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'''Investigation''' 3
 
'''Investigation''' 3
 
'''Medicine''' 1
 
'''Medicine''' 1
'''Occult''' 4 ''(Ghosts and Spirits, The Gentry)''
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'''Occult''' 4 ''(Ghosts and Spirits)''
 
'''Politics''' 1
 
'''Politics''' 1
 
'''Science''' 1
 
'''Science''' 1
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'''Firearms''' 2
 
'''Firearms''' 2
 
'''Larceny''' 1
 
'''Larceny''' 1
'''Stealth''' 3
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'''Stealth''' 2
'''Survival''' 1 ''(The Spirit Realm)''
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'''Survival''' 1 ''(Shadow)''
 
'''Weaponry''' 3 ''(Knife, Stun Gun)''
 
'''Weaponry''' 3 ''(Knife, Stun Gun)''
  
'''Empathy''' 3 ''(Emotions)''
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'''Empathy''' 2
 
'''Expression''' 2
 
'''Expression''' 2
'''Intimidation''' 2
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'''Intimidation''' 1
 
'''Persuasion''' 3
 
'''Persuasion''' 3
 
'''Socialize''' 3
 
'''Socialize''' 3
 
'''Streetwise''' 1 ''(Black Market)''
 
'''Streetwise''' 1 ''(Black Market)''
'''Subterfuge''' 3 ''(Playing Roles, Technical Truths)''
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'''Subterfuge''' 3 ''(Playing Roles)''
  
 
===Status===
 
===Status===
 
'''Health:''' 7/7
 
'''Health:''' 7/7
'''Willpower:''' 4/6
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'''Willpower:''' 6/6
 
'''Chi:''' 3
 
'''Chi:''' 3
 
'''Effective Spirit Rank:''' 3
 
'''Effective Spirit Rank:''' 3
'''Essence:''' 5/12 ''(Spend Rate 2/Turn)''
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'''Essence:''' 12/12 ''(Spend Rate 2/Turn)''
 
'''Morality:''' 7
 
'''Morality:''' 7
 
'''Size:''' 5
 
'''Size:''' 5
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'''Speed:''' 10
 
'''Speed:''' 10
 
'''Initiative Modifier:''' 6
 
'''Initiative Modifier:''' 6
'''Experience Spent/Earned:''' 124/152
 
  
 
===Merits===
 
===Merits===
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'''Effect:''' Your character has some talisman or other item that can hold additional points of Essence. The character must touch this item to put Essence into it or retrieve Essence from it. The amount of Essence your character can put in or remove from this item every turn is limited by both how much Essence he can spend per turn and how much Essence the device can hold. A one-dot Essence reservoir can hold up to three points of Essence and must be at least as large as a small wrist watch or a large coin like a quarter. A two-dot Essence Reservoir can hold up to six points of Essence and must be at least as large as a large pocket watch or a cell phone. Regardless of their size, Essence Reservoirs can be made in any form, including being a working cell phone or watch. Essence reservoirs also exist in Twilight, the Shadow Realm and the Underworld. If the character is touching this item when he sends his mind into one of these realms, the item vanishes from the physical world and remains with him in the realm to which he travels. Also, as long as he is touching this item when he returns to his body, it reappears with him. Purified cannot create Essence Reservoirs, but they can bargain with spirits or some powerful mages who know the secret of their creation.
 
'''Effect:''' Your character has some talisman or other item that can hold additional points of Essence. The character must touch this item to put Essence into it or retrieve Essence from it. The amount of Essence your character can put in or remove from this item every turn is limited by both how much Essence he can spend per turn and how much Essence the device can hold. A one-dot Essence reservoir can hold up to three points of Essence and must be at least as large as a small wrist watch or a large coin like a quarter. A two-dot Essence Reservoir can hold up to six points of Essence and must be at least as large as a large pocket watch or a cell phone. Regardless of their size, Essence Reservoirs can be made in any form, including being a working cell phone or watch. Essence reservoirs also exist in Twilight, the Shadow Realm and the Underworld. If the character is touching this item when he sends his mind into one of these realms, the item vanishes from the physical world and remains with him in the realm to which he travels. Also, as long as he is touching this item when he returns to his body, it reappears with him. Purified cannot create Essence Reservoirs, but they can bargain with spirits or some powerful mages who know the secret of their creation.
  
'''Familiar''' (•••) (Cat Spirit) (Immortals - Page 112)
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'''Familiar''' (•••) (Immortals - Page 112)
'''Effect:''' Your character has a magical bond with an immaterial and invisible spirit that aids him and which normally dwells in the Spirit Realm.  These familiars
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'''Effect:''' Your character has a magical bond with an immaterial and invisible spirit from the Shadow Realm that aids him and which normally dwells in Twilight These familiars
can temporarily manifest like ghosts (see “Manifestations,” p. 210 in the World of Darkness Rulebook), but their ephemeral bodies are otherwise invisible and intangible to the physical world. A familiar must manifest or use Numina to affect anything in the physical world — except for its bonded Purified, whom it can touch at will, just as the Purified can always see the familiar.  
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can temporarily manifest like ghosts (see “Manifestations,” p. 210 in the World of Darkness Rulebook), but their ephemeral bodies are otherwise invisible and intangible to the physical world. A familiar must manifest or use Numina to affect anything in the physical world — except for its bonded Purified, whom it can touch at will, just as the Purified can always see the familiar. Although familiars normally exist in the Twilight Realm, they can accompany their masters into the Shadow Realm, or travel there themselves if their Numina allow it.
  
 
A familiar is considered to be the lowest rank of spirit (a “squire” or “lesser gaffling”, with a limit of 5 on all traits, and a maximum Essence of 10. The Storyteller designs the spirit’s traits. Each familiar begins play with at least one dot in each Attribute, with extra dots as listed below. For rules concerning spirits traits, including additional Spirit Numen, see p. 210-212 in the World of Darkness Rulebook, as well as pp. 317-322 in Mage: The Awakening, pp. 273-282 in Werewolf: The Forsaken, or pp. 130-149 in Book of Spirits.
 
A familiar is considered to be the lowest rank of spirit (a “squire” or “lesser gaffling”, with a limit of 5 on all traits, and a maximum Essence of 10. The Storyteller designs the spirit’s traits. Each familiar begins play with at least one dot in each Attribute, with extra dots as listed below. For rules concerning spirits traits, including additional Spirit Numen, see p. 210-212 in the World of Darkness Rulebook, as well as pp. 317-322 in Mage: The Awakening, pp. 273-282 in Werewolf: The Forsaken, or pp. 130-149 in Book of Spirits.
  
The character to which the familiar is bonded is considered to be its anchor to the material world, although there is no limit to how far a familiar can travel from the Purified it is linked to. It also does not lose Essence for every hour it spends in the physical world. It must follow all the other rules concerning Essence, however, including spending one Essence per day. If It is reduced to zero Essence, it falls into Slumber but it is not transferred back into the Spirit Realm as long as the Purified-familiar bond still exists. Like other spirits, it can gain Essence by being in proximity to something that it reflects (p. 135, Book of Spirits, pp. 319-320 in Mage: The Awakening, pp. 275-276 in Werewolf: The Forsaken, or Book of Spirits, p. 135).
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The character to which the familiar is bonded is considered to be its anchor to the material world, although there is no limit to how far a familiar can travel from the Purified it is linked to. It also does not lose Essence for every hour it spends in the physical world or Twilight. It must follow all the other rules concerning Essence, however, including spending one Essence per day. If It is reduced to zero Essence, it falls into Slumber but it is not transferred back into the Shadow Realm as long as the Purified-familiar bond still exists. Like other spirits, it can gain Essence by being in proximity to something that it reflects (p. 135, Book of Spirits, pp. 319-320 in Mage: The Awakening, pp. 275-276 in Werewolf: The Forsaken, or Book of Spirits, p. 135).
  
 
The Purified and her familiar have an empathic connection; each can automatically feel the emotions of the other. However, supernatural effects that damage or manipulate the familiar through an emotional attack don’t damage or manipulate the Purified to which it is bonded. Also, your character can use his familiar as a magical connection that is sufficiently close that there are no penalties to her Siddhi roll.
 
The Purified and her familiar have an empathic connection; each can automatically feel the emotions of the other. However, supernatural effects that damage or manipulate the familiar through an emotional attack don’t damage or manipulate the Purified to which it is bonded. Also, your character can use his familiar as a magical connection that is sufficiently close that there are no penalties to her Siddhi roll.
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An antique lock and key set of unknown provenance. Allusions to these artifacts date back to at least the Renaissance, though descriptions tend to vary. Some speculate that means there is more than one set in existence, while others believe the appearance of them changes over time. When the lock is installed in a door it can allow the bearer of its key to reach it from any door with a lock from potentially anywhere. The one who wields it must either expend a significant amount of mental effort (2 Willpower points) or sacrifice a mote of whatever supernatural energy one can utilize (a point of Essence, Glamour, Mana, etc) while saying "To Janus, for the toll" to attempt to rouse the bond between Key and Lock (Wits + Manipulation roll). If successful, the key will fit into the next lock the wielder attempts to insert it into. Whether the wielder actually is paying a toll to Janus, God of Beginnings and Endings, Doorways and Transitions or the unknown creator just thought making the activation ritual a mythological reference would be stylish is unknown.
 
An antique lock and key set of unknown provenance. Allusions to these artifacts date back to at least the Renaissance, though descriptions tend to vary. Some speculate that means there is more than one set in existence, while others believe the appearance of them changes over time. When the lock is installed in a door it can allow the bearer of its key to reach it from any door with a lock from potentially anywhere. The one who wields it must either expend a significant amount of mental effort (2 Willpower points) or sacrifice a mote of whatever supernatural energy one can utilize (a point of Essence, Glamour, Mana, etc) while saying "To Janus, for the toll" to attempt to rouse the bond between Key and Lock (Wits + Manipulation roll). If successful, the key will fit into the next lock the wielder attempts to insert it into. Whether the wielder actually is paying a toll to Janus, God of Beginnings and Endings, Doorways and Transitions or the unknown creator just thought making the activation ritual a mythological reference would be stylish is unknown.
  
Any door it's used on opens not to where it would normally lead but instead to a misty, grey void. Anyone or anything who crosses the threshold into that void within a turn will be swallowed up by those mists as the door shuts behind them. A minute later (or a turn later for a Dramatic Success) they will find themselves going through the door the Lock was installed in to the room or place it leads into. In the event the attempt to use the Key is a Dramatic Failure it can still be used to open a door but those swallowed by the mists are not transported to the door with the Lock but instead are expelled out of the door they used one hour later covered in scratches and bruises (equivalent to four points of bashing damage). This method of transport can even be accomplished between realms, such as from Earth to the Underworld, but the cost in effort or energy is twice the normal one (4 Willpower points or 2 points of Essence, Glamour, Mana, etc). The time it takes for travel is from the external perspective. From the point of view of those making the transit it is instantaneous. As to the nature of the void, opinions vary among those aware of it. Some simply think the grey void is an unknown portion of an already known realm, such as Spirit Realm or the Underworld. Others believe use of the artifacts temporarily creates a new portion of existence to act as a corridor. And then there are some, mostly among those who believe a toll is actually paid to an entity behind the mythological Janus, that call the grey void the Border Realm, the place of transition which lies between all points and moments, worlds and states of existence.  
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Any door it's used on opens not to where it would normally lead but instead to a misty, grey void. Anyone or anything who crosses the threshold into that void within a turn will be swallowed up by those mists as the door shuts behind them. A minute later (or a turn later for a Dramatic Success) they will find themselves going through the door the Lock was installed in to the room or place it leads into. In the event the attempt to use the Key is a Dramatic Failure it can still be used to open a door but those swallowed by the mists are not transported to the door with the Lock but instead are expelled out of the door they used one hour later covered in scratches and bruises (equivalent to four points of bashing damage). This method of transport can even be accomplished between realms, such as from Earth to Shadow, but the cost in effort or energy is twice the normal one (4 Willpower points or 2 points of Essence, Glamour, Mana, etc). The time it takes for travel is from the external perspective. From the point of view of those making the transit it is instantaneous. As to the nature of the void, opinions vary among those aware of it. Some simply think the grey void is an unknown portion of an already known realm, such as Shadow or the Underworld. Others believe use of the artifacts temporarily creates a new portion of existence to act as a corridor. And then there are some, mostly among those who believe a toll is actually paid to an entity behind the mythological Janus, that call the grey void the Border Realm, the place of transition which lies between all points and moments, worlds and states of existence.  
  
 
The door with the Lock installed can be used in a similar manner. If one states the phrase while paying the toll and touching the lock and then opens the door it will lead to the grey void. Anyone or anything crossing the threshold into it within a turn will be transported through to wherever the last door The Key was used on is (assuming success in the Wits + Manipulation roll). Of course if one didn't bring The Key with them then one will have to take the long way back.
 
The door with the Lock installed can be used in a similar manner. If one states the phrase while paying the toll and touching the lock and then opens the door it will lead to the grey void. Anyone or anything crossing the threshold into it within a turn will be transported through to wherever the last door The Key was used on is (assuming success in the Wits + Manipulation roll). Of course if one didn't bring The Key with them then one will have to take the long way back.
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'''Effect:''' Your character has a ritually prepared location where her body can be made to reappear if it dies. Even if the character’s corpse is largely intact, she must spend five points of Essence to cause her body to vanish from its current location and appear within the ritual crypt. At minimum, this crypt consists of a bed, slab or other surface large enough to hold your character’s body inside a room with doors and windows that close. This location could be anything from a deeply buried stone crypt to an ordinary bedroom. Regardless of the crypt’s appearance or location, the slab, or bed where your character’s body reappears and all of the walls and doors of this room are marked with special sigils. If any of these markings are disturbed, the ritual crypt does not function and the character’s body remains where it was. Your character can only cause her corpse to reappear there; she cannot cause her still-living body to magically appear at this location. Also, even if the character’s corpse is fully intact, it costs five points of Essence to move her body to the ritual crypt, because doing so involves destroying the body at its present location and then restoring her body to the crypt. All Purified automatically know how to create a ritual crypt; possessing this Merit only means that your character has taken the time and effort to create one.
 
'''Effect:''' Your character has a ritually prepared location where her body can be made to reappear if it dies. Even if the character’s corpse is largely intact, she must spend five points of Essence to cause her body to vanish from its current location and appear within the ritual crypt. At minimum, this crypt consists of a bed, slab or other surface large enough to hold your character’s body inside a room with doors and windows that close. This location could be anything from a deeply buried stone crypt to an ordinary bedroom. Regardless of the crypt’s appearance or location, the slab, or bed where your character’s body reappears and all of the walls and doors of this room are marked with special sigils. If any of these markings are disturbed, the ritual crypt does not function and the character’s body remains where it was. Your character can only cause her corpse to reappear there; she cannot cause her still-living body to magically appear at this location. Also, even if the character’s corpse is fully intact, it costs five points of Essence to move her body to the ritual crypt, because doing so involves destroying the body at its present location and then restoring her body to the crypt. All Purified automatically know how to create a ritual crypt; possessing this Merit only means that your character has taken the time and effort to create one.
  
'''Spirit Realm Sanctum''' (•••) ''(Large and Comfortable, Formidable)'' (Immortals - Page 113)
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'''Shadow Sanctum''' (•••) ''(Large and Comfortable, Formidable)'' (Immortals - Page 113)
'''Effect:''' Your character has a stronghold in the Spirit Realm where he can retreat from foes and regain his strength. The exact nature of this sanctum is up to you, it could be a well-fortified building, a deep cavern, or something far stranger like a living hollow tree the size of a small apartment complex that is also an intelligent spirit who is your character’s loyal friend and ally. All spirit realm sanctums are by their nature difficult for enemies to locate, with the basic Spirit Realm Sanctum providing anyone attempting to locate it with a –3 penalty to all rolls to do so. A one-dot Spirit Realm Sanctum is a relatively small and spartan space, like a room in a cave or a small hut. The sanctum is relatively comfortable, but is both small and devoid of amenities. This Sanctum can be enhanced in three different ways that each increase the cost of the Merit by one additional dot. A Spirit Realm Sanctum with all three advantages costs four dots.
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'''Effect:''' Your character has a stronghold in the Shadow Realm where he can retreat from foes and regain his strength. The exact nature of this sanctum is up to you, it could be a well-fortified building, a deep cavern, or something far stranger like a living hollow tree the size of a small apartment complex that is also an intelligent spirit who is your character’s loyal friend and ally. All shadow sanctums are by their nature difficult for enemies to locate, with the basic Shadow Sanctum providing anyone attempting to locate it with a –3 penalty to all rolls to do so. A one-dot Shadow Sanctum is a relatively small and spartan space, like a room in a cave or a small hut. The sanctum is relatively comfortable, but is both small and devoid of amenities. This Sanctum can be enhanced in three different ways that each increase the cost of the Merit by one additional dot. A Shadow Sanctum with all three advantages costs four dots.
  
 
The enhancements are:
 
The enhancements are:
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'''Rapid Natural Healing:''' One point of Bashing every five minutes/Lethal every four hours/Aggravated every 12 hours.
 
'''Rapid Natural Healing:''' One point of Bashing every five minutes/Lethal every four hours/Aggravated every 12 hours.
  
'''Spiritual Perception''' - Perceives all beings and objects in the Spirit Realm; Beings in Spirit Realm are aware of this on sight of Purified
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'''Twilight Perception''' - Perceives all beings and objects in twilight; Beings in Twilight are aware of this on sight of Purified
  
 
'''Innate Knowledge of Spirit Language''' - Native Fluency in speaking and understanding First Tongue.
 
'''Innate Knowledge of Spirit Language''' - Native Fluency in speaking and understanding First Tongue.
  
'''Physical death automatically sends mind to the Spirit Realm'''
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'''Physical death automatically sends mind to the Shadow Realm'''
  
'''Arcane Senses:''' Unseen Sense that allows Purified to sense the presence of any phenomena related to spirits or the Spirit Realm, as well as the active use of all supernatural powers and forces. A successful Wits + Composure roll also allows one to sense the presence of any nearby loci or verges and what emotional resonances they have.
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'''Arcane Senses:''' Unseen Sense that allows Purified to sense the presence of any phenomena related to spirits or the Shadow Realm, as well as the active use of all supernatural powers and forces. A successful Wits + Composure roll also allows one to sense the presence of any nearby loci or verges and what emotional resonances they have.
  
'''Acute Arcane Senses(Purchased Special - 12 XP):'''  The Purified's Arcane Senses are now honed to the point he can now differentiate between different types of phenomena.  He's be able to tell the difference between different types of supernatural powers and forces, and between different powers and effects within a single type. He would't automatically know what a particular Contract, Spell, Gift, etc does but he'd be able to recognize it if he sensed it again and if he actually saw the power in action he'd be able to associate the particular sensation he felt with that effect.
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===Basic Essence Capabilities===
  
===Basic Essence Capabilities===
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-Spend one point of Essence to see from the mortal world into the Shadow Realm or from the Shadow Realm into the mortal world for one Scene.
  
 
-Spend one point of Essence to instantly heal one point of bashing or lethal damage. This Essence also instantly stops wounds from bleeding and the character's condition from deteriorating.
 
-Spend one point of Essence to instantly heal one point of bashing or lethal damage. This Essence also instantly stops wounds from bleeding and the character's condition from deteriorating.
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-Can give Essence to ghost or spirit (or other Essence users) to secure its cooperation or pay for some service. Can accept freely given Essence from same.
 
-Can give Essence to ghost or spirit (or other Essence users) to secure its cooperation or pay for some service. Can accept freely given Essence from same.
  
-Can absorb Essence from a locus while in the Spirit Realm. Roll Presence + Wits + dots of the locus. Successes equal points of Essence gained. A Purified can extract no more than 3 X Rating points of Essence from a single locus within a 24 hour period.
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-Can absorb Essence from a locus while in Twilight or the Shadow Realm. Roll Presence + Wits + dots of the locus. Successes equal points of Essence gained. A Purified can extract no more than 3 X Rating points of Essence from a single locus within a 24 hour period.
  
 
-Can steal Essence from spirits, ghosts or other Purified by making a contested roll of Presence + Resolve + Chi against the target's Power + Resistance or Presence + Resolve + Chi. The winner of the contest steals a number of Essence from the loser equal to the successes scored by the victor. Purified must touch a target to attempt to steal Essence from it. Purified can only steal Essence or have Essence stolen from them when they're projecting outside their body. Stealing all Essence from a spirit causes it to become dormant and unresponsive.
 
-Can steal Essence from spirits, ghosts or other Purified by making a contested roll of Presence + Resolve + Chi against the target's Power + Resistance or Presence + Resolve + Chi. The winner of the contest steals a number of Essence from the loser equal to the successes scored by the victor. Purified must touch a target to attempt to steal Essence from it. Purified can only steal Essence or have Essence stolen from them when they're projecting outside their body. Stealing all Essence from a spirit causes it to become dormant and unresponsive.
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===Siddhi===
 
===Siddhi===
  
====Piercing the Distance====
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'''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.
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The character learns to use his connection to the Shadow 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.
 
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.
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''Action:'' Extended (target number 5)
 
''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
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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 Shadow Realm, just as one of the Purified projecting in the Shadow Realm can use it to see a person or place in the mortal world
  
 
'''Ethereal Presence''' (••)
 
'''Ethereal Presence''' (••)
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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
 
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====
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'''Projection'''
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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.
 
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.
 
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.
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To return to her body, Purified who are using any projection power need only find a locus. 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, 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.
 
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.
+
If desired, the character can take along mortals or other beings native to the mortal world into the Shadow Realm, Twilight 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.
+
Purified can also bring people and objects back from the Shadow Realm or the Underworld. Bringing back any object up to Size 3 that the character acquired in the Shadow 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.
+
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 Shadow 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''' (•)
 
'''Spirit Projection''' (•)
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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.  
 
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====
+
'''Warding'''  
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.
 
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.
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'''Ward Against Supernatural Beings''' (•)
 
'''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.
+
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. There are two forms to this ward, and the character can only use one of these at a time on any single location. Locations cannot be simultaneously protected by both types of wards.
  
 
''Cost:'' 2 Essence (+1 Willpower to create a lasting ward)
 
''Cost:'' 2 Essence (+1 Willpower to create a lasting ward)
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''Action:'' Extended (target number 5)
 
''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.
+
The first type of ward raises or lowers the Gauntlet for the warded area by the character’s Chi/3 (round up). The only limitation on this ward is that it cannot raise the local Gauntlet higher than 5 or lower than 1. This ward can only be created as a temporary ward. The second type of 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 Twilight, 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''' (••)
 
'''Ward Against Magic''' (••)
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The entity may wound opponents at a distance. Range is equal to 10 yards per dot of Power and the entity does not suffer range penalties. If the activation roll succeeds, the Blast wounds as a +0L weapon. The entity may increase the lethality of its Blast by paying Essence — every two Essence spent increases the “weapon” by +1L. The maximum weapon bonus is equal to the entity’s Rank.
 
The entity may wound opponents at a distance. Range is equal to 10 yards per dot of Power and the entity does not suffer range penalties. If the activation roll succeeds, the Blast wounds as a +0L weapon. The entity may increase the lethality of its Blast by paying Essence — every two Essence spent increases the “weapon” by +1L. The maximum weapon bonus is equal to the entity’s Rank.
 
'''Camouflage'''
 
 
''No Dice Pool Necessry''
 
 
The entity has a means of active camouflage.  The entity spends a point of Essence and remains still.  As long as the entity does not move, the camouflage
 
remains active - up to a scene.  This Numen may be used along with Hibernate to conceal the spirit while sleeping.  Anyone trying to perceive the entity
 
suffers a negative modifier equal to the entity's Finesse or Wits.
 
  
 
'''Hallucination'''
 
'''Hallucination'''
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The entity may create an illusion experienced by a single target: it can be anything from a sight or sound to an imaginary person who holds a conversation. The Numen costs one Essence and is contested by the victim’s Wits + Composure
 
The entity may create an illusion experienced by a single target: it can be anything from a sight or sound to an imaginary person who holds a conversation. The Numen costs one Essence and is contested by the victim’s Wits + Composure
 
'''Innocuous'''
 
 
''No Dice Pool Necessry''
 
 
The entity is very good at being overlooked.  Onlookers suffer a -2 dice penalty on Perception rolls to notice the entity, unless they do something to draw attention to themselves.
 
 
'''Telekinesis'''
 
 
''Dexterity + Athletics + Chi''
 
 
The entity 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 -
 
basically anything a mortal can do with his hands. 
 
 
Spend one Essence point and roll Dexterity + Athletics + Chi. The number of successes rolled determines the entity’s relative Strength when attempting to lift and/or move an object (see Chapter 2: Attributes, p. 47, for more details on lifting/moving objects). If the successes rolled are equal to the Strength needed to lift an object, the entity can move it up to one yard. Each extra success allows the entity to move the object an additional yard. If the entity wishes to hurl an object at someone and enough successes are rolled to lift the object (and reach the target), the total number of telekinesis
 
successes is rolled as a dice pool in an attack against the target.  Alternately, the entity can make a direct attack on a victim, using its raw power to inflict cuts, bruises and bites on the victim’s body. Treat this as a normal attack with a -3 modifier. The attack ignores the target’s Defense trait, any available cover and any armor worn (unless the armor is supernatural in nature).
 
 
===Special Abilities===
 
 
'''Ephemeral Guise'''
 
 
''Presence + Subterfuge + Chi''
 
 
Derived from the Breaching Barriers Siddhi and the Mortal Mask Numen, this ability enables an individual to alter the form of himself and his attire, enabling him to take the appearance of any humanoid he wishes. It basically works by physically shifting the user to the Spirit Realm for a brief instant where he can modify the physical form of himself and his attire while they are ephemeral, and thus malleable by his will. The user then immediately returns to the corporeal world with his desired appearance.
 
 
The duration of the assumed appearance is a number of hours equal to the successes rolled. If this ability is used to disguise oneself as another person then someone who knows that person may make a Wits + Composure roll penalized by user's Wits to notice something is wrong. If the person doing the potential noticing can currently see into the Spirit Realm then they don't suffer the Wits penalty (which of course that means ghosts and spirits would never suffer the penalty). When the duration of the power has passed or the user decides to drop his guise voluntarily he is yanked back for a brief instant to the Spirit Realm where his form automatically reverts back to its original state, after which the he immediately returns to the material world.
 
  
 
===Equipment===
 
===Equipment===
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But Charles was not most people. It was not enough for him. There were still much lore left to learn and experiences to savor. He had options that others didn't. A lifetime of gathering arcane knowledge and interacting with otherworldly entities meant he had leads he could pursue. Hints of a way of not only undoing the burden of years but denying the inevitability of death itself. And not the undead eternity of darkness and hunger that defined a Kindred's Requiem or the morally despicable and never ending predation cycle of practices such as Blood Bathing or Body Thievery but a true, living, lasting immortality that could be ethically achieved. It wasn't easy. He spent the next decade and a small fortune traveling the globe, following every clue he found from obscure passages found in rare texts, chats with learned ghosts and interviews with ancient spirits. All the while staving off the end with longevity potions and pacts with health spirits to buy him a few more years to complete his quest.
 
But Charles was not most people. It was not enough for him. There were still much lore left to learn and experiences to savor. He had options that others didn't. A lifetime of gathering arcane knowledge and interacting with otherworldly entities meant he had leads he could pursue. Hints of a way of not only undoing the burden of years but denying the inevitability of death itself. And not the undead eternity of darkness and hunger that defined a Kindred's Requiem or the morally despicable and never ending predation cycle of practices such as Blood Bathing or Body Thievery but a true, living, lasting immortality that could be ethically achieved. It wasn't easy. He spent the next decade and a small fortune traveling the globe, following every clue he found from obscure passages found in rare texts, chats with learned ghosts and interviews with ancient spirits. All the while staving off the end with longevity potions and pacts with health spirits to buy him a few more years to complete his quest.
  
And complete it he did. It was 1991 when he finally managed to devise the correct formula that would enable him to follow The Outer Path. Drinking the elixir he created from an ancient alchemical formula he had managed to reconstruct from disparate sources, Charles died only to awaken in the Spirit Realm far from where he had expired. After spending a week trying to survive and travel trough that world, during which he befriended a newly born cat spirit that would become his familiar, he managed to make it back to his body and rise again. A body that was now forever young and healthy, Purified of the flaws of aging, illness and mortality. Like all things in life there was a minor drawback or two. Apparently his altered metaphysical state in relation to the cosmos meant much of the arcane lore he had learned in life could not be applied the exact same way as he used to do. Some magical abilities, such as Scrying and Warding, were easily remastered with a little study and effort. Others have so far managed to elude him. Alchemy for example, due to his soul now bearing an affinity to the Spirit Realm instead of the Material World, has proven so far to be quite impossible to perform.
+
And complete it he did. It was 1991 when he finally managed to devise the correct formula that would enable him to follow The Outer Path. Drinking the elixir he created from an ancient alchemical formula he had managed to reconstruct from disparate sources, Charles died only to awaken in the Shadow Realm. After spending a month trying to survive and travel trough that world, during which he befriended a newly born cat spirit that would become his familiar, he managed to make it back to his body and rise again. A body that was now forever young and healthy, Purified of the flaws of aging, illness and mortality. Like all things in life there was a minor drawback or two. Apparently his altered metaphysical state in relation to the cosmos meant much of the arcane lore he had learned in life could not be applied the exact same way as he used to do. Some magical abilities, such as Scrying and Warding, were easily remastered with a little study and effort. Others have so far managed to elude him. Alchemy for example, due to his soul now bearing an affinity to Shadow instead of the Material World, has proven so far to be quite impossible to perform.
  
On the plus side, his new state of being has opened new potential avenues of arcane power for him. Since his transformation the character has tried to enjoy a comfortable life while attempting to expand his occult knowledge and master new mystic abilities. Securing reliable sources of Essence to fuel his powers and offer as incentive for spirits to teach their numina and perform other favors is one means to this end. Which is why when he made the acquaintance online of an aging mystic who happened to own valuable arcane real estate that included a locus sheltered within a Spirit Sanctum formed from the perfect spiritual manifestation of her home and its contents, Charles revealed his true nature to her. He offered the secret to becoming Purified in exchange for the property. She of course jumped at the chance and the exchange was made, which was how the immortal currently known as the human magician Michael Alan Gold recently came to Miami.
+
On the plus side, his new state of being has opened new potential avenues of arcane power for him. Since his transformation the character has tried to enjoy a comfortable life while attempting to expand his occult knowledge and master new mystic abilities. Securing reliable sources of Essence to fuel his powers and offer as incentive for spirits to teach their numina and perform other favors is one means to this end. Which is why when he made the acquaintance online of an aging mystic who happened to own valuable arcane real estate that included a locus sheltered within a Shadow Sanctum formed from the perfect spiritual reflection of her home and its contents, Charles revealed his true nature to her. He offered the secret to becoming Purified in exchange for the property. She of course jumped at the chance and the exchange was made, which was how the immortal currently known as the human magician Michael Alan Gold recently came to Miami.

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