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===Siddhi=== ====Piercing the Distance==== The character learns to use his connection to the Spirit Realm to short-circuit distance, first with his perceptions and then with her movement. Using any of these three Siddhi requires an extended roll where the target number is five times the number of dots of the Siddhi being used. This power is also limited by how familiar the character is with the target. Seeing or even walking to a well-known location is relatively easy, while spying on a room the character has only seen once is far more difficult. All three of these Siddhi use the mystical connection table to determine the difficulty of observing or otherwise interacting with a distant person or location. ''Mystical Connection Table'' ''–0 Intimate:'' The purified has a piece of the target’s physical substance, such as hair, nail clippings or blood from a person or animal, a leaf or flower from a plant, or a sliver of material from an object or building. Alternately, the character knows the target intimately. Examples include close friends, beloved pets, prized possessions or locations like the character’s home or a building the character has visited many times. ''–3 Known:'' The character has a personal possession belonging to the target. Alternately, the character can see the location on live video or hear the target over live audio or the character spent time with the target or visited the location more than once, for at least a few minutes each time. ''–5 Acquainted:'' The character has a photo or a detailed painting of the target or an object that the target once touched or that once resided in the target location. Alternately, the character once met or visited the target. In all cases, the character must concentrate to use this power. Any time the character experiences a significant distraction or attempts to perform any activity that is at all demanding while using this power demands another roll, with the appropriate modifiers for distraction. Failing this roll instantly ends the use of this power, and experiencing a dramatic failure on this roll results in some sort of serious problem like temporary blindness that lasts for a scene. '''Distant Vision''' (•) The character can see and hear events happening around the target of this power as if she were physically present in this location. ''Cost:'' 1 Essence ''Dice Pool:'' Wits + Investigation + Chi ''Action:'' Extended (target number 5) To use this power, the character must remain stationary and focus on the desired target. Many purified use objects like crystal balls or mirrors to help focus their concentration. Such tools are not necessary, but can provide up to a +2 bonus on the roll. While concentrating, the character may make rolls every minute. Once the character succeeds in this extended roll, he can see and hear the target. However, he must maintain his concentration to continue to use this power. The character can write or speak normally and can respond to questions, but cannot examine the world around him or take any physical action that is not both simple and very slow. This power can also be used in any realm. If the Purified is in the mortal world, he can use it to look at a familiar location in the mortal world or a spirit in the Spirit Realm, just as one of the Purified projecting in the Spirit Realm can use it to see a person or place in the mortal world '''Ethereal Presence''' (••) Using this ability is almost identical to using distant vision, except that in addition to being able to simply observe and hear the target location, the character can also create an illusory image of himself at this location. This image looks and sounds identical to the character and moves just like the character does. However, it is nothing more than a completely intangible image. Also, while it seems to move like the character, its feet don’t actually touch the floor and it often floats a few inches in the air. ''Cost:'' 1 Essence ''Dice Pool:'' Presence + Expression + Chi ''Action:'' Extended (target number 10) To use this Siddhi, the character must go into a deep trance and make a roll every 10 minutes. While in this trace, he cannot sense his present surroundings, but can see, hear and even smell the location his image is in, exactly like he was there in person. The character can also speak normally and can talk to people and spirits in the location just as if he were physically present. However, the character appears in the target location as an intangible image that cannot touch anything. Also, nothing in this location, including spirits, ghosts or magicians, can affect this image in any fashion. The character can move the image at her normal Speed and in doing so can move through walls and other barriers as if they did not exist. As a result, the character can explore regions that he has never seen before by moving through a wall an examining them. However, whenever the character enters a region he was previously unfamiliar with, he must make another roll, with no modifications for lack of familiarity. Failing this roll instantly ends the current use of this Siddhi. Once the character has projected his image successfully, he can make another roll to alter the appearance of this image. He can do anything from change how his image is dressed to attempting to look like someone else. Making this change requires another Presence + Expression + Chi roll. Attempting to disguise the appearance of his image as someone else also requires a Wits + Subterfuge roll to determine how accurately the character can alter his image. A failure on the first roll means that the character cannot alter the appearance of his image and must wait 10 minutes before attempting to change his appearance again, a failure on the second roll means the disguise is less accurate than desired. As with the Siddhi Distant Vision, Purified can also use this Siddhi to project her image into realms other than the one she is currently in ====Projection==== The character learns to project his mind and soul outside of his body. When doing this, the character forms an ephemeral body that is completely solid and able to physically interact with the realm it is in as well as with objects and spirits that inhabit this inhuman world. Unfortunately, the inhabitants of this same realm can also physically affect the character’s ephemeral body. Damage done to this ephemeral body has no effect upon the character’s physical body and heals at the same rate as normal damage. The Purified can spend one point of Essence to heal one point of any sort of damage to his ephemeral body. However, destruction of this ephemeral body either kills the Purified or causes them to have to spend weeks or months reforming. While the Purified is away from her body, it remains alive but in a deep coma. If left for more than one full day, the coma deepens and can only be distinguished from death by a medical examination. When using this Siddhi, the character has no way of knowing the current state of health or any other information about her body. Should the character’s body be completely destroyed while she is away from it, she will not be able to re-enter it and must first spend the Essence needed to repair and reanimate her body. To return to her body, Purified who are using any projection power need only find a locus or their body. The location of this locus does not matter. Once the character’s mind is in the locus, all she need do is to make a successful roll, and her mind instantly returns to her body. However, unlike mages, thaumaturges and other fully human individuals who find some way to project their minds into another realm, Purified lack any sort of silver cord or other connection between their mind and their bodies. When they use this power, Purified become mobile spirits who must make an effort to return to their body. Purified who use any projection power can be trapped in the realm they are visiting. If they are denied access to a locus or their body, the Purified cannot return to his body. Some Purified have been captured and trapped in an ephemeral realm for decades or centuries. When projecting into any realm, Purified automatically bring along ephemeral versions of their clothes and the contents of their pockets with them. Characters who wish to take along ephemeral versions of large backpacks, large-caliber rifles or other large objects can spend one additional mote of Essence to do so. The largest object a character can take along in this fashion is Size 5. If desired, the character can take along mortals or other beings native to the mortal world into the Spirit Realm or the Underworld by spending one additional mote of Essence per individual. All of these individuals also enter the desired realm as ephemeral beings projected outside of their physical bodies. These “passengers” must all be in physical contact with the Purified when they project from their bodies. When the Purified returns to the mortal world through a locus, the ephemeral bodies of all of those that traveled with him must also enter the locus with him. Any who are not must find their own way back to the mortal world. Purified can also bring people and objects back from the Spirit Realm or the Underworld. Bringing back any object up to Size 3 that the character acquired in the Spirit Realm or the Underworld requires the expenditure of one mote of Essence. The Purified returns to his body to find this object in his hand. Purified cannot bring back larger objects, but they can return magically powerful objects, including both items enchanted with powerful magic, such as fetishes (see Werewolf: The Forsaken, pp. 204-209), imbued items (see Mage: The Awakening, pp. 84-85), or relics (see World of Darkness: Reliquary), provided the object is Size 3 or less. Returning a mortal whose mind has become lost in some ephemeral realm only requires that the mortal’s ephemeral body enter the locus with the Purified when the Purified returns to the mortal world and for the Purified to spend one mote of Essence. If both occur, the mortal wakes up in her own body, regardless of where her body is located. Purified can also return mortals who have physically wandered into the Spirit Realm or some other ephemeral realm through a verge. To do this, the Purified must enter a locus with the mortal, spend one point of Essence and one point of Willpower and make a roll. If all this is done successfully, the Purified wakes up in his body and the mortal finds himself standing in the mortal world in front of the locus. '''Spirit Projection''' (•) The character can project his mind into the Spirit Realm. All Purified know this power, having automatically learned it when they died and became the being they are now. Purified who did not learn this ability never made their way back to their body. Here, she can interact with both ghosts and spirits who are also in the Spirit Realm and can spy on the mortal world, unseen by anyone except supernatural beings and the few mortals who can perceive beings in the Spirit Realm. Because of the nature of their perceptions, all Purified can clearly see and hear everything occurring in the portion of the mortal world corresponding to their location in the Spirit Realm, allowing Purified who know this ability to be excellent spies. ''Cost:'' None ''Dice Pool:'' Resolve + Investigation + Chi ''Action:'' Instant To enter the Spirit Realm, the character need only lie down and make a single roll. To return to her body, the character can either find a locus and make another roll or simply fly travel back to her body and reenter it. If the character’s body is alive, she immediately returns to her body. If the character’s body is dead, she appears at its location, hovering over her body. ====Shifting==== The character can use her affinity to the Spirit Realm to move her body close to, and eventually into, the Spirit Realm. Instead of simply being able to send her mind into Spirit Realm, she can also eventually learn to move her body there. '''Tread Lightly''' (•) As the first step on learning to interact physically with the Spirit Realm, the character learns to transfer a portion of her weight there. ''Cost:'' none ''Dice Pool:'' Dexterity + Athletics + Chi ''Action:'' Instant The character greatly reduces her weight for the next full scene. Although this reduction in weight does not allow the character to fly or even jump further than normal, but she takes only bashing damage from falling, regardless of the distance. In addition, she can walk or run over any surface, including water, tissue paper or thin panes of glass. She can also walk across mud, dry sand or any other surface without leaving tracks or getting her feet even damp. She can also climb up surfaces too fragile to support her normal weight. However, she cannot run any faster or climb any better than usual. '''Breaching Barriers''' (••) The character learns to shift his body into the Spirit Realm for a brief instant. This allows the Purified to walk through walls and similar barriers. ''Cost:'' 1 Essence ''Dice Pool:'' Wits + Larceny + Chi ''Action:'' Instant Briefly stepping into the Spirit Realm allows the character to walk through any barrier that is no thicker than one yard. He can step through a closed door, walk through a wall, or even jump from one floor down to another. When walking through a barrier, the character makes no noise and does not disturb the barrier at all. Instead, he vanishes for an instant and reappears just on the other side of the barrier. The character cannot use this power to pass through a barrier thicker than one yard. Attempts to do so automatically fail, leaving the character bumping his nose against the barrier. '''Spirit Shift''' (•••) The character learns to shift her body fully into the Spirit Realm. By doing so, she becomes completely invisible and intangible, and can physically interact with all ghosts and spirits in the Spirit Realm. She can also use this power to gain access to the interior of almost any building by walking into it in the Spirit Realm and then shifting back to the mortal world inside. ''Cost:'' 2 Essence + 1 Willpower ''Dice Pool:'' Presence + Athletics + Chi ''Action:'' Instant The character remains in the Spirit Realm for one scene, unless she decides to leave it earlier. Entering and leaving the Spirit Realm both take one action. Leaving the Spirit Realm requires no roll and no expenditure of Essence. ====Warding==== The Purified learns to construct wards that protect areas against various sorts of creatures and powers. Creating any ward requires an extended roll, where the target number is five times the number of dots of the Siddhi being used. Thus, using Ward Against The Living has a target number of 15. The character must always mark out or otherwise define the area he is warding. There are also two sorts of wards: temporary and lasting wards. Temporary wards only require the character to either walk around the area she is warding or, if it is relatively small, outline it with her finger. When creating a temporary ward, the character makes one roll every turn to create this ward. Temporary wards last until the sun next rises or sets, whichever comes first. Lasting wards require the character to mark out the warded area in some physical manner, such as with a fence with symbols painted on it or a line of chalk drawn on the floor. If anyone disturbs or makes an opening in this physical marker, or if it is washed away by rainfall or blown down by the wind, the warding instantly ceases to function. When creating a lasting ward, the character may make one roll every 10 minutes to create this ward. Lasting wardings continue to project an area for one full lunar month, or until the physical markers tied to the ward are disturbed, whichever comes first. Regardless of their duration, wardings can be no more than 100 yards on a side. The character can ward most of a city block or a large house and yard, but the character cannot ward an entire shopping mall or other similar large and sprawling structure. Only one warding of each type can protect an area at one time. However, Purified can ward an area with different wards at the same time. A character could simultaneously protect her home with both a Ward Against Supernatural Beings and a Ward Against Magic. Creating a new warding automatically destroys any existing wardings on the area. Unless specifically described as otherwise, wardings are not mobile, although they can be used to protect the interior of mobile spaces like trailers, mobile homes or even cars. Creating a wearable version of any ward is also impossible. '''Ward Against Supernatural Beings''' (•) This ward is designed to prevent spirits, ghosts, and similar beings from other realms from affecting the warded area and anyone or anything inside it. ''Cost:'' 2 Essence (+1 Willpower to create a lasting ward) ''Dice Pool:'' Presence + Academics + Chi ''Action:'' Extended (target number 5) The ward prevents spirits, ghosts, and similar beings from outside the mortal world from entering the area. Any such being attempting to enter or to use the Reaching Numina to gain access to the warded region must achieve a number of successes on a Power roll in excess of a reflexive Presence + Academics + Chi roll made by the character. Even if they are in the Spirit Realm, spirits, ghosts and similar beings that fail to achieve the necessary number of successes cannot enter the warded area and must wait for one full day before trying again to do so. '''Ward Against Magic''' (••) This ward protects the space and people inside it from all forms of magic and other supernatural powers, including Werewolf Gifts, Vampire Disciplines, Spirit Numina and all similar powers. ''Cost:'' 2 Essence (+1 Willpower to create a lasting ward) ''Dice Pool:'' Wits + Occult + Chi ''Action:'' Extended (target number 10) The character protects an area from supernatural effects used by anyone other than the character and up to a two dozen specific individuals named when the warding is created. Even if he is not present inside the warded area, the purified can reflexively make a Wits + Occult + Chi roll as contested roll against any supernatural ability used on anyone or anything inside the warded area. If the attacker does not win the contest by at least one success, the ability fails to affect everyone inside the warded area. In addition, even if the attacker wins this contest, subtract the successes rolled by the ward’s creator from the total number of successes rolled by the attacker. This subtraction can transform an exceptional success into an ordinary success. '''Ward Against The Living''' (•••) This ward prevents all living or once-living creatures, including humans and animals, as well as partly human beings like Werewolves and once-human beings native to the mortal world like Vampires or other Purified. The character can create a ward designed to only protect against certain general types of beings, like only vampires or only human children. However, it is impossible to ward an area against “enemies” or some other similarly vague category. Also, when creating this warding the character can specify up to two dozen named individuals who can freely enter and leave the warded area. ''Cost:'' 3 Essence +1 Willpower (+1 additional Willpower to create a lasting ward) ''Dice Pool:'' Resolve + Intimidation + Chi ''Action:'' Extended (target number 15) When any being of the appropriate type attempts to cross this ward, either to enter or exit the warded area, they must make a contested Presence + Supernatural Advantage (if any) versus the character’s Resolve + Intimidation + Chi. Beings that do not win this contest by at least one success cannot enter or leave the warded area and also lose one point of Willpower if they fail. An individual can make no more than one attempt every scene to cross this warding.
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