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Ghosts/Spirits

Spirit categories:

Abstract & conceptual spirits Spawned by human thoughts,


deeds and emotions

Artificial spirits reflections of things created by the hands of


mankind.
Gaia spirits Nature-spirits, they encompass animals, plants and
natural phenomena, such as spirits of storms, fog, etc.
Location spirits These spirits can encompass incredibly large
areas, buildings, swamps, deep woods, junk yards, est.
Elementals represent a pure element, with minds of their own
Wyld spirits- Spirits of pure chaos, they embody change,
possibility, entropy, potential, anything & everything at once, est.
Wyrm spirits- Also known as Bane spirits, they are evil & signify
corruption, murder, filth, disease, pornography, pollution, est.
Weaver Spirits- Also known as Pattern Spiders, they embody
structure, technology, control, strengthen the gauntlet, order, est.

Used for Damage rolls or Strength rolls used push or throw


things.
The Spirits Defense or Dodge dice pool

Gnosis- The spirits awareness, used to mentally connect to the


world and understand it.
Used for all Mental and Social actions
Also aid in using Charms and teaching Gifts

Essence- (spirits health/size) Willpower + Rage + Gnosis

If a spirit loses its entire Essense, the spirit is discorporated


and fades away into the Umbra.
A spirit remains faded away, but it will then begin to reform at a rate of one Essence per day.
When a spirits Essence is full, it reincorporates.
Werewolves can harvest gnosis from hurt spirits or bind
them into fetishes, if a Spirit loses all its Essence and is
bound or harvested, the spirit is destroyed.

Defense= Rage
Physical Attacks= Willpower
Initiative= Willpower.

Willpower- The ability to affect its environment, manipulate


objects or withstand damage
Used for all physical actions including Dexterity and
Stamina
Used to soak damage (both Lethal and Bashing)

Rage- The spirits natural hunger and inner power

Abilities and other actions- Spirits dont posses abilities or other


dice pools. Their three Traits are considered to express their depth
of knowledge and experience with the mortal realm. The storyteller
should adjust these dice pools if the spirit tries to accomplish
something it is unfamiliar with.
Example: a nature spirit trying to hack into a computer mainframe
would have its Gnosis dice pool reduced to half, and roll at a higher
difficulty.

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

Type of Spirit & Description


Gaffling: The bottom of the spirit hierarchy, they are the servants and slaves of high level
entities. They are simple minded and are tasked with completing simple jobs. They have
little to no Intelligence and represent single items or complex ideas.
Jagglings: The doers and shakers of the spirit world. They are dangerous spirits with clear
motives, a distinct perspective, and frightening capability. The most common type of spirit
that someone would bargain with to learn spirit Gifts. They represent recurring items or
common ideas.
Incarnae: The powerful avatars, minions, consorts, advisors, and warriors of grater Totem
Spirits or even the Weaver, Wild, or Wyrm themselves. They often have their own domains
or pocket Realms, but most dwell inside the Deep Realms of their controlling masters.
They normally are powerful aspects of singular emotions or important ideas.
Totems: Spirit gods of immeasurable power. They are the ancient embodiment of
creatures, emotions, and important aspects of time and place. They normally reside in their
own Deep Realms and use the Incarne to complete their tasks. The only exception is a
Den-Realm tied to one of the Changing Breeds, were a Totem may manifest its presence.

Spirit Influence- A spirit gains one dot of Influence per Rank


All spirits have the ability to influence the thing that gave them existence
Influence requires a Gnosis roll and at higher levels may require the expenditure of one (or more)

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

distance to the target.

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.

(7 points) Mass Create

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.

(9+ points) God Like

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

1 minute per Success

N/A

10 minute per Success

N/A

1 hour per Success

one additional Essence

1 day per Success

two additional Essence

1 week per Success

Essence Points- May have any amount of Essence Points up to its


Essence Rating.
The lower a spirits Essence is, the more desperate it grows for
sustenance.
Spirits with less than 75% of their maximum are hungry &
hunting predators
Spirits with less than half their maximum will either be in fullbore predator or prey mode.
Spending Essence:
A spirit spends Essence for Influence
Unless otherwise stated, a spirit spends one Essence point on
Charms and Gifts
A spirit must spend a point of Essence per hour to remain in the
Physical World (unless riding inside of an object or person).
Spirits can use Essence to temporarily gain bonus dice on a
type of roll on a one-for-one basis. Max amount of bonus dice
is their Rank +2 and lasts for one scene;
Regaining Essence:
They gain one point per day by being in proximity to the thing
they reflect.
The spirit may attempt to feed on the Essence of another spirit,
this is a contested roll of Gnosis + Rage against the targets
Willpower.
Ghost Rage & Gnosis- Rated form 1-10 depending on the ghost,
older ghosts have ratings higher then 10

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

two additional Essence

Manifestation / Reaching- Roll Willpower; for one scene it can


make itself visible or invisible at will and effect things through
the gauntlet.
Willpower roll modified by the strength of the Gauntlet.
When manifested, a ghost is still an ethereal, insubstantial
presence
Materialized spirits are quite physical and are affected by
gravity (only certain spirits can materialize)
Reaching allows a spirit to use other Charms through the
Gauntlet.
Reaching lasts for the duration of the next scene and moves
with the spirit.
Reaching costs one Essence.
Location
Gantlet Strength
Dense urban areas
9
City suburbs, towns
8
Small towns, villages
7
Wilderness, countryside
6
Graveyards or Locus
4
Verge (conditional portals) 2

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

Note: If a ghost exhausts all its Willpower it cannot attempt to


manifest again until the following day.

List of Spirit Charms


Spirit Charm

Description

Ghost Numina

Description

Abduct

Drags victims into the Umbra

Compulsion

Take control over victims actions

Armor

Gives the spirit extra soak

Clairvoyance

Speak to others through mortal body

Animal_control

Complete control of an animal

Dark_Speech

Ghost can speak a single sentence

Airt_Sense

Increased awareness on the Umbra

Howl

Scary scream sends mortals running

Blast

Deals lethal damage at range

Phantasm

Ghost can create personal illusions

Blighted Touch

Corrupts victims personality

Break_Reality

Wyld spirits distort reality

Calcify

Binds victims in a Pattern Web

Camouflage

Blends into the surroundings

Cleanse_the_Blight

Removes spiritual corruption

Control_Electrical_Systems

Manipulate electronic devices

Concealment

Fog/shadows penalize Perception

Chorus

Sends a message to other spirits

Corruption

Instills evil idea in next action

Create_Fires

Spontaneously sets fires

Create_Wind

Increase the amount of wind

Damnations_Path

Victim cannot regain willpower

Dement

Victim gains a mild Derangement

Desiccation

Drains the victims bodily fluid

Discorporation

Discorporate willingly into the Umbra

Disorient

Change the perceptions of direction

Drain

Siphon the victims Willpower/Essence

Elemental_Immunity

Immune to damage & regain Essence

Emotiona_Aura

Broadcasts emotions onto others

Flood

Raises waters to flood an area

Freeze

Lowers temperature to deadly levels

Ghost_Eater

Allows spirits to eat ghost Essence

Healing

Cures lost Health levels of damage

Insight_Frenzy

Forces supernatural to frenzy

Magnetic_Disruption

Devices malfunction in its presence

Materialize

Allows spirit to enter our world

Peek

Spirit can see through the Gauntlet

Phantom_Sign

Leaves message on media or surface

Shapeshift

Changes the visual appearance

Shatter_Glass

Destroys all glass in area

Solidify_Reality

Reinforces health/essence of subject

Spirit_Static

Strengthens the Gauntlet level

Swift_Flight

Quick travel across the Umbra

Telekinesis

Allows manipulation and attacks

Terrify

Causes Delirium like terror in mortals

Tracking

Can innately find the intended target

Umbra_Quake

Umbra storm that damages everyone

Numina/Spirit
Charms

A ghost has one Numina per 10 years since its death.


Any Power with an (R) after its name can be used with the
reaching across the Gauntlet
Area/Range = [Willpower + Rank] x 10 Yards
(if
applicable)
Any Power with an (G) after its name can only be used by
ghosts
Any Power with an (S) after its name can only be used by
spirits
Powers with an (Bn) is a power used mainly by Bane
Spirits
Powers with an (We) is a power used mainly by Weaver
Spirits
Powers with an (Wy) is a power used mainly by Wyld
Spirits
Powers with an (Ga) is a power used mainly by Gaia
Spirits

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.

Animal control (Ga)


The ghost/spirit is able to exert its will over an animal,
controlling it completely. Spend one Essence and roll
Willpower + Gnosis, subtracting the animals Willpower from
the dice pool. Success means the ghost/spirit is able to
command the animal to perform any task the spirit desires, to
the limit of the animals physical abilities. The host can
control the animal for the duration of the scene if desired. A
ghost/spirit can control a number of animals simultaneously
(so long as it has sufficient Essence) equal to its Rank.

Airt Sense (S)

Most spirits have a natural sense of directions and locations


within the spirit world. They can avoid dangers, create, or
find tracks at will. The spirit rolls Gnosis to locate things
inside the spirit world. (as a alternate power for Ghosts, the
ghost can find things connected to their former life, such as
lost possessions, old friends, and familiar places)

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.

Blighted Touch (S, Ba)


Bane spirits are the only ones capable of corrupting and
polluting others. If the spirit successfully attacks an
opponent, the victim must roll their Willpower immediately.
If they fail this roll, their negative characteristics dominate
their personality for the next few hours (equal to Rank). A
Botch on the Willpower roll permanently taints the victims
personality. These negative characteristics are tied to the
Bane spirit in question. So if a Poison Bane hit a character,
they would begin absent mindedly poisoning things.
Everything they prepare or have business working with,
from morning breakfast to working on the local water
treatment plant.

Break Reality (S, Wy)


With a successful Gnosis roll the Wyld spirit can disrupt the
reality of a substance; thereby modify its Umbral form. For
example, the spirit could create a door inside the Umbra,
enabling it to pass through a solid wall. Wyld spirits thrive
on chaos, the stranger the change the better. The difficulty
of this roll depends on cleverness or uniqueness of the
change. The number of Successes indicates the amount of
substance changed. A failure results an additional point of
lost essence.

Calcify (S, We)


This charm allows Weaver spirits to trap a victim in a
Pattern Web. The spirit rolls a contested Willpower versus
the victims Rage (or Willpower for mortals). Each success
subtracts one dot from the victims Physical Attributes (or
Essence for spirits). When the targets Attributes or Essence
drops to zero, the victim is bound into as Pattern Web until
freed. Those stuck inside a Pattern Web can be freed by
Werewolves with a solid amount of effort. Spirits and

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.

Cleanse the Blight (S, Ga)


This spirit has the ability to purge spiritual corruption in a
given area. Obviously this Charm isnt available to Bane
spirits. The spirit rolls their Gnosis verses the strength of the
Blighted area. Most spirits have a limit to the effect only their
sphere of influence with this Charm. A wood spirit could
cleanse a tree or a log cabin, but not the animals or people
living inside it.

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

sight, but hides dangerous surroundings, muffles


voices/sound, and even gives false readings on sensory
equipment. All those trapped in the mist suffer a -2 on
Perceptions + Alertness rolls. The ghost/spirit spends a
point of Essence per level of concealment (barely, partially,
substantially, or fully) and rolls Gnosis. Each success
extends the effect up to 10 yards. The effect lasts up to a
scene.

Control Electrical Systems


The spirit/ghost can manipulate an electrical system
operation and function. The spirit/ghost rolls Gnosis at a
difficulty depending on the complexity of the system.
Success allows the ability to overload a system, shut it
down or manipulate it. For example, the spirit/ghost could
use a complex security system to open/close doors, set off
an alarm, or display a false video recording.

Corruption (S, Ba) R


The Bane spirits primary weapon to influence others. The
Bane spirit whispers an evil suggestion into the victims ear
and the target becomes inclined to act on it. The spirit rolls
its Gnosis versus the victims Willpower. Success plants the
idea into the victims subconscious, surfacing as if they
came to the evil decision naturally. This charm can be used
across the Gauntlet.

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.

Create Fires (S)


With a successful Gnosis roll the spirit can create
instantaneous fire. A single success creates a tiny fire, were
exceptional successes can generate a blazing inferno. These
fires must have fuel to continue burning.

Create Wind (S)


With a successful Gnosis roll the spirit can create wind
effects. A single success creates a small breeze, were
exceptional successes can generate the force of a tornado.
This wind must exist outside and lasts for a scene.

Damnations Path (R)


This Charm makes it impossible for its mortal victims to
regain Willpower. While under this curse, they no longer
are able to regain Willpower by acting on their Nature (this
Charm does not prevent them from performing these

actions, but there is no mechanical reward). The ghost/spirit


spends three points of Essence and rolls Gnosis in an
extended roll; each roll represents one hour. If the ghost/spirit
gains the necessary successes (victims Willpower x 3)
between dusk and dawn, the mortal victim is forced onto
Damnations Path until saved. To fight off the spirits
influence, the mortal victim must seek supernatural
protection, a consecrated area protected against ghosts/spirits,
or some other means of spiritual help. While on the
Damnations Path, the victim must make a Sanity check each
day or lose a temporary willpower point and be driven slowly
insane. If the spirit/ghost is discorporate or otherwise leaves
the victim for longer than 24 hours, the curse is lifted.
Note: this Charm only works on mortals and has no effect on
other Supernaturals. At the storytellers discretion it may
work on lesser mystical beings, such as ghouls, mages,
psychics and those with a power trait of 1.

Dark Speech (G)


The ghost is capable of speaking directly to mortals. Spend
one Essence point and roll Willpower. If the roll succeeds, the
ghost can utter a single sentence.

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)

This Charm allows a spirit to discorporate voluntarily,


dissolving into the Umbra and allowing itself to reform
elsewhere as normal. Discorporation is always painful, but
desperate spirits choose this route rather than face a greater
spirit in combat, with the risk of permanent destruction such
conflict carries. Roll the spirits Willpower for this Charm
to succeed.

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.

Emotional Aura (S) R


This Charm broadcasts a general pulse of emotion over a
wide area. The spirit spends one Essence to activate the
aura of emotion, which then lasts for a scene. Anyone
within five yards of the spirit, or who later comes within
five yards of the spirit, must make a willpower roll
contested by the spirits Gnosis. If the spirit wins, the
subject exhibits that emotion for the duration of the scene or
until the spirit stops using this Charm. The victim also
suffers a 2 dice penalty to dice pools from the intense
distracted from the foreign emotion.

Ensnare

The spirit possesses an entangling attack, be it mystic


webbing, gobbets of intestine, wire mesh or glue-like spittle.
Weaver spirits often use this attack before binding someone
into a pattern web with the Calcify Charm. The ghost/spirit
must hit its target at range, making a Willpower roll
(Difficulty of the targets Defense). The subjects struck by the
attack are automatically grappled. Each turn the victim may
roll Strength + Brawl or Athletics minus the ghost/spirits
Rage score to escape; otherwise she is immobilized. After a
number of turns equal to the ghost/spirits Gnosis, begin
reducing the effective Rage score of the snare by two each
turn. This attack costs one point of Essence. Additional
Essence may be spent to add to the Rage score of the snare on
a one-for one basis.

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)

Terrify Numina, ghosts may not use this power to affect


Supernaturals).

Insight Frenzy (S, Ba)


The Bane spirit can induce a frenzy in certain supernatural
targets (like Vampires and Were-creatures). The spirit rolls
its Rage at a difficulty equalt to the targets willpower. If
successful, all normal frenzy rules apply.

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)

This Numina enables a Ghost to let out a blood-curdling howl


that causes an opponent to panic and run. The ghost spends a
point of Essence and then rolls Willpower + Gnosis, contested
by the opponents Intelligence. If the ghost wins the contest,
the victim must flee the spirits presence for a number of turns
equal to the number of successes achieved. (Similar to the

The ghost has the power to create illusory images. Spend


one Essence point and roll Willpower + Gnosis. This power
can work on only one victim at a time. Other mortals in the
subjects vicinity do not see what he does. The number of
successes depends on the size and complexity of the
illusion. Mimicking a persons voice alone or creating a
distinctive smell (like perfume) only requires a single

success. Creating the illusion of a person requires a two


successes. Creating the illusion of a specific person (down to
patterns of speech and mannerisms) that a witness knows
requires at least three successes. Creating a complex illusion
that seems to have physical substance (the witness is
convinced that he can touch the illusion and it feels solid)
requires at four or more successes. Small, subtle illusions are
generally much more effective than large, overt ones. When a
subject witnesses an illusion, roll Perception + Alertness. If
the roll generates as many or more successes than were
achieved in the phantasm roll, the victim recognizes that the
image cant be real. Otherwise, the subject believes the
illusion is genuine. A ghost can create a number of illusions
simultaneously (so long as it has sufficient Essence) equal to
its Gnosis. Each illusion remains for the duration of the scene
unless dispelled.

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.

Shatter Glass (S)


The spirit can cause all the glass in the vicinity to break. The
spirit rolls its Gnosis to achieve this destruction and may
inflict incidental damage from airborne glass.

Swift Flight (S)


The spirit can move with great speed through the Umbra. It
travels at ( 60 + Willpower) x 3 = yards per turn. Also, if
materialized in the physical world, this charm allows the spirit
to fly or otherwise move through the air. However, this is
done at normal speeds only.

Solidify Reality (S, We)


The spirit can solidify reality, enforcing the Weavers rules and
laws on the aspects of the Umbra. The Weaver Spirit only
needs roll its Willpower; each success reinforces the targets
solidity; adding health levels or Essence for spirits per
success. This power can only be used once per target, and
lasts for a day. Once the effects wear off, it can be reapplied.

Spirit Static (S, We)


The Weaver Spirit can raise the level of the local Gauntlet
by one. However, multiple spirits working together can
raise the level by a maximum factor of three. The Weaver
Spirit must stay in that area to continue to emit this static.
The spirit may use this power as often as they like and does
not require the expenditure of essence. While concentrating
on this charm, all of the spirits dice pools drop by two.

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.

Umbra Quake (S)


This powerful charm allows the spirit to tap into a deeper
connection with the Umbra. Depending on the spirit, this
may take different forms. Some spirits tear up the ground
itself, others create a storm of elements, or even
destabilizing reality itself. Everyone in the area is thrown
down or otherwise trashed about in the twisting elements.
They suffer Bashing damage equal to the spirits Rage,

rounded up. This charm costs three Essence per use and lasts
for a scene.

Mortal Mask (S)


The spirit is able to transport itself across the Gauntlet, but,
unlike the Materialize Charm, the spirit appears human. This
human costume is somewhat imperfect and the mortal form
is very generic. The spirit cannot use this charm to copy a
persons appearance or occupation. They might form a
military uniform, but the colors, name tag and insignia would
be wrong. Spend four points of Essence and roll the spirits
Gnosis, difficulty of the local Gauntlet. The number of
successes indicates the number of hours the spirit may exist in
the material world, appearing human. The Mortal Mask is full
of tiny flaws, representing the spirits idea of what humans
look like. Perhaps the spirit never stops smiling, a murderspirit might be covered in tiny cuts & scars, or a nature spirit
might make exaggerated gestures. Normal witnesses may
make a Perception + Alertness roll minus a number of dice
equal to the spirits Gnosis. Success indicates that there is
something off or unnatural about the generic human.
Supernaturals do not suffer a penalty to this roll.

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:

the body is biologically 18 years old, although it ages


normally from then on. The other souls are then released, to
go to their proper fates. If the spirit cannot complete its task
of killing two more mages within a week after the first
death, none of its victims are reborn. This Charm can only
be used once upon a particular soul to rebirth its material
body. Once this Charm has played out, the spirit is
involuntarily subject to the effects of the Discorporation
Charm. Roll Power + Resistance; if successful, the spirit
discorporates and reforms elsewhere in the Shadow Realm
(probably at a locus it is familiar with).
Sleep Eater
This insidious Charm allows a ghost/spirit to rob hours of
sleep of its victims. Spend one point of Essence and roll
Power + Finesse the targets Stamina + Supernatural
Tolerance. Each success represents an hours worth of sleep
lost. These can only be recovered through normal sleep.
After the spirit eats six hours of the targets sleep, the target
begins suffering the effects of fatigue (see the World of
Darkness Rulebook, p. 179) as if he had not slept in 24
hours.
Each six successes beyond this means the target loses
another days sleep, and he suffers a cumulative 1 die
penalty to all dice pools and must make Stamina + Resolve
rolls or fall asleep. A person may only lose a number of
days worth of sleep equal to the lowest of his Stamina or
Resolve before passing out.
Soul Harvest: This Charm is a more powerful version of
Soul Snatch that also functions against supernaturals who
possess a soul. As with that Charm, Soul Harvest functions
just as the Claim Charm except that success on the spirits
part means it grasps the victims soul instead of Riding its
body. The victim must succeed upon a Stamina roll or fall
unconscious. Even if conscious, the victim may not spend
points of Willpower, expend points of a supernatural power
trait or use any supernatural ability without the consent of
the Harvester spirit. The victim cannot regain Willpower if
its soul has been harvested. The spirit has full knowledge of
its victims thoughts and actions, no matter its location. If
the supernatural has an Essence trait, the being may use
these points of Essence as its own. It may also choose to
feed upon the victims soul at its leisure. Each hour the
spirit does so, it gains two points of Essence per dot
consumed feeding first on its preys Willpower then its
dots of Supernatural Advantage. Each hour that the spirit is
feeding, the victim must again succeed upon a Stamina roll
or fall unconscious due to the pain. When the spirit is
finished feeding, the creatures soul is destroyed.
Soul Snatch: This is a rare but terrifying Charm, allowing
the spirit to steal the soul of a mortal. This acts just as the
Claim Charm except that success on the spirits part means
it grasps the victims soul instead of Riding its body. The
spirit can then do with the soul what it will. Most spirits
that have this Charm slowly devour the soul, gaining
Essence equal to twice the victims Willpower dots. Certain

high ranking spirits have been known to have a version of this


Charm that allows them to snatch the soul of a supernatural
(if it possesses one).
Spirit Venom: This Charm allows the spirit to inject its
opponent with a form of spiritual venom after a successful
blow or bite, causing damage and befouling its enemys own
reserve of spiritual energy. After a successful strike in handto-hand combat, the spirit may spend one to three points of
Essence to inject a supernatural venom into its foe. The
venom inflicts an additional point of damage for every point
of Essence spent. In addition, the victim must succeed at a
Stamina roll, or lose one point of Essence for each point of
Essence the spirit spent. This corrupting effect also works on
other forms of supernatural energy, though to lesser extent. A
target that doesnt use Essence will lose only one point of his
reservoir to the spirit-venom, no matter how much Essence
the spirit spent.
Telepathy: All spirits speak the Spirit Tongue, and with
effort, can often manage to communicate with others,
however imperfectly. Spirits with this Charm can reach out
and link their minds with others, allowing instantaneous and
reliable communication. The spirit rolls Power + Finesse. If
resisted, subtract the targets Resolve + Supernatural
Advantage. This experience is never pleasant for a mortal
being that intimate with an alien mind is profoundly
disturbing. For the next 24 hours, any rolls to avoid a
derangement are made at 1 for each scene spent in contact
with a spirits mind.
Thieve: Similar to the Abduct Charm (above), but in this
case the spirit may take physical, non-living objects across the
Gauntlet. The spirit must first either dwell on the material side
of the Gauntlet (using Materialize or Gauntlet Breach) or at
least have a conduit beyond the Shadow (using the reaching
Charm). If this is established, the spirit can pull a small object
through the Gauntlet and into the Shadow. The object may not
have Size greater than the spirits own Power. Spend a single
Essence and roll the spirits Power + Finesse Gauntlet
modifier. If the roll is successful, the
object crosses over and becomes part of the Shadow
temporarily. The object can last in the Shadow for a number
of minutes equal to the spirits Finesse. After that, the item
crosses back over the Gauntlet at the appropriate
corresponding pin in the physical world (if the spirit drags the
item 20 feet away, it appears 20 feet away in the material
realm). The spirit can keep the object in the Shadow by
spending another Essence point to extend its duration, by a
minute. No roll is necessary to do this.

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

single scene. Use the victims available traits (except


Willpower points, which are equal to the ghosts/spirits
current Willpower points) and dice pools for any action the
ghost/spirit wishes to take. If the mortal wins or ties the
roll, the spirit fails its possession attempt. As long as the
ghost/spirit has Essence points remaining it can continue to
make possession attempts against a target. If a possessed
body is killed or knocked unconscious, the ghost/spirit is
forced out and must possess another victim if it still wishes
to act. Attacks using a blessed object against a ghost in
possession of a living body damage the ghosts Corpus
instead of its physical host. The most reliable way to break
the bond between a spirit using the Possession Numina and
its host is to force the host into contact with the spirits ban.

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

materialize, if it has that Charm. While in material form, the


spirit may move more than five meters from its fetter, but
must be back within that radius when its materialization ends.
Almost all artificial-spirits possess this Charm.

Attacks using a blessed object or magical nature against a


spirit in possession of a transmogrified body damage the
spirits Corpus instead of its physical host.

Living Fetter

Corpse Ride:

This variation on Fetter allows the spirit to fetter itself in a


living being rather than an inanimate object. The same rules
and restrictions as Fetter apply, save that the spirit must first
succeed at a Power + Finesse roll contested by the targets
Resolve + Composure + Supernatural Tolerance. A successful
use of this Charm creates one of the Ridden, specifically a
Spirit-Urged (see p. 166). The spirit essentially uses the living
being as a fetter and its Influence to impel its host. The
most reliable way to break the bond between a spirit using the
Living Fetter Numina and its host is to force the host into
contact with the spirits ban.
Unfetter: This Charm allows a moored or fettered spirit to
unbind itself from its physical counterpart for a time. Spend a
point of Essence and roll the spirits Finesse. The number of
successes is the number of hours the spirit may stray from its
mooring; if the spirit is not within its normal range of the
mooring after that time, it discorporates.

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.

This Charm allows the ghost/spirit to Claim a dead body as


other ghosts/spirits would Claim a living being. The bodys
Soul is not Claimed, however, meaning that a contested roll
is not necessary, the ghost/spirit simply spends three
Essence points and Claims the body automatically during
the course of a single hour. The hosts attributes increase a
normal, but at a drastically accelerated rate: the Claimed
gains points at a rate of one per hour instead of one per
week, This power comes at a price, however; while most
Claimed can last for years, if not centuries, the corpse is not
so lucky once it achieves full synthesis with its Riding
ghost/spirit, the corpse begins to deteriorate, losing one
Attribute point every three days as the ghost/spirit power
consumes the body. Once any of its Physical Attributes
reach 0, the body disintegrates, shunting the ghost/spirit and
the bodys soul (if present) into the Shadow Realm (ghosts
can stay in the material realm so long as they still posses an
anchor). Fortunately, this fate is typically a theoretical one;
most such ghost/spirit have completed their business long
before such a fate becomes an issue.

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.

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