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lizfrerot

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  1. Hey all, so... unfortunately, a family situation has come up that I'm going to need to focus on, so I'm not really going to have the free time I thought I would in the coming months. I'm going to have to shelve this project for now, but hopefully once this is over I'll be able to find the time to dust it off and try again.
  2. Correct, Conduit 1 and Spirit Projection 1. As for powers, kind of depends on which ones you're talking about. As a Hunter you start with some Endowments, and as a Bee you start with a couple Augments which you can also spend on getting Numina instead. After character creation, these things all cost Experience.
  3. Well, it's not truly homebrewed. Probably something like 99% of it is ripped straight from the Immortals splat, just with some words found-and-replaced to be more fitting. Awesome to have a fellow Secret Worlder! While I will be tweaking a fair bit of the Kingsmouth storyline just to make it flow a little better for a tabletop campaign, you'll probably be able to recognize most of it. Considering what TSW/SWL is, though, and its primary appeals, I figure that any veteran players who did apply for this game would be more than happy to get into the spirit of the thing, though, and not use their knowledge to metagame to whatever extent that will be possible. ^^
  4. I think that the drop downs were just carried over since the current "options" for those fields are essentially freeform. I believe you can type in whatever you like to those fields. But yeah, I find it convenient to use the MW sheets when available just for the convenience of being able to share them easily with the GM.
  5. All right, finally all done with the Bee stuff. Gonna add in a couple more entries to the Buzzing thread over the weekend, and that should be that.
  6. Okay, yeah, it is kind of annoying that they went and made the 1e and 2e books look identical for everything. Like, come on guys, this was more than incorporating some errata. As for character sheets, MW has a built-in one for nWoD/CoD, though it's genericized for the whole system and requires manual labelling. I have some PDF form ones though, if you'd rather, that I can send you later once I get off work. EDIT: It's after work, and I found this site.
  7. Mentioning Temperance and Pride suggests thay you're working with the nWoD/HtV 1e rules. We'll be using Chronicles of Darkness/HtV 2e (with some stuff haphazardly carried over from nWoD), but not to worry. There's a free document that outlines the rules update, and if you can afford it, the 2e HtV rulebook PDF is currently on sale for about 25% off on DriveThruRPG. Even if you can't, I have both editions and will be happy to help update you on the rule changes.
  8. Bee Merits The following Merits are available to all Bees. In addition, Bees can also purchase the fetish (see Werewolf: The Forsaken), imbued items and library (see Mage: The Awakening), or relic (see World of Darkness: Reliquary) Merits, as well as the totem Merit (Werewolf: The Forsaken). Bees can also possess the Allies, Contacts, and Mentor with spirits. However, the Bee must purchase the Allies and Contacts Merits for specific types of spirits, such as city-spirits of a particular city, spirits of artificial devices, nature-spirits and other broad but distinct categories. Bees can also possess the Status Merit for being the servant or favorite of a powerful spirit, but this Merit has no direct effect upon their interactions with mortals. Anima Reservoir (• or ••) Your character has some talisman or other item that can hold additional points of Anima. The character must touch this item to put Anima into it or retrieve Anima from it. The amount of Anima your character can put in or remove from this item every turn is limited by both how much Anima he can spend per turn and how much Anima the device can hold. A one-dot Anima reservoir can hold up to three points of Anima and must be at least as large as a small wrist watch or a large coin like a quarter. A two-dot Anima Reservoir can hold up to six points of Anima and must be at least as large as a large pocket watch or a cell phone. Regardless of their size, Anima Reservoirs can be made in any form, including being a working cell phone or watch. Anima 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. Bees cannot create Anima Reservoirs, but they can bargain with spirits or some powerful mages who know the secret of their creation. Conduit (•••) Your character gains an additional dot of Conduit. All Bees begin play with one dot of Conduit. However, more experienced and powerful Bees have more dots in Conduit. During character generation, each additional dot of Conduit costs the character three Merit dots. See Effects of Conduit for more information about how this Merit affects your character. Bee characters can purchase this Merit no more than twice, for a total Conduit of three. Available at character creation only. Your character can only purchase additional dots of Conduit as a Merit during character creation. During play, Conduit can only be increased using experience points. Dream (• to •••••) Your character's ties to the Shadow Realm also gives her a connection to ancient truths that can be seen and comprehended only in dreams. Through the Buzzing, she gains flashes of insight through reverie and visions, finding answers to questions she couldn't normally get by mundane means. Through effort of will, your character can channel this insight into action. Once per game session, your character can use her Dream ability to gain a supernatural insight concerning a question or topic. Activating this ability requires at least one hour spent in sleep, meditation or an activity exclusively focused on accessing an altered state of consciousness. The Storyteller then rolls the character's Wits + Composure in secret. A successful roll results in one or more clues per dot of Dream. The meaning of these clues is hidden behind allegory, symbols, and archetypes. Dreams rarely answer questions directly, typically relying on symbolism and images to convey information. If a Bee is seeking a specific person's location wouldn't see his address, but landmarks nearby could lead the way: a river, a tower or even the face of a man walking by at dusk. The answer has the potential to resolve the problem. It's a tool for the Storyteller to help drive events of the story. Familiar (•••) 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. 131 in the Chronicles 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 Bee, whom it can touch at will, just as the Bee 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. Familiar Traits A familiar is considered to be the lowest rank of spirit (with a limit of 5 on all traits, and a maximum Anima 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. Attributes: 3/3/2 (allocate dots in any order among Power, Finesse and Resistance) Willpower: Equal to Power + Resistance Anima: 10 (10 max) Initiative: Equal to Finesse + Resistance Defense: Equal to highest of Power and Finesse Speed: Equal to Power + Finesse + "species factor" (same as its earthly counterpart) Size: 5 or less (same as its earthly counterpart) Corpus: Equal to Resistance + Size Influence: 2 dots (choose one) Numina: Choose one Ban: The fetch has one Ban, chosen by the Storyteller 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 Bee it is linked to. It also does not lose Anima for every hour it spends in the physical world or Twilight. It must follow all the other rules concerning Anima, however, including spending one Anima per day. If it is reduced to zero Anima, it falls into Slumber but it is not transferred back into the Shadow Realm as long as the Bee-familiar bond still exists. The Bee 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 Bee 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 Augment roll. Improvement: To improve a familiar, the player of the Bee must spend some of his character's experience points on the familiar. Occultation (• to •••) Prerequisite: no Fame Merit dots Because of their connection to the Shadow World, some Bees can effectively slip through the cracks of mortal society. Your character is also protected from all supernatural effects designed to spy upon or learn anything about her. When any magician or supernatural being attempts to use their power to learn anything about your character, subtract a number of dice equal to your character's dots in this Merit. Occulted Bees mostly live on the fringes of mundane reality and the edges of mortal society. Mortals have trouble keeping track of their identities and activities. Records concerning them tend to get lost, and the authorities are challenged to investigate their activities. Since most mortals find it hard to gather information about the character, they won't gather many details about him. This Merit also makes it harder for supernatural beings to research information about the character through mundane sources. Whenever someone makes a roll to gather information about your character, your Occultation dots are subtracted from the researcher's dice pool. This Merit is especially helpful for Bees who are several centuries old and wish to conceal this fact. Drawback: If your character ever becomes well known to the public (such as getting caught on camera and being shown on television night after night), he loses his Occultation until the public at large forgets him (which could take many years, depending on how famous or notorious your character became). Likewise, if he maintains a public persona at all among mortals, even to the degree of having several prominent or well-known friends, he cannot maintain his Occultation. The character must constantly cultivate this Merit, working to remain away from the attention of mortal society. It does not affect his standing among any supernatural beings he knows.
  9. By the way, I intend to go with the "make your own character thread in the characters folder" method of taking applications. In part because your character thread will also be used for communications with your conspiracy once the game begins.
  10. Oh yes, I quite enjoy that she's not your standard Illuminati. The one thing is that you won't be showing up by ferry... 😉 But don't worry, it sets the mood well for your sample.
  11. Oof, nearly done with the Bee template. All that formatting!
  12. Conspiracies Illuminati Our wisdom flows so sweet. Taste and see. TRANSMIT - initiate pyramid signal - RECEIVE - initiate NOW frequency - DOWNLOAD - initiate Big Brother broadcast - NEW AND IMPROVED - initiate Sex, Drugs, & Rockefeller Prerogative - THAT'S THE WAY TO DO IT! - initiate the Crowley cadence - YOU MUST BE PRESENT TO WIN - the blue spectrum - WITNESS - The Illuminati.   The Illuminati may have ancient roots, but they remain forever young and hungry. In every growing empire they have played for it all. And they play for keeps. Stealing the Americas from under the Templars' noses, they grew with the United States to become a shadow superpower. Their corporate headquarters, the Labyrinth, is in an undisclosed location beneath Brooklyn, New York. Acting silently, unless the occasion calls for a gunshot, the Illuminati push for a New World Order. It will be empowering and ruthless. Failure is not an option. Complacency is worse than not an option. Their arsenal is the ambition of a new media startup, the rhetoric of a congressman and a mogul's business sense. Working hard, playing hard and fighting dirty. The Illuminati certainly have cash to spare, and the society knows how to use it, though it may not look that way. Not on the surface. They're not flashy, not when it comes to the serious business of ruling the secret world. When it comes to weapons, you'll find the Illuminati headquarters being very well protected in every possible way. And some of this high-tech equipment will certainly be available to initiates... as long as they've proven to be loyal to the illuminated path. Nothing comes for free in their world. Everyone needs to prove their worth, climb the ladder, stab a few backs. You know, private enterprise. What kinds of weapons, you ask? Big shiny guns that go "boom". Stainless steel and black plastic. And gas masks, of course. The Illuminati are all about gas mask chic. The Illuminati believe in controlling magic. They don't like things they don't understand. The occult has to be quantified and contained, researched and refined, and synthesized if possible. Manufactured. Stored. The Illuminati will have some fun toys to play with. Dangerous toys. Toys that sizzle and erode the divide between worlds. Templar Our wisdom flows so sweet. Taste and see. TRANSMIT – initiate Babel signal – RECEIVE – initiate phosphorous prayer frequency – DOWNLOAD – initiate John Dee lexicon – AS SEEN ON TV – initiate pillar of salt protocol – DELIVER US FROM EVIL – initiate the Molay Curse cadence – MUST REDEEM BEFORE EXPIRATION – the red spectrum – WITNESS – The Templars.   Proudly tracing their royal lineage back to Babylon, the Templars are the lions of the secret world. When they roar, everyone listens. Old Europe is theirs, and the Templars' marble hall dominates the old London borough of Ealdwic - historic capital of the secret world. It's not just a show of strength. Nothing is just for show with the Templars. At the forefront of the war against darkness, they decide for themselves what counts as darkness. Never backing down from a fight. Never forgetting a grudge. They have tradition to uphold. For thousands of years they have been single-minded in their mission to obliterate evil in all its forms. Where angels fear to tread, the Templars kick down doors. The Templars are crusaders, and the society operates like a private army. A giant private army. They pretty much have the resources of a small country. They could take Luxembourg in a second; maybe even Belgium; definitely Iceland. And they don't hide it. Take one look at their headquarters: These guys are not subtle. But they've got confidence to spare and the track record to go with it. In their eyes, the Templars don't participate in the war on evil, they are the war on evil. And they believe they're protected, untouchable, holy, even, though not necessarily in a religious way. It goes deeper than that. To the very core of the mystery of this world. And they see magic and the occult as their birthright; something they've inherited, something that's in their blood of their ancient order. Initiates may find themselves looked down on to begin with, but they'll soon fit right in and gain access to the powerful relics that this society has accrued through the centuries. As long as they prove their fortitude and fervor in the battle to preserve humanity's soul. Dragon Our wisdom flows so sweet. Taste and see. TRANSMIT - initiate Yeouiju signal - RECEIVE - initiate Hei'an Zhuan frequency - DOWNLOAD - initiate Epic of Darkness lexicon - VOID WHERE PROHIBITED - initiate the King Munmu Protocol - OUR PRICE ARE INSANE - initiate the butterfly effect cadence - DO YOU SUBSCRIBE TO CHAOS? the green spectrum - WITNESS - The Dragon.   A whisper of a rumor of a shadow, this Asian group is the most secretive of societies. With no fixed territory or structure, the Dragon have dissolved and reformed through out history. They believe a controlled society is a sick society. Only through collapse and rebuilding, the natural chaos of life, can the world be in harmony. Recently they have taken root in a nameless district in Seoul, Korea. To an outsider, their strategies are incomprehensible. Fractal patterns, chaos theory, random numbers, and unrelated events. The Dragon understand there is no pattern, only acts of great change to be committed. From whispers to an explosion, they divine that an incident here, a disappearance there, can change the course of everything; acupuncture applied to a paralyzed planet. The Dragon are believed to have roots in Ages long past, and have had followers ever since. Even the Dragon's own members, it is shrouded in mystery, its leaders often issuing directives to enact seemingly insignificant events that nevertheless lead to cataclysmic change. One does not choose to join the Dragon's body, but instead chosen for service, sometimes by force but just as often through manipulation so subtle one would have to study the movements and actions of half the world's population to properly understand its scope. Few direct orders are ever issued, instead members are expected to follow the tenets of the Dragon, to instinctively understand how to meet their goals, and to trust in the impossibly vast calculations and plans of the Head and the Mute Monks. Locations Content  
  13. The Buzzing Our wisdom flows so sweet. Taste and see. TRANSMIT - initiate anima signal - RECEIVE - initiate the Enochian frequency - WITNESS - initiate the Merovingian syntax - FIAP DE OIAD - crawling roots, heavy with sizzling sap, stab your skull - DOWNLOAD - holy communion - NO PURCHASE NECESSARY - your eyes and ears hemorrhage boiling joy - MAY BE TOO INTENSE FOR SOME VIEWERS - ecstatic agony, your molecules come undone - SOME ASSEMBLY REQUIRED - offer expires at the heat death of the universe - FOR A LIMITED TIME ONLY - the dark days cometh, absolute zero, maximum entropy - ACT NOW! initiate the Agartha broadcast - TRANSMIT - open the 49 gates! - WITNESS! - The Buzzing. The Buzzing is a term used to refer to the apparent hivemind of through which Bees sometimes gain a bit of knowledge and insight from their insectoid passengers. It seems to communicate through infuriatingly obtuse phrases and references, but often accompanied by images, sounds, emotions, and non-verbal thoughts that manage to convey meaning regardless of how opaque the words appear to be.  
  14. Bee Augments Bees can learn various powers. Because of their connection with the Shadow Realm, they can learn some Spirit Numina. In addition, they also possess their own unique powers, known as Augments. All Augments come in groups of three that must be learned in order. To learn a three-dot Augment, Bees must first learn the one and two-dot Augment in the same group. Bees begin play knowing three dots of powers, which can be either Augments or Numina. In all cases, one of these powers must be the projection Augment spirit projection. Most Augment cost one or more points of Anima to activate. If the Augment requires more points of Anima than the character can spend in one turn, then the Augment requires multiple turns to activate. The roll to perform the Augment is only made and the effects of the Augment only manifest during the turn when the last point of Anima needed to activate the Augment is spent. Mystical Connection Table When Bees use their connection to the Shadow Realm to bypass the normal limitations of distance, the most important feature of the location or person they are trying to observe or affect is how familiar the Bee is with it. The actual distance between the target and the character is irrelevant. The only factor that matters is the type of mystical connection the character has with the target. It's far easier for a Bee who is using such a power to spy on or affect objects in a location with which he is intimately familiar than to do the same with some location that the character has only had briefly described to him. Dice Penalty Magical Connection Between Caster and Target –0 Intimate: The Bee 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. People, objects or places that are less familiar to the character lack a sufficient mystical connection for the character to be able to use this power to see, or visit them. The character cannot spy on a room that she has only heard a description of or affect a person that she briefly passed on a dark street. The Gauntlet The Gauntlet is the mystical barrier that lies between the mortal world and the supernatural realms of the Shadow Realm and the Underworld. The strength of the Gauntlet varies from one place to another. It is often very thin in lonely houses that are believed to be haunted and very thick on well-traveled and well-lit city streets. A very few exotic locations have no Gauntlet at all. These places are called verges, and most are temporary. They might appear at a certain time of the year, for only an hour, and then disappear until the day comes around again next year. It is important to remember that Twilight lies on the same side of the Gauntlet as the mortal world. Gauntlet Strength The Strength of the Gauntlet varies from place to place and increases the difficulty of passing through it or using abilities that make use of the nature of the various supernatural realms. The dice rating associated with every strength rating is applied to all rolls to mentally or physically cross the Gauntlet or to see or otherwise sense across the Gauntlet. Location Strength Dice Modifier Dense urban areas 5 –3 City suburbs & towns 4 –2 Small towns, villages, other built up areas in the countryside 3 –1 Wilderness 2 0 Loci 1 +1 Verge* 0 n/a * The Gauntlet is nonexistent; any being, including mortals can pass in and out of the Shadow Realm freely, and sometimes inadvertently. Any material thing that crosses the Gauntlet is transformed instantly to ephemera, the spiritual counterpart of matter. Stepping back over the Gauntlet to the physical world restores material things to matter. Of course, if a traveler was never physical to begin with (as in the case of a spirit), it must remain ephemeral in Twilight. The only way to avoid this is by using a supernatural power that allows it to materialize on the mortal side of the Gauntlet. Experiences Bees use the normal costs for purchasing new traits with Experiences. In addition, Bees can purchase Conduit, additional Augments and Numina with Experiences. Trait Experiences Attribute 4 Experiences per dot Skill 2 Experiences per dot Skill Specialty 1 Experience Merit 1 Experience per dot Integrity 2 Experiences per dot Conduit 5 Experiences per dot Augment 3 Experiences per dot Spirit Numina 7 Experiences Lost Willpower dot 1 Experience Command Spirits and minds are closely related, and some Bees learn to enhance the power of their minds to influence spirits and eventually mortals. Because of their ties to the Shadow Realm, Bees find influencing and controlling spirits to be considerably easier than influencing living beings. Influence Spirit (•) The Bee learns to influence the emotions of spirits. Cost: none Dice Pool: Manipulation + Empathy + Conduit Action: Instant The character can cause a single spirit to feel any desired emotion. This emotion isn't overwhelming, but a spirit that becomes afraid is more likely to either flee if threatened, just as an angry spirit is more likely to attack anyone who annoys it. If desired, Bees can use this ability in conjunction with attempts to influence the spirit's behavior. At the player's discretion, each success on this roll can add one additional die to any Social roll he makes when dealing with the target. Alternatively, if this power is used to enhance the effect of existing circumstances, the character can subtract a number of dice equal to the successes rolled from any roll the spirit makes to avoid fleeing in terror or otherwise giving into any emotion that the character is enhancing, if that emotion is a reasonable response to current circumstances. This ability cannot be used to influence werewolves, vampires, other Bees or any other being that is not a spirit. The character must also be able to clearly see the target to affect it. The emotions produced by this ability fade like any normal emotion. Influence Beasts and Mortals (••) The character learns to influence the emotions of both mortals and normal animals. This ability can also be used to affect supernatural creatures with ties to the mortal world, like werewolves, vampires or other Bees. This ability can also be used to influence ghosts, because they were once mortals. Cost: 1 Anima Dice Pool: Manipulation + Socialize + Conduit The character can now influence the emotions of mortals and similar beings using the same method and rules as for the previous influence spirit power, but using the above cost and dice pool. Also, the character can attempt to influence multiple targets with this roll as long as he is interacting with all of them as a group. If the character is speaking to a small group of humans, vampires or ghosts, facing off a pack of wild dogs or performing for a large audience, he can use this power on all of them at once. Attempting to affect multiple targets causes the roll to suffer the following penalty. Suggested Modifiers for Additional Targets Modifier Number of Targets — 1 –1 2 to 5 –2 6 to 10 –3 11 to 30 –4 more than 30, up to a large audience of several hundred Once the character learns this Augment, if he spends 1 Anima, he can also attempt to affect multiple spirits at once. In all cases, character must be able to clearly see the target or targets to affect it and all emotions produced by this ability fade like any normal emotion. Command the Rebellious Spirit (•••) The character can use this ability to control both spirits and ghosts. Cost: 2 Anima + 1 Willpower Dice Pool: Presence + Intimidation + Conduit vs. Resistance Action: Instant and contested; target rolls Resistance automatically Controlling a spirit or ghost requires a single contested roll between the character and that entity. The character makes the roll while issuing the command, with each success allowing the character to cause the target to perform a single action. Causing a spirit or ghost to flee or to attack a single obvious target only requires a single command. However, telling a spirit to travel to a distant location, steal a specific object and return with it would require three separate commands and thus three successes. How likely the entity is to agree to the order influences how difficult the roll is; asking a ghost to harm a friend or relative it cared for in life might cause as much as a –3 penalty to the roll, while asking a spirit associated with fire to burn down a house might give the character a bonus of as much as +3 to the roll. This control lasts for one scene, unless the character rolls an exceptional success. If that occurs, the control lasts for one full day. This ability cannot be used to influence werewolves, other Bees or any other being that is not a ghost or spirit. Piercing the Distance 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 Augment requires an extended roll where the target number is five times the number of dots of the Augment 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 Augments use the mystical connection table to determine the difficulty of observing or otherwise interacting with a distant person or location. The player should also apply the dice modifiers for Gauntlet Strength based upon the strength of the Gauntlet at the target location. For example, all attempts to observe or travel to a location with a Gauntlet Strength of 4 suffer a –2 dice modifier. This modifier applies to attempting to observe or visit locations on either side of the Gauntlet. 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 Anima Dice Pool: Wits + Investigation + Conduit Action: Extended (target number 5) To use this power, the character must remain stationary and focus on the desired target. 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 Bee 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 a Bee projecting in the Shadow 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 Anima Dice Pool: Presence + Expression + Conduit Action: Extended (target number 10) To use this Augment, 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 and 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 Augment. 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 + Conduit 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 Augment distant vision, Bees can also use this Augment to project her image into realms other than the one she is currently in. Walking the Hidden Shortcut (•••) The character has now learned to walk from one location to another by stepping halfway into the Shadow Realm. This type of travel carries the character through the boundary between the mortal world and the Shadow Realm and greatly reduces distances. However, it is not particularly exact. Cost: 3 Anima (+3 additional Anima and +2 Willpower if also moving a vehicle) Dice Pool: Manipulation + Athletics + Conduit Action: Extended (target number 15) To use this ability, the character may make one roll every hour. For the first hour, the character must walk around the mortal world. He seems to be wandering aimlessly, but he is actually seeking an entrance into the strange border-realm through which he travels. For all subsequent rolls, the character is in this nebulous in-between realm, where he cannot be seen or affected by residents of either the mortal world or any supernatural realm. The character can take others along on his journey, but they must all maintain physical contact with him. Each additional person the character brings along costs another point of Anima. If desired, the character can even take an entire vehicle along with him. To do this, the character must spend an additional three points of Anima and two points of Willpower. Also, the size of the vehicle cannot exceed 18, all passengers must ride inside the vehicle and the character must be the person driving or piloting the vehicle. The character cannot simply be a passenger. When moving a vehicle in this fashion, the character can take as many other passengers with him as will fit in the inside of the vehicle. Bees can use this power to move to any location, but the time needed to use it means that for traveling short distances it is often faster to use conventional means of travel. Also, Bees can only travel to locations where they can pass through an opening like an open or unlocked doorway, a tunnel, a natural archway or some similar natural or artificial structure. As a result, the character cannot use this power to travel to a barren desert, the interior of a locked vault or any other location lacking any opening that is not locked or otherwise impassible. Making at least one successful roll, but failing to achieve the required number of successes on the extended roll needed to use this Augment means the character re-enters the mortal world at some reasonably safe, but occasionally awkward location between where he left it from and his destination. The same happens to anyone who the character is bringing along on the journey who either breaks physical contact with the character or leaves the vehicle the character is driving. If the character makes a dramatic failure on the roll needed to use this Augment, he finds himself, and anyone accompanying him, in an exceptionally awkward and utterly random location. The character could appear in the Shadow Realm, in front of the lair of a feared enemy, in the middle of a large lake, inside a maximum security prison, or in some equally problematic location. 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 Bee can spend one point of Anima to heal one point of any sort of damage to his ephemeral body. However, destruction of this ephemeral body either kills the Bee or causes them to have to spend weeks or months reforming. While the Bee 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 Augment, 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 Anima needed to repair and re-animate her body. To return to her body, Bees 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, Bees lack any sort of silver cord or other connection between their mind and their bodies. When they use this power, Bees become mobile spirits who must make an effort to return to their body. Bees who use any projection power can be trapped in the realm they are visiting. If they are denied access to a locus, the Bee cannot return to his body. Some Bees have been captured and trapped in an ephemeral realm for decades or centuries. When projecting into any realm, Bees 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 Anima 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 Shadow Realm, Twilight or the Underworld by spending one additional mote of Anima 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 Bee when they project from their bodies. When the Bee 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. Bees 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 Anima. The Bee returns to his body to find this object in his hand. Bees cannot bring back larger objects, but they can return magically powerful objects, including both items enchanted with powerful magic, such as imbued items (see Mage: The Awakening), 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 Bee when the Bee returns to the mortal world and for the Bee to spend one mote of Anima. If both occur, the mortal wakes up in her own body, regardless of where her body is located. Bees can also return mortals who have physically wandered into the Shadow Realm or some other ephemeral realm through a verge. To do this, the Bee must enter a locus with the mortal, spend one point of Anima and one point of Willpower and make a roll. If all this is done successfully, the Bee 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 Shadow Realm. All Bees know this power, having automatically learned it when they became the being they are now. Bees who did not learn this ability never made their way back to their body. Cost: None Dice Pool: Resolve + Investigation + Conduit Action: Instant To enter the Shadow Realm, the character need only lie down and make a single roll. To return to her body, she must find a locus and make another roll. If the character’s body is alive, she immediately returns to her body. If the character’s body is dead, she appears in Twilight, hovering over her body. Unless the character also knows Twilight Projection, she cannot venture more than a few feet away from her corpse, but she may use Anima to repair it, return it to life, or return to the Shadow Realm to seek help. Twilight Projection (••) The character can project her mind into Twilight. Here, she can interact with both ghosts and spirits who are also in Twilight and can spy on the mortal world, unseen by anyone except supernatural beings and the few mortals who can perceive beings in Twilight. Because of the nature of their perceptions, all Bees can clearly see and hear everything occurring in the portion of the mortal world corresponding to their location in Twilight, allowing Bees who know this ability to be excellent spies. Cost: 1 Anima Dice Pool: Composure + Occult + Conduit Action: Instant To enter Twilight, the character need only lie down, spend one point of Anima 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. Bees in Twilight can also make another roll to move between Twilight and the Shadow Realm. Underworld Projection (•••) The character now learns to project her mind into the Underworld. While this mysterious realm is the natural home of ghosts, the partially inhuman nature of the character’s mind makes the underworld an alien realm that it more difficult to enter than the Shadow Realm or Twilight. Cost: 3 Anima Dice Pool: Wits + Occult + Conduit Action: Extended (target number of 5) Bees who attempt to enter or leave the Underworld must make an extended meditation roll with a target number of 5. The character can make one roll every 10 minutes to enter the underworld and one roll every turn to leave it. If the character is interrupted in the process of making these rolls, he must start again from the beginning. Because of the difficulty involved in leaving the underworld, most Bees consider it an especially dangerous place to visit. The character can also move between the Underworld and either Twilight or the Shadow Realm, but doing so also requires the same extended roll, with one roll being possible every turn. Shifting The character can use her affinity to the Shadow World to move her body close to, and eventually into, Twilight. Instead of simply being able to send her mind into Twilight, she can also eventually learn to move her body there. Tread Lightly (•) As the first step on learning to interact physically with the Twilight realm, the character learns to transfer a portion of her weight there. Cost: none Dice Pool: Dexterity + Athletics + Conduit 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 Twilight for a brief instant. This allows the Bee to walk through walls and similar barriers. Cost: 1 Anima Dice Pool: Wits + Larceny + Conduit Action: Instant Briefly stepping into Twilight 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. Twilight Shift (•••) The character learns to shift her body fully into Twilight. By doing so, she becomes completely invisible and intangible, and can physically interact with all ghosts and spirits in Twilight. She can also use this power to gain access to the interior of almost any building by walking into it in Twilight and then shifting back to the mortal world inside. Cost: 2 Anima + 1 Willpower Dice Pool: Presence + Athletics + Conduit Action: Instant The character remains in Twilight for one scene, unless she decides to leave it earlier. Entering and leaving Twilight both take one action. Leaving Twilight requires no roll and no expenditure of Anima. Spiritual Defense The character learns to defend himself and others against attack by spirits, ghosts and other ephemeral beings. Unlike wardings, these Augments involve immediate actions purified can perform to drive away ephemeral attackers rather than creating a lasting protection. Exorcism (•) The character can drive out a spirit or ghost inhabiting a person or object simply by touching the possessed individual. Exorcism can only be used to protect targets in the mortal world, since spirits cannot possess beings in Twilight or the Shadow Realm. Cost: 1 Willpower Dice Pool: Presence + Persuasion + Conduit vs. Power + Resistance Action: Instant and contested; target reflexively rolls Power + Resistance If the Bee wins the contest, the spirit or ghost must instantly depart from the person or object it is possessing. The spirit cannot attempt to possess the same target again for at least one full day. To use this power, the character must maintain physical contact with the possessed object or person for one entire turn, if this contact is broken before the turn ends, the exorcism attempt automatically fails. When dealing with the Ridden (see Werewolf: The Forsaken or Book of Spirits), the character can drive the spirit out of a Spirit-Urged or Spirit-Thieved host but not one of the Spirit-Claimed. Touch of Death or Life (••) The character can either directly attack spirits and ghosts, damaging their corpus, or she can reverse this ability and heal their corpus. The character can use both facets of this Augment in the mortal world as well as in Twilight, the Underworld and the Shadow Realm. Cost: 1 Anima + (optionally) 1 Willpower Dice Pool: Wits + Medicine + Conduit Action: Instant To use either ability, the character must touch the target. Usually, this means the character must enter melee combat with the spirit or ghost to harm it. When the character uses this ability to cause harm, spirits and anyone else with the ability to see into Twilight or the Shadow Realm sees the Bee holding a glowing melee weapon of some sort. If the character uses this ability to heal, she appears to hold some sort of glowing rod. If the character uses ability on a spirit or ghost who is riding or otherwise possessing someone in any fashion, it harms or heals the spirit or ghost, but has no effect on the person who is possessed. When used as a weapon, each success does one level of lethal damage to the target’s corpus. If the character also spends a point of Willpower, this damage becomes aggravated. When used to heal, each success heals one point (of any type) of corpus damage. Mass Banishing (•••) Bees can learn to banish ghosts and spirits en mass as well as individually; this power only works on spirits and ghosts that are either in Twilight or that are physically manifesting in the mortal world. It specifically does not affect spirits who are possessing individuals, since they have a firmer connection to the mortal world. Cost: 3 Anima + 2 Willpower Dice Pool: Resolve + Intimidation + Conduit vs. Resistance Action: Instant and contested; targets roll Resistance automatically The Bee can affect every spirit and ghost within 20 yards. To use this spell, she must say a short chant loudly enough to be heard within this range. When the chant is concluded, every spirit or ghost within range must resist the spell or be banished back to their native realm. Banished spirits and ghosts return to the Shadow Realm or the Underworld and cannot attempt to return to either Twilight or the mortal world for one full day. This power also instantly ends all uses of the Reaching Numina that are within range or other Numina used by spirits or ghosts in another realm to affect the mortal world. Summoning In addition to visiting the Shadow Realm, Bees can also learn to call spirits and potentially even ghosts across the Gauntlet to do their bidding. The difficulty of summoning a spirit or ghost depends upon the strength of the Gauntlet where the character is performing the summoning. Summoning spirits or ghosts always requires an extended roll where the target number is twice the spirit’s highest Attribute — if a spirit’s highest Attribute is Power 4, then the target number is 8. When making these extended rolls, the purified can make one roll every 10 minutes. The dice modifier for Gauntlet Strength is applied to each roll if summoning spirits from the Underworld or the Shadow Realm. Do not use this modifier if summoning entities from Twilight or at a verge. Summoning Spirits (•) Bees who learn this ability can summon spirits from the Shadow Realm to his location. If the spirit is capable of materializing into the mortal world, it does so; otherwise, it remains in Twilight at the desired location. The character can either summon a specific spirit or send out a general call to the nearest spirit of a particular type, such as tree spirits, or spirits of electricity. Alternately, the character can simply call upon the nearest spirit of the desired power level. When calling a specific spirit, this ability is limited by the fact that the spirit cannot travel farther than the maximum distance it is allowed to travel from its Anchor. Cost: 1 Anima Dice Pool: Presence + Persuasion + Conduit vs. Resistance Action: Instant and contested; target rolls resistance reflexively The character can either ask for the spirit to appear, or he may make a contested roll and attempt to force it to appear. In the second case, the spirit appears, but it is not under the character’s control. In either case, the character must either use the command the rebellious spirit Augment to attempt to control it, or bargain with the spirit for its services. Most spirits are willing to appear if called, simply because most are interested in who might call them and seek to either gain some payment or wreak vengeance upon anyone who threatens them. Summon the Wandering Shade (••) Bees can use this power to summon ghosts either from Twilight or the Underworld. The character can summon a specific ghost or she can either ask for the nearest ghost to appear or the nearest ghost of a general type, like children or murder victims. Cost: 2 Anima Dice Pool: Manipulation + Socialize + Conduit vs. Resistance Action: Instant and contested; target rolls resistance reflexively If distant, the ghost travels to the character as rapidly as it can. The ghost only materializes if it is able to do so. The ghost is not under the character’s control. The character must either use the command the rebellious spirit Augment to attempt to control the ghost, or bargain with the ghost for its services. Call Spirit (•••) The character can instantly summon any spirit she knows or any type of spirit with which she is familiar. The distance between the character and the spirit does not matter, regardless of where it was before, it instantly appears in front of the character. The character cannot use this Augment to summon ghosts. Cost: 2 Anima + 1 Willpower (optional) Dice Pool: Wits + Intimidation + Conduit vs. Power + Resistance Action: Instant and contested; target rolls resistance reflexively The spirit appears the turn after the character performs this Augment. Use the mystical connection table to determine the difficulty involved in calling a particular spirit. In addition to being able to instantly summon any spirit, by spending 1 point of Willpower, the character can cause the spirit to materialize, even if the spirit is not normally able to do so. 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 Augment 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. 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 Anima (+1 Willpower to create a lasting ward) Dice Pool: Presence + Academics + Conduit Action: Extended (target number 5) The first type of ward raises or lowers the Gauntlet for the warded area by the character’s Conduit/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 + Conduit 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 (••) 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 Anima (+1 Willpower to create a lasting ward) Dice Pool: Wits + Occult + Conduit 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 + Conduit 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 Anima +1 Willpower (+1 additional Willpower to create a lasting ward) Dice Pool: Resolve + Intimidation + Conduit 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 + Conduit. 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. Purchasing Spirit Numina In addition to their own unique powers, their connection to the Shadow Realm also allows Bees to purchase some Spirit Numina. While all Bees must take one dot of Projection to learn shadow projection, they can use any or even all of their other two dots of Augments to learn Numina instead. These Numina function exactly as they do for the spirits, except for the Attributes that the character rolls. The Numina as well as the Attributes that Bees roll are listed in the table below. Bees must learn each Numina from a Spirit of at least Rank 2, that possesses the desired Numina and is willing to teach it to the character. All of these Numina cost all Bees a minimum of one point of Anima to use. Name Attributes Source Blast Dexterity + Weaponry + Conduit Chronicles of Darkness, p. 136 Camouflage Penalty equal to Wits Book of Spirits, p. 138 Commune* Presence + Investigation + Conduit Book of Spirits, p. 139 Concealment Wits + Stealth + Conduit Book of Spirits, p. 139 Heal Wits + Medicine + Conduit Book of Spirits, p. 142 Left-Handed Spanner Intelligence + Crafts + Conduit Chronicles of Darkness, p. 137 Omen Trance Intelligence + Occult + Conduit Chronicles of Darkness, p. 138 Sign Intelligence + Expression + Conduit Chronicles of Darkness, p. 138 Speed** n/a Chronicles of Darkness, p. 138 Telekinesis Dexterity + Athletics + Conduit Chronicles of Darkness, p. 138 Wilds Sense Wits + Investigation + Conduit Book of Spirits, p. 149 * This power works in the vicinity of any location that the Bee has slept in for one or more nights. ** This Numina only functions in Twilight, the Shadow Realm, or the Underworld, it does not affect movement in the mortal world. Book of Spirits Numina Camouflage: The spirit has a means of active camouflage. This might appear as an octopus's skin that can change texture and color, or may be more mystical in nature. The spirit spends a point of Anima and remains still. As long as the spirit does not move, the camouflage remains active — up to a scene. This Numen can be used along with Hibernate to disguise the spirit while sleeping. Anyone trying to perceive the spirit suffers a negative modifier equal to the spirit's Finesse. Commune (R): The spirit can learn the general state of its home spiritscape. When materialized, this Numen can also function with any environment tied to the spirit's chorus: woodland for tree spirits, sewers for rat spirits, etc. Successful activation of this Numen allows basic information (presence of intruders, potential threats such as fires) up to 500 yards from the spirit. Each additional success increases the radius by an additional 100 yards and increases the detail of information learned. One success could tell the presence of intruders, while three successes could reveal the species/chorus and gender of those intruders. The Numen lasts as long as the user remains in the trance, but she is unaware of and cannot react to the outside world, nor can she relay her findings while the Numen is active. It costs one Anima per round spent in communion. Concealment: The spirit is able to create a fog, summon shadows or whip up a dust storm to conceal its exact location. The spirit spends a point of Anima per level of concealment (barely, partially or substantially, or fully concealed; see Chronicles of Darkness, p. 90) and rolls Power + Finesse. Each success extends the effect up to one yard from the spirit. The effect lasts up to a scene. Remember that the spirit suffers penalties to its ranged attacks as well while in cover. Heal: The spirit can heal others' wounds, typically for a hefty price. The spirit expends a point of Essence and rolls Power + Finesse. Bashing damage is healed before lethal, and all lethal damage must be healed before aggravated damage. Each success heals a level of bashing damage, while two successes can heal a point of lethal damage. The lethal damage healed can be used to mend aggravated damage, but each point of aggravated damage cured costs one additional point of Anima. (Healing two aggravated wounds calls for four successes and three points of Anima.) This Numen may also be used to help a character fight off disease or the effects of poison — each success adding to the character’s resistance rolls on a one-to-one basis. Wilds Sense: Spirits can automatically attempt to sense where other spirits and locations are in their immediate vicinity. If they want to find loci or track down spirits miles distant, however, they must use this Numen, which allows them to sense the small resonant traces left by a spirit's passage or emitted by a far-distant locus. Roll the spirit's Finesse + Resistance, with more successes giving more accurate information. One success suggests a vague sense of direction, while five successes would give accurate directions, an idea of travel time and warnings of hazards en route.  
  15. We'll be using 2e Hunter: The Vigil, and the Bee template is going to be in addition to the Hunter template. That's one of the experiments I'm trying out, actually, hybridized templates. As for differences, the fact that Hunters actually get a real template is one of them that I've noticed. 😛
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