenerate, Telekinesis

            Promise of Dust
            The Promise of Dust is a spirit of Drought, and it gains its essence when the land is parched from long periods of little or no rainfall. It uses its power and influence to extend the drought, causing water supplies to evaporate and chasing away rainclouds. When manifested. Promise of Dust is a tall figure with grey, desiccated flesh, wearing a rough spun robe and coated in a fine layer of powdered earth. A stifling heat radiates from its form.
            Rank 4[Spirit]
            Power 12, Finesse 8, Resistance 12, Willpower 10 Essence 25
            Corpus 18, Size 6, Initiative 20, Defense 12, Speed 25
            Influence: Drought 4, Heat 3
            Ban: Can only manifest where has not rained in over 30 days; Bane: Natural Rain
            Manifestation: Discorporate, Image, Materialize, Reaching, Twilight Form
            Numina: Blast (Desiccation), Drain, Firestarter, Seek, Stalwart

            The Screaming Void
            The Screaming Void is a strange spirit from the darker reaches of the Shadow, drawing its power from entropy and dissolution. It appears as a rippling distortion in the air accompanied by a high-pitched resonant noise.
            Rank 4[Spirit]
            Power 12, Finesse 8, Resistance 10, Willpower 10, Essence 25
            Corpus 13, Size 3, Initiative 18, Defense 8, Speed 30
            Influence: Entropy 3, Sound 1
            Ban: Can only manifest in locations with a great amount of decay and neglect; Bane: A weapon plated in platinum
            Manifestations: Discorporate, Gauntlet Breach, Materialize, Reaching, Twilight Form
            Numina: Awe, Dement, Entropic Decay, Essence Thief, Left-Handed Spanner, Seek, Speed, Stalwart

            Uktena of the Waterway
            Uktena of the Waterway is a wise old spirit, and has seen many things in its long existence. It has always been willing to use its power and influence on behalf of those who make the appropriate offerings and sacrifices. But something has changed- the spirit has grown violent and capricious, and rumors of it preying upon the local mortals have begun to circulate. Uktena of the Waterway takes the form of an enormous serpent, with scales that shine like crystal and head crowned with the horns of a stag. A large gemstone is affixed in its brow, which glows with a blinding light.
            Rank 4[Spirit]
            Power 12, Finesse 10, Resistance 10, Willpower 10, Essence 25
            Corpus 20, Size 10, Initiative 20, Defense 10, Speed 26
            Influence: Rivers 4
            Ban: Cannot harm a person that anoints its brow with the blood of a fresh kill; Bane: an arrow wrapped in snakeskin, driven through its heart
            Manifestations: Gauntlet Breach, Materialize, Reaching, Shadow Gateway, Twilight Form
            Numina: Blast (Poison Breath), Implant Mission, Innocuous, Omen Trance, Pathfinder, Regenerate, Strike Blind, Twilight Abduction




            The Artificer's Workshop - A collection of Exalted Artifacts
            Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
            The Horror Lab - A collection of Beasts, Monsters and less definable things.
            Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
            Twilight Menagerie - A collection of Ephemeral Entities

            Comment


            • #7
              Originally posted by nofather View Post
              I'm a big Werewolf fan and have always found your spirits to be really useful, even if just a springboard to work off of.

              An upcoming game is going to be somewhat ghost-heavy and was wondering if you had other threads about them, or more than your General Ghosts above?
              When I have used ghosts, I normally have them linked to haunted/cursed relics. I will post a few such ghosts below.
              Ghosts

              Cassandra Silver
              Cassandra Silver (given name Anne Griswold) was a talented up and coming actress cast the femme fatale in a noir detective film titled Midnight Heart in 1946. During the final week of filming, Cassandra was found dead in her Malibu home. Despite evidence of violence and sexual assault, the city coroner ruled her death “suicide” and the case closed with little fanfare.
              Midnight Heart was never released, despite the director’s efforts to edit the film to account for the un-shot scenes.
              During the filming the production of an earlier film, Cassandra began an affair with the director which continued on into the production of Midnight Heart. All of this was kept hidden by the studio, as the director was a married man and the scandal would have been disastrous. When she broke off the affair the director flew into a rage and murdered her. The situation was quickly covered up by Solomon Studios and a heavily bribed police force. As most of the people involved are long dead, it is unlikely the truth about Cassandra Silvers death will ever be known.

              Her ghost remains anchored to the last known copy of the film.
              Cassandra is still a stunning beauty, with blue eyes, porcelain skin, an hourglass figure and silver-blond hair. Although those she sought her revenge against are all dead, Cassandra lingers on.

              Rank 2[Ghost]
              Power 5 Finesse 5, Resistance 4, Willpower 9, Essence 15
              Corpus 9, Size 5, Initiative 9, Defense 4, Speed 15
              Virtue Ambitious, Vice Bitter
              Aspiration: Recapture her fame
              Key Skills: Expression, Socialize
              Key Merits: Striking Looks 2
              Influence: Anchor (Midnight Heart) 2
              Ban: Cannot manifest where a non-digital filming device is running Bane: Silver
              Manifestation: Fetter, Image, Twilight Form
              Numina: Blast (Telekinetic Thrust), Hallucination, Rapture, Sign, Telekinesis

              Sexton Darwin
              Sexton Darwin was the lead vocalist of a 5 member black metal band named “Wound”, and was known for a hard-partying lifestyle and dabbling in the occult. The entire band was found dead in late 1990 in what appeared to be a ritualistic murder/suicide. His ghost remains anchored to a unlabeled black cassette that contains the only known copy of Wound's final album.
              Sexton still looks the part of a late 80’s rocker in the black metal scene; black leather pants, black t-shirt, long dark hair and arms covered in satanic and occult tattoos and fists adorned with menacing silver jewelry. Death has made his pale flesh almost white and turned his eyes into smoldering red pinpoints.

              Rank 2[Ghost]
              Power 6 Finesse 4, Resistance 4, Willpower 8, Essence 15
              Corpus 9, Size 5, Initiative 8, Defense 4, Speed 15
              Virtue Artistic, Vice Hatred
              Aspiration: Promote Nihilism and Self Destructive behavior
              Key Skills: Expression, Occult
              Key Merits: Inspiring
              Influence: Anchor (Black Cassette) 2, Nihilism 1
              Ban: Cannot harm a person wearing a “Wound” t-shirt or patch. Bane: Consecrated Salt
              Manifestation: Fetter, Unfetter, Twilight Form
              Numina: Blast (Death Metal Scream), Dement, Implant Mission, Sign
              Last edited by Reighnhell; 01-20-2019, 08:47 AM. Reason: updated to Geist 2nd Edition Rules


              The Artificer's Workshop - A collection of Exalted Artifacts
              Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
              The Horror Lab - A collection of Beasts, Monsters and less definable things.
              Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
              Twilight Menagerie - A collection of Ephemeral Entities

              Comment


              • #8
                Dude fantastic work as always.

                Have you considered trying to work for onyxpath?

                Comment


                • #9
                  Had some prepared Goetia before maybe? Would used some in Mage games I run.


                  My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
                  LGBT+ through Ages
                  LGBT+ in CoD games

                  Comment


                  • #10
                    Originally posted by Blakemikizuki View Post
                    Dude fantastic work as always.

                    Have you considered trying to work for onyxpath?
                    Seriously, a folio of Reighnhell's creations would be well worth the price.


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

                    Comment


                    • #11
                      I'm completely in agreement.

                      Comment


                      • #12
                        Thanks for the high praise - I am a pretty decent amateur game designer, but I don't think I'm ready for the big leagues yet. Maybe one day.

                        Re: Goetia
                        I haven't had the chance to run Mage yet, so I haven't come up with any good Goetia just yet. That being said I will see what I can come up with.

                        In the meantime, have a new Spirit.

                        Samhain
                        The spirit known as Samhain is an ancient harvest spirit born from the essence generated by pagan revelers during the festival of Samhain. Over the centuries it has grown and absorbed elements of related traditions (such as Halloween or Dia De Los Muertos), but remains true to its roots. He is an enforcer of custom and ritual, rewarding those who show proper respect to spirits and the memory of the dead, and often punishing those who do not. His current guise is a tall, skeletal figure in tattered robes, with an orb of fire for a head and carrying a lantern made from a turnip with a grotesque face carved into it. The will o wisps of light dance around the lantern. He often takes the form of a child in costume, and accompanies other bands of children as they make their rounds during the holiday.
                        Rank 4[Spirit]
                        Power 12, Finesse 12, Resistance 10, Willpower 10, Essence 25
                        Corpus 16, Size 6, Initiative 22, Defense 10, Speed 28
                        Influence: Souls 4, Traditions 2
                        Ban: Can only manifest during the time of Samhain (from sunset October 31 to sunset November 1); Bane: An iron sickle or scythe used to harvest crops at least once within the last year.
                        Manifestations: Avernian Gateway, Materialize, Reaching, Shadow Gateway, Twilight Form
                        Numina: Aggressive Meme, Awe, Firestarter, Ghost Eater, Hallucination, Mortal Mask, Seek

                        Last edited by Reighnhell; 10-29-2016, 12:41 AM. Reason: Updated


                        The Artificer's Workshop - A collection of Exalted Artifacts
                        Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                        The Horror Lab - A collection of Beasts, Monsters and less definable things.
                        Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                        Twilight Menagerie - A collection of Ephemeral Entities

                        Comment


                        • #13
                          Originally posted by Reighnhell View Post
                          Thanks for the high praise
                          You deserve it, and more.

                          Originally posted by Reighnhell View Post
                          Samhain
                          Influence: Souls 3, Traditions 2
                          Awww. No Influence 4 for Souls or Traditions? Can't create them? :-P


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

                          Comment


                          • #14
                            I have a ghost with Influence for Reaping, I think Souls makes more sense, thanks.

                            Comment


                            • #15
                              Originally posted by Vent0 View Post

                              Awww. No Influence 4 for Souls or Traditions? Can't create them? :-P
                              Ya know what? I am going to shift out the Telekinesis Numina for an extra dot of Influence. I like the possibilities of what happens to a person granted a soul stained with Samhain's resonance.


                              The Artificer's Workshop - A collection of Exalted Artifacts
                              Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                              The Horror Lab - A collection of Beasts, Monsters and less definable things.
                              Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                              Twilight Menagerie - A collection of Ephemeral Entities

                              Comment

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