Академический Документы
Профессиональный Документы
Культура Документы
Spirit categories:
Defense= Rage
Physical Attacks= Willpower
Initiative= Willpower.
Spirit Rank
The power level or Rank of the spirit depends mostly on the job that they do and how old they are. The easier it is for them to gain
spiritual essence, the more powerful they become
Rank
Maximum
Essence
Number of
Charms
1-3
10
1-2
4-6
20
3-5
7-9
40
6-12
10+
100+
Any number
Essence
To affect the emotions or thoughts of a sentient being, roll Gnosis and contested with a Willpower roll to
resist
Influence Effects
Level
Effect
Seek
The spirit can locate an event or thing directly related to sphere of influence: find those
exhibiting an emotion, find a animal/plant, or find a object. Apply the Gantlet level as the
difficulty, and Gnosis as the distance capable in miles (this level of influence may not be
resisted). Success gives the spirit a general impression of direction, time remaining, and
Absorb
Strengthen
Manipulate
Control
The spirit can draw Essence Points from an appropriate source in the physical world, Roll
Gnosis rating, apply the Gantlet level as the difficulty. The number of successes indicates the
number of points of Essence gained (this level of influence may not be resisted).
The spirit can enhance its sphere of influence: make an emotion stronger, an animal or plant
healthier or an object more robust These changes last for one minute per success. The cost is
one Essence.
The spirit can make minor changes within its sphere of influence, such as to slightly change the
nature or target of an emotion, or make minor changes to an animals actions, a plants growth
or an objects functioning. These changes last for up to 10 minutes per success. The cost is two
Essence.
The spirit can make dramatic changes within its sphere of influence: twisting emotions or
dictating an animals actions, a plants growth or an objects functioning. The changes last for up
to 10 minutes per success. The cost is three Essence.
(6 points) Create
The spirit can create a new example of its sphere of influence: create an emotion, create a new
sapling or young plant, and create a young animal or brand new object. The cost is four
Essence.
The spirit can create multiple examples of its sphere of influence; the spirit can trigger its
emotion in multiple people, create a new grove of trees, a small herd/flock/swarm of animals, or
multiple identical items. A number of items, or people affected, equal to the spirits Rank come
into existence. The cost is five Essence.
(8 points) Permanency
The spirit may create a new example of its sphere of influence to come into existence
permanently. This can have disastrous effects on emotions or the human mind. Can you imagine
what it would be like to always be happy, always remember an idea, or always be murderous?
The cost is two dots of the spirits permanent Essence rating.
The spirit can combine all the effects of influence and apply them to any number of targets. All
the ranges and durations are doubled. They also spend half the amount of essence, rounded
down.
Influence Duration
Min Level
Duration
Cost
N/A
N/A
N/A
A ghost has one Rage & Gnosis per 10 years since its death.
Certain ghosts increase these rates faster depending on their
death. The more impassioned demise, the more powerful the
ghost
Ghosts have Essence Points equal to their Gnosis rating
Regains Essence Points at the rate of one per day near their
anchors.
Regains Essence Points whenever they are remembered by the
living.
Anchor- A ghost can travel up to 10 yards from its anchor per point
of Willpower
within one yard of its anchor, it can manifest automatically
With multiple anchors, A ghost can jump from one anchor to
another with a Willpower point
A Locus is an object or place in the physical world that acts as
an anchor for spirits
Manifestation/Gauntlet Modifiers
Location
Resent Death in area
Historical Battlefield
Church
Hospital
Historic building (100+ years old)
Old building (50-100 years old)
Loci or Locus
Handmade structure
(wooden bridge, shed)
Modifier
-3
-3
-2
-2
-2
-1
-1
-1
Modern laboratory
Modern industrial building
Parking lot
Modern commercial building
(grocery store, mall)
+3
+2
+1
+1
Description
Ghost Numina
Description
Abduct
Compulsion
Armor
Clairvoyance
Animal_control
Dark_Speech
Airt_Sense
Howl
Blast
Phantasm
Blighted Touch
Break_Reality
Calcify
Camouflage
Cleanse_the_Blight
Control_Electrical_Systems
Concealment
Chorus
Corruption
Create_Fires
Create_Wind
Damnations_Path
Dement
Desiccation
Discorporation
Disorient
Drain
Elemental_Immunity
Emotiona_Aura
Flood
Freeze
Ghost_Eater
Healing
Insight_Frenzy
Magnetic_Disruption
Materialize
Peek
Phantom_Sign
Shapeshift
Shatter_Glass
Solidify_Reality
Spirit_Static
Swift_Flight
Telekinesis
Terrify
Tracking
Umbra_Quake
Numina/Spirit
Charms
Abduct (S) R
With this Charm, a spirit can literally drag a human being
across the Gauntlet and into the Umbra. The spirit must first
either dwell on the physical side of the Gauntlet in some
fashion or by Reaching across. Once a target is identified, the
spirit can literally grab a human and pull him across the
Gauntlet. Spend a number of Essence equal to the humans
Stamina, and then roll the spirits Willpower + Rage,
difficulty of the local Gauntlet. The mortal can resist with a
Willpower Roll. If the spirit is successful, the human crosses
the Gauntlet and is dragged into the Umbra.
Note: this Charm only works one way. The spirit cannot use
this ability to move a human back to the Physical World. For
the human to exit the Umbra, they must find an alternate way
out.
Armor (S)
This grants the spirit a measure of protection. By spending
two points of Essence the Spirit gains extra soak equal to its
Gnosis for the remainder of the scene.
Blast
This charm allows ghost/spirit to direct their anger at
opponents from a distance. Depending on the ghost/spirit,
this effect may take different forms. An electricity-spirit
might hurl small thunderbolts at its foes, a nature spirit
might summon swarms of insects, the ghost of a dead
soldier could fire a spectral revolver or a pain-spirit might
conjure razor blades. No roll to hit the intended target is
necessary and the ghost/spirit suffers no penalties on called
shots. A spirit rolls its Rage, a ghost its Gnosis, but only
lethal damage may be inflicted. The spirit may add two dice
to this damage roll for every additional point of Essence it
spends to fuel this power. For two additional Essence points
the damage is Aggravated.
mortals are harder to free, but Wyld energy does dissolve the
Web.
Camouflage
The spirit has a means of active camouflage. This might
appear as an octopuss skin that can change texture and color
or allow it to morph into a common item(s). The spirit spends
a point of Essence and remains still. As long as the
ghost/spirit does not move, the camouflage remains active (up
to a scene). Spirits can use this Charm while it is
discorporated, to disguise the spirit while it is reforming.
Anyone trying to perceive the spirit suffers a negative
modifier equal to the spirits Gnosis.
Clairvoyance (G)
The ghost can speak to mortals through the body of another
living person. Roll Willpower + Gnosis, with the subjects
Willpower subtracted from the dice pool as a penalty. If the
victim is a willing participant, no roll is made. If the ghost
fails, no communication is possible. If the ghost wins, it can
speak using the victims vocal cords for a single turn. At the
end of the turn the victim suffers a single point of bashing
damage due to the strain of contact. If the ghost wishes to
continue speaking through the medium, a further Willpower +
Gnosis roll must be made each turn. The medium continues to
suffer an additional point of bashing damage at the end of
each turn of communication. If the medium is rendered
unconscious, no further contact is possible.
Compulsion (G)
The ghost is able to exert its will over a living person,
commanding him to perform actions like a puppet. Spend one
Essence point and roll Willpower in a contested roll versus
the victims Willpower. If the ghost fails or ties the roll (or the
mortal wins), the victim is unaffected. If the ghost wins the
roll, it seizes control of the victim and can command him to
perform any acts the ghost desires, within the victims
capabilities. The victim can attempt to throw off the ghosts
control each successive turn with another contested roll. Use
the victims own dice pools to determine the outcome of his
actions. The ghost can compel a number of victims
simultaneously (so long as it has sufficient Essence).
Concealment
The ghost/spirit is able to create a fog, summon shadows,
whip up a dust storm, or some other effect to obscure vision
and isolate intruders. This effect not only obscures normal
Chorus (S)
This Charm allows a spirit to send a message or alert to any
and all other spirits of its own Trait. The range is a radius
determined by the spirits Rank in miles. To activate the
Charm, the spirit spends a point of Essence and then rolls
Gnosis to determine how long and detailed a message the
spirit can send. A single success allows the spirit to send an
image or a short phrase. Three or more successes would
allow a couple of sentences or a detailed image.
Dement (R)
This Charm assaults a persons mind with a cavalcade of
nightmarish imagery, breaking down his sanity in the process.
Such images are often personal and culled from a victims
own memory, although the ghost/spirit sometimes applies
images from its own history or memory to decide such
visions. The ghost/spirit spends one Essence and roll Gnosis
versus the victims Intelligence. If the ghost/spirit rolls the
most successes, the victim gains a mild derangement of the
Storytellers choice for a number of days equal to the
successes rolled. If the target of the Charm rolls the most or
an equal number of successes, the power has no effect on him,
but successive attempts are possible.
Desiccation (S)
This Charm is most often possessed by water-spirits, although
rumors speak of blood-spirits that use it to devastating effect
(lethal damage instead of bashing). Desiccation allows a spirit
to withdraw some or all of the fluid most closely associated
with it from its opponents body. Water-spirits can drain their
victims of the water in their bodies; blood-spirits can do the
same with blood. Roll Willpower + Rage; the number of
successes determines the number of points of damage the
target takes from loss of fluid. The damage is bashing. Certain
supernaturals can contest the spirits roll due to a lack of real
biology (Vampires and Prometheans) with Stamina +
Supernatural Tolerance; however, if the spirit wins the
contest, the supernatural loses a point of Vitae or Pyros in
addition to taking bashing damage. (A blood-spirit would
drain Vitae for each success)
Discorporation (S)
Disorient (S,Wy) R
The Wyld Spirit can alter landmarks and direction
completely with a successful Gnosis roll. These effects can
fool compasses, GPS devices, and even alter the appearance
of celestial bodies (the sun setting in the North).
Drain
This Charm enables the ghost/spirit to siphon off Essence or
Willpower from a physical being, much as spirits can
attempt to siphon Essence from one another. The
ghost/spirit first decides which trait it is attempting to drain.
To drain Willpower the ghost/spirit rolls Gnosis + Rage
against the targets Willpower. A ghost gains these points, but
spirits do not have willpower points to spend (doing so only
to weaken their target). To drain Essence the ghost/spirit
rolls Gnosis + Rage against the targets Stamina. Only certain
supernaturals have points of Essence (mages, werecreatures, est.). If the intended target doesnt possess a
Essence Trait, than these lost points are Drained from their
health levels as lethal damage. The ghost/spirit must
touch the target to use this Charm, normally Manifesting
or Materializing to do so.
Elemental Immunity
Normally, this Charm is only possessed by elemental-spirits
or ghosts who died from that particular element, like a
house fire or electric chair. This makes the ghost/spirit
effectively immune to attacks from their personal element.
When the ghost/spirit is targeted by one of these attacks it is
considered to automatically soak the damage. Also, for
every day the ghost/spirit exists within the chosen element,
they gain a point of Essence.
Ensnare
Flood (S)
The spirit can force all the waters in a given area to rise
rapidly, causing flooding. In a urban area faucets turn on,
pipes burst, and all drainage clogs.
Freeze (R)
The ghost/spirit robs the heat from the immediate area and
drastically lowers the temperature. The ghost/spirit losses a
point of Rage for the remainder of the scene. The ghost/spirit
then rolls there newly reduced rage score. The number of
successes is inflicted as automatic Bashing damage every turn
to everyone in the area for the remainder of that scene (which
can be soaked as normal). As an alternate version, this power
may be given as another form of elemental damage, like fire
or acidic fumes which would deal lethal or even aggravated
damage.
Ghost-Eater (S)
The spirit with this Charm is able to steal Essence from or
consume ghosts as if they were spirits. The spirit spends one
point of Essence to activate this Charm and attune its
digestion. The effects last for the rest of the scene.
Naturally, the spirits must still be able to affect the ghost in
other ways; this usually requires the spirit to be in the
physical world or in the Shadowland/Dark Umbra.
Healing (S)
Materialize (S)
Unlike ghosts, only certain spirits have the ability to enter
into the physical world. This Charm allows a spirit to force
itself through the Gauntlet. The spirit must have a Gnosis
score equal to or greater than the local Gauntlet. The spirit
spends three points of Essence and rolls Willpower to force
itself through the Gauntlet. The spirits physical form
appears just as it does in the Umbra, but it is held down by
gravity and bound to normal modes of movement (i.e. it
cant fly unless it possesses wings). The number of
successes indicates the number of hours that the spirit can
remain in the material world before returning to the Umbra.
Note: Every hour that the spirit spends unfettered in the
material world costs the spirit one point of Essence, as its
body is gradually consumed. When the spirit runs out of
Essence, it discorporates, re-forming in the Umbra as
normal. The spirit can, however, choose to return through
the Gauntlet freely at any time.
Magnetic Disruption
The ghosts/spirits presence causes electronic equipment to
malfunction due to an intense magnetic distortion. No roll is
required. If the ghost or spirit manifests/materializes
successfully it disrupts electronics within a number of yards
equal to its Gnosis. Radios, TVs and telephones emit static.
Appliances stop working. Lights go out. Videotapes and
camera film is erased/exposed, ruining any captured
images. Spirits who cannot materialize in the physical
world will only cause subtle glitches through the Gauntlet.
These type of spirits are normally the enemy of the Weaver.
Peek (S)
Once per scene, per target, the spirit can heal a living being.
The spirit rolls its Gnosis at a difficulty 6 for regular damage
and a difficulty 8 for aggravated damage. The spirit can only
heal an amount of damage equal to its Gnosis score.
This power allows the spirit to peer into the physical world
from inside the Umbra. The spirit may use this power as
often as they like and does not require the expenditure of
essence. They may also use it in any location, regardless the
strength of the Gauntlet.
Howl (G)
Phantasm (G)
Phantom Sign
The ghost/spirit is capable of creating messages or images in
malleable forms of media. Spend one Essence point and roll
Willpower + Gnosis. If the roll succeeds, the ghost/spirit can
create a single message or image. A sentence can be written in
the steam condensed on a mirror. A ghostly statement can be
heard amid the static of an audio tape. Or an image can be
superimposed on a frame of camera film or videotape.
Shapeshift
The ghost/spirit can take the visual form of anything it
desires. It gains only the Appearance of its new shape, not its
powers or abilities. If the ghost/spirit wishes to appear as a
specific individual, they must roll Willpower and gain
successes equal to the targets Appearance Atribute.
Telekinesis
The ghost/spirit can manipulate physical objects as though
it had a pair of physical hands. It can pick up objects, throw
them, open and close doors and windows, write messages,
and basically anything a mortal can do with his hands.
Spend one Essence point and roll Willpower + Rage. The
number of successes rolled determines the ghosts/spirits
relative Strength and Dexterity when attempting to lift
and/or move an object. Alternately, the ghost/spirit can
make a direct attack on a victim, using its raw power to
inflict cuts, bruises and bites on the victims body. Treat this
as a normal attack at a difficulty of 9. The attack ignores the
targets Dodge, Defense, and Soak from any armor worn
(unless the armor is supernatural in nature).
Terrify
The ghost/spirit has the power to strike terror in the hearts
of mortals who witness its presence. Roll Gnosis + Rage in
a contested roll against the Willpower of each mortal who
witnesses the ghosts/spirits appearance firsthand. If the
ghost/spirit loses or ties this roll, mortals in the area are
unaffected and are immune to uses of this power for the
remainder of the scene. Perhaps their subconscious minds
wont allow them to recognize the ghost/spirit, or they
mistake the intended frightening image for something else
such as a hallucination or trick of the light. Mortals who fail
their roll, flee from the ghost/spirit and will not return to the
haunted area for at least one day. (Ghosts may not use this
Numina to affect Supernaturals. Spirits can use the Charm
to affect supernaturals, but may not affect Were-Creatures,
its effects are similar to the effects of Delirium.).
Tracking (S)
The spirit can track a target unerringly. Through any terrain,
paths in the Umbra, or even through the deep realms. This
type of tracking requires a point of essence for every hour
of use.
rounded up. This charm costs three Essence per use and lasts
for a scene.
Reincarnation
This Charm is possessed only by conceptual spirits of choirs
associated with reincarnation, or karma. Rebirth represents a
process that, once begun, must be completed within one week
(seven days), or else the benefits are lost. The spirit must first
Claim a human body, either mortal or Awakened (a mage).
The spirit must then kill and devour two more people within
the next seven days. (If the Claimed victim was a mage, the
other victims must also be a mage.) During this time, the
spirit stores the souls of those it kills. Once it kills its third
victim, it then restores one of those victims to life with
renewed youth in a transformed version of the Claimed body:
Possession
The ghost/spirit may attempt to possess a living human being
and control his or her body for a short time. Spend one
Essence point and roll Power + Finesse in a contested roll
versus the victims Resolve + Composure. If the ghost/spirit
wins, it gains control of the victims body for the duration of a
Claim (R):
This Charm is a more powerful version of Possession; if the
roll is successful, the possession is permanent. Spend three
Essence points and roll Power + Finesse in an extended and
contested roll versus the victims Resolve + Composure +
Supernatural Advantage; each roll represents one hour. If
the spirit gains 50 successes between dusk and dawn, the
ghost/spirit gains permanent control of the victims body.
Use the victims available traits (except Willpower points,
which are equal to the spirits current Willpower points) and
dice pools for any action the spirit wishes to take. If the
spirit fails to accumulate 50 successes within the required
period of time, the attempt fails. If a possessed body is
killed, the ghost/spirit is forced out and must possess
another victim if it still wishes to act. Use of this Charm
creates a Spirit-Claimed (p. 180).
Fetter
This Charm secures a ghost/spirit inside an object. Once
the spirit has crossed the Gauntlet into the physical world.
Rather than Materializing, the spirit remains its ephemeral
self in the material world. Normally, the spirit would be
sucked back through the Gauntlet within a few hours, but
once fettered, the spirit can remain in the physical world
almost indefinitely. Once through the Gauntlet, the spirit
activates this Charm by spending a point of Essence. Ghosts
mainly use this power to create a temporary Anchor that
they can ride around in. The ghost/spirit must choose an
object within five meters of its current position and spend
an additional Essence to fetter itself to the object. The
ghost/spirit can stay fettered for as long as it likes, unless
the fetter is destroyed, in which case the spirit immediately
discorporates and starts to re-form back in the spirit world
and a ghost must spend a point of essence to reappear at
anot5her anchor or suffer the same fate. This Charm cannot
be used across the Gauntlet without the use of the Reaching
Charm. The ghost/spirit is invisible and intangible while in
the material world. The ghost/spirit can be seen by
werewolves and other spiritually sensitive creatures only.
The ghost/spirit may never move more than five meters
from its fetter, lest the link be lost, forcing the spirit back
through the Gauntlet. A fettered ghost/spirit may
Living Fetter
Corpse Ride:
Mechanical Possession
This Charm allows the Manifested spirit to take control of a
machine or vehicle that it has made into a fetter. By spending
one Essence point, the spirit may operate the machine for the
duration of a scene the spirit can turn the machine off or on
and control any moving parts, though the spirit cannot alter
electrical flow. A spirit using this Charm to operate a car, for
instance, would have to physically manipulate the radio knob
to switch stations or turn the ignition switch to start the car.
The spirit may make Finesse rolls in lieu of Drive in order to
operate a moving vehicle, including all driving, control and
crash rolls.
Transmogrify Victim
Through use of this Charm, a spirit that is in possession of a
host reshapes its victim into a terrible monstrosity of human
organs reshaped to perform roles unintended by nature. Spend
one point of Essence and roll Power + Finesse against the
hosts Stamina in a contested action. If the most successes are
rolled for the spirit, the victims body is reshaped into a form
that uses the spirits Power, Finesse and Resistance instead of
any traits the victim
has; this may grant a number of grotesque physical attacks.
When the transformation ends (after one scene or if the spirit
terminates the effect prematurely), the host resumes normal
shape and awakens. If the transmogrified being is killed, the
host is slain. Any damage suffered by the host is retained after
the host resumes normal form. If a possessed body is killed or
knocked unconscious, the spirit is forced out and must
transform another victim if it still wishes to act.
Chain of Death:
This Charm is a powerful addition to Corpse Ride. Chain of
Death allows a ghost/spirit currently using the Corpse Ride
Charm to transfer its consciousness to any of its victims
corpses. The Ridden must touch the targeted corpse to use
this Charm. It costs three Essence per jump.
Plague of the Dead
This Charm only functions if the spirit is using Chain of the
Dead, or Corpse Ride.
Creatures killed by a Ridden Dead can be animated by the
spirit. It costs two points of Essence to animate a
corpse for roughly a day see the write-up below for more
details. (Those with World of Darkness: Antagonists
can create their own zombies this Charm grants five
Creation points to craft a zombie. Greater
spirits can pump more Essence into the effort, adding one
creation point per extra point of Essence.)
Spirit Plague Zombie
Background: Use these stats to represent zombies created
by the Plague of the Dead Charm. These zombies seek to
kill any living human in their presence; failing that, they
wander about destroying any
other life they can recognize. Some even attack mannequins
in desperation. Tragically, zombies can often remember
scraps of their life enough to allow them to act with
some intelligence, but also enough to
torment them as their bodies and minds rot away utterly.
Attributes: Power 5, Finesse 1, Resistance 3
Willpower: 0
Initiative: 1
Defense: 0
Speed: 6
Size: 5
Weapons/Attacks:
Type Damage Dice Pool
Baseball Bat 2 (B) 8
Bite 1 (L) 7
Fist 0 (B) 2
Health: 5
Physical Integrity: 10
Spirit Plague Weakness: The death-aspected Essence that
animates them also speeds the decomposition of their corpses.
These zombies take a point of damage every three hours due
to the necrotic effects of their animating energies. All zombies
created via Plague of the Dead bear this weakness.
Residual Memories Weakness:
These poor creatures are driven to murder, yet still posses a
few memories of their life. When presented with a loved one
or other appropriate stimulus, they will stop attacking or
perhaps move away whimpering
for three (Resistance) minutes. After this time, the same
stimulus will not work again. No one is safe for long.
Limited Intelligence: The zombie possesses enough
intelligence to solve basic problems, such as how operate
doorknobs, unlatch gates and use simple hand-to-hand
weapons.
Quick Movement: The zombies Speed equals Power +
Finesse (rather than just its Finesse)
Vicious Bite: The zombie inflicts lethal damage with its
bite.