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.
~ 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.
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