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Corpse Ride
This Numen allows a ghost to possess a dead
body rather than a living host. The ghost
spends three Essence and possesses the
body automatically over the course of a
single hour. This results in a zombie-like
hybrid that allows the ghost a physical
presence out of Twilight without needing to
manifest. See the zombies sidebar for more
information on zombie traits and rules. The
ghost must expend an additional Essence
each hour to maintain its hold over rotting
flesh. If the possessed body is destroyed, the
ghost is forced back into Twilight.
Zombies
Zombies retain the characteristics of the
corpse from which they were made, with the
following modifications:
Strength, Dexterity, and Stamina ratings are
all reduced by one dot, to a minimum of one.
All other Attributes are reduced to a single
dot.
Zombies possess only very basic problemsolving skills and can only communicate
through moans and rasps. All Mental or
Social Skill rolls are considered unskilled
attempts and zombies may not have more
than one dot in any Skill from either of those
Skill sets.
Physical Skills remain unchanged. The
exception is that any Physical Skill dice pool
that includes an Attribute other than
Strength, Dexterity, or Stamina is considered
unskilled.
Fire deals aggravated damage to zombies; all
other weapons deal bashing. Zombies dont
suffer wound penalties and can only be
defeated by filling their Health tracks with
aggravated damage. The bodies of the dead
are also immune to any sort of poison or
disease. Zombies dont heal and may not be
repaired.
Zombies raised by a Sin-Eater channeling
appropriate Numina remain active until the
following dusk or dawn, whichever comes
first. Zombies follow the commands of the
Sin-Eater and attempt to work on her behalf
even when she is incapacitated or out of
HALLOWED PASSION
Prerequisite: Impassioned Soul.
The ghost has devoted one of its Passions to
a task given to it by one of the Arisen. It is no
longer vulnerable to holy weapons, and
whenever it takes an action in direct support
of its assigned Passion that requires a roll,
the target number is reduced by -1. The
ghost cannot knowingly take actions that
directly contradict this Passion, whether by
choice or compelled by magic.
IMPASSIONED SOUL
Prerequisite: Untethered.
Some ghosts are driven by a need to
accomplish something, an obsession that
transcends attachment to people, things, or
places. Accordingly, such an apparition lose
its anchors, Morality, degeneration-induced
derangements, Virtues, Vice, and one dot of
Resilience (or Composure for Lucid Dead).
Instead, the ghosts personality is wholly
ruled and supernaturally fueled by up to
three Passions: clearly defined goals such as
Avenge my death or Obey Imhotep.
Whenever the ghost successfully takes any
action that makes progress toward resolving
a Passion (as per resolving an anchor; World
of Darkness, p. 213), roll a variable number
of dice: one (related to goal), two (some
progress), three (significant progress), four
(nearing completion), or five (completed).
Each success restores one point of Essence.
Ten Willpower points can be cumulatively
spent for a ghost to form a new Passion after
one resolves.
The power and freedom of Passions comes at
a price.
The ghost gains 10 dots of permanent
Essence and loses one dot per week that
passes without a Passion roll being made for
it (or per day for a revenant). Such losses are
permanent, and the ghost fades into the
great beyond upon reaching zero. Unlike with
spirits, this trait only functions to track the
ghosts dissolution. A ghost with Passions
must pursue them relentlessly or burn out its
existence.
INSPIRATION
Prerequisite: Impassioned Soul.
Pay one Essence point, and roll (Power +
Resistance) or (Presence + Resolve),
contested by the targets (Composure +
Resolve) or (Power + Resistance). For each
success remaining, the target feels one of
STALKER
After an expenditure of five Essence points
and one
Willpower point, the ghost can choose a
person it has observed and make her a new
anchor, even if she isnt present currently.
The ghost can only gain one anchor this way
at a time; reactivation resets the target. The
target must be someone the ghost has
demonstrated strong feelings for or
reasonably could develop such for (such as a
girl meeting the victim profile of a dead
serial killer).
STOLEN PILLARS
Prerequisites: Siphon, Lucid Dead.
The ghost is treated as one of the Lifeless
and may use Siphon to attack corporeal
targets while manifested. Whenever it feeds
on a mummy, it can drain a specific type of
Pillar in lieu of Willpower.
Stolen points may give the ghost one dot of
that
Pillar (maximum ), but these dots bleed off
at the rate of one per week and dont come
with points (or a means to gain any).
Upon gaining any Pillar rating, the ghost may
manifest soul Affinities just like a mummy,
provided the ghost meets the Pillar
minimums. If the ghosts stolen
Pillar rating drops below an Affinitys
minimum, that power goes dormant until the
ghost can again feed on one of the Arisen.
The Storyteller should prohibit ghosts from