Editing Michael Alan Gold

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 26: Line 26:
 
'''Investigation''' 3
 
'''Investigation''' 3
 
'''Medicine''' 1
 
'''Medicine''' 1
'''Occult''' 4 ''(Ghosts and Spirits, The Gentry)''
+
'''Occult''' 4 ''(Ghosts and Spirits)''
 
'''Politics''' 1
 
'''Politics''' 1
 
'''Science''' 1
 
'''Science''' 1
Line 34: Line 34:
 
'''Firearms''' 2
 
'''Firearms''' 2
 
'''Larceny''' 1
 
'''Larceny''' 1
'''Stealth''' 3
+
'''Stealth''' 2
'''Survival''' 1 ''(The Spirit Realm)''
+
'''Survival''' 1 ''(Shadow)''
 
'''Weaponry''' 3 ''(Knife, Stun Gun)''
 
'''Weaponry''' 3 ''(Knife, Stun Gun)''
  
'''Empathy''' 3 ''(Emotions)''
+
'''Empathy''' 2
 
'''Expression''' 2
 
'''Expression''' 2
'''Intimidation''' 2
+
'''Intimidation''' 1
 
'''Persuasion''' 3
 
'''Persuasion''' 3
 
'''Socialize''' 3
 
'''Socialize''' 3
 
'''Streetwise''' 1 ''(Black Market)''
 
'''Streetwise''' 1 ''(Black Market)''
'''Subterfuge''' 3 ''(Playing Roles, Technical Truths)''
+
'''Subterfuge''' 3 ''(Playing Roles)''
  
 
===Status===
 
===Status===
 
'''Health:''' 7/7
 
'''Health:''' 7/7
'''Willpower:''' 4/6
+
'''Willpower:''' 5/6
 
'''Chi:''' 3
 
'''Chi:''' 3
 
'''Effective Spirit Rank:''' 3
 
'''Effective Spirit Rank:''' 3
'''Essence:''' 5/12 ''(Spend Rate 2/Turn)''
+
'''Essence:''' 11/12 ''(Spend Rate 2/Turn)''
 
'''Morality:''' 7
 
'''Morality:''' 7
 
'''Size:''' 5
 
'''Size:''' 5
Line 57: Line 57:
 
'''Speed:''' 10
 
'''Speed:''' 10
 
'''Initiative Modifier:''' 6
 
'''Initiative Modifier:''' 6
'''Experience Spent/Earned:''' 124/152
+
'''Experience Spent/Earned:''' 0/20
  
 
===Merits===
 
===Merits===
Line 127: Line 127:
 
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.  
+
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 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.  
  
 
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.
Line 165: Line 165:
  
 
'''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.
 
'''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.
 
'''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.
 
  
 
===Basic Essence Capabilities===
 
===Basic Essence Capabilities===
Line 190: Line 188:
 
===Siddhi===
 
===Siddhi===
  
====Piercing the Distance====
+
'''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.
 
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.
Line 233: Line 231:
 
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====
+
'''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.
 
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.
  
Line 259: Line 258:
 
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.
Line 345: Line 308:
  
 
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'''
Line 359: Line 314:
  
 
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===

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)