Difference between revisions of "Invocations"

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(Created page with " A spirit can only take one from each pair. Each selection also allows the Spirit to perform parlor tricks like lighting fires. Flickering lights, General Invocation: Mani...")
 
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General Invocation:  
 
General Invocation:  
  
Manifest. The spirit leaves the middle umbra and enters the material plane. Costs a permanent essence.  
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'''Manifest.''' The spirit leaves the middle umbra and enters the material plane. Costs a permanent essence.  
  
Fire- Intimidation/Awareness                         
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Level 1 is a unique power. Level two gives an extra skill retest for the attached skills. Level 3 a Discipline retest. Level 4 a Unique Power. Level 5 Unique. Level 6's can only be used by Spirits of power level 5 or 6.
Water- Subterfuge/ Occult                   
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----
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Fire- Intimidation/Awareness  
Air - Athletics/ Drive                  
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Water- Subterfuge/ Occult  
 +
                  
 +
---
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Air - Athletics/ Drive
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Earth- Defense/Survival           
 
Earth- Defense/Survival           
 
---
 
---
War- Melee/ Scrounge        
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War- Melee/ Scrounge  
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Love- Security/Empathy                 
 
Love- Security/Empathy                 
 
--
 
--
Hierarchy- Leadership/ Finance           
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Hierarchy- Leadership/ Finance  
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Chaos- Stealth/ Expression                   
 
Chaos- Stealth/ Expression                   
 
--
 
--
Life- Medicine/Science                        
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Life- Medicine/Science  
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Death- Firearms/Politics                       
 
Death- Firearms/Politics                       
 
--
 
--
Civilization - Craft/ Streetwise                            
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Civilization - Craft/ Streetwise
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Nature- Animal Ken/ Brawl                     
 
Nature- Animal Ken/ Brawl                     
 
--
 
--
Fate- Investigation/ Academics             
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Fate- Investigation/ Academics  
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Wisdom- Lore/Computers                           
 
Wisdom- Lore/Computers                           
  

Revision as of 18:42, 10 August 2020

A spirit can only take one from each pair. Each selection also allows the Spirit to perform parlor tricks like lighting fires. Flickering lights,

General Invocation:

Manifest. The spirit leaves the middle umbra and enters the material plane. Costs a permanent essence.

Level 1 is a unique power. Level two gives an extra skill retest for the attached skills. Level 3 a Discipline retest. Level 4 a Unique Power. Level 5 Unique. Level 6's can only be used by Spirits of power level 5 or 6.

Fire- Intimidation/Awareness

Water- Subterfuge/ Occult

--- Air - Athletics/ Drive

Earth- Defense/Survival --- War- Melee/ Scrounge

Love- Security/Empathy -- Hierarchy- Leadership/ Finance

Chaos- Stealth/ Expression -- Life- Medicine/Science

Death- Firearms/Politics -- Civilization - Craft/ Streetwise

Nature- Animal Ken/ Brawl -- Fate- Investigation/ Academics

Wisdom- Lore/Computers


‘’’Fire’’’

1. Born of fire. Spend an Essence, All fire damage is converted down for a scene. Normal fire goes to bashing and magic fire goes lethal.

Purify 4a. Blazing Weapon: Spend 1 Essence convert 1 dmg to ag damage to all attacks for the round 5a Devil Body- .Your body catches on fire- anyone who touches you takes 2 ag, Ie’s any brawl or grapple attacks. this cannot go off more than once per round, this is separate damage from any attacks.

Spread 4b. Fire walker- costs one Essence- Teleport via fire, you can use your magic to teleport between any fire you know exists in the city you are in. There must be an active fire of at least 5 feet in width in both the place you want to start your teleport from and where you want to end.

5b. Fireball - cost one Essence per round - throw a fireball as an action with your physicals using athletics as a retest against their physicals using defence as a retest. On a hit the target must make a simple test. If they fail they are on fire taking one ag per round at the top of the round, until they take an action to extinguish themselves.

Ritual: Craft the Ifrit- Take a willing Devotee. Spend 10 Essence and a temporary willpower plus an additional 2 Essence a night for a month to transform that person into an Ifrit. Ifrit do not need to eat or drink, they are fire spirits with physical bodies. They are bound to their creator. Ifrit have one additional healthy health level that stacks with their devotee health level. They convert the first level of damage from any attack to agg, if their attacks already only do agg damage, they deal an extra level of agg damage.

6. Avatar of Flame- Spend 4 Essence and a temporary willpower. For the next hour/scene you have the following benefits 1. You no longer take fire damage from sources of non-magical fire. 2. Add another ag damage to any attack 3 .At the bottom of the turn on the explosives tick you deal 1 unsoakable ag damage to every person within 3 steps of you.


Water

1. Water Breathing - Spend an Essence, you can breathe water as if it was air for one hour or scene. This does not enable you to speak underwater with any more precision than you customarily have. If you are submerged under 3,000 ft or more of water you take 1 bashing per round unless you have brought appropriate protective gear.

Flow 4a Waves of Health- Touch a subject, Spend an Essence and heal 1 Lethal or two bashing off of the target or 2 Essence to heal one level of agg. Subject standing in or on water for this to work. 5a Watery Form- You become a puddle of water,It costs 3 Essence to transform. you are immune to bashing and lethal damage but any AG damage hurts you. fire does not count as agg when you are in this form. You may only move 1 step per round.

Freeze 4b Frozen soul- Spend an Essence. Mentals vs Mentals test You use occult as a retest. If successful you freeze one of their unexpended willpower. It is for all intents and purposes expended for the next hour(you can not use a frozen willpower as a permanent willpower either). You can not freeze more than one willpower per person 5b The Tundra’s Embrace. Spen 1 Essence and 1 willpower. Make a mentals v mentals challenge with your target, occult is the retest for both. If you succeed you remove one action from your opponent. They lose their last action in the round. * this power can not be triggered with any power that gives you additional actions.

Ritual - Changing States- spend a temp willpower and an 1 Essence per night, and place some of your blood in a pool of water, Your Devotee must sit in the water for 30 days and 30 nights. at the end of the process he will have 2 additional healthy health levels and they gain an additional 3 steps when at least partially submerged in water

6 Avatar of the Ocean- Spend 5 Essence and a temporary willpower. For the next hour/ scene you have the following benefits. 1 It is impossible to grapple you 2 Soak 1 damage from any attack you take 3 You expel 100 gallons of water in all directions away from you. This reduces everyone elses movement by one step per round and no one in the room can be set on fire (they can still take fire damage) this may cause the environment to become underwater.


Sky

1. Winds grace- All vehicles you are in go 10% faster

Levin Fury 4a Heart of the storm- Spend an Essence, Get an extra action 5a Storm- Spend an Essence and a willpower to activate and arm yourself with a 1 trait 3L lightning bolt. You must spend an additional Essence every round to keep the ability active> this weapon can be enhance by other sources

Sky’s grace 4b Winds freedom- spend an Essence, fly a number of steps per round equal to your level in sky. 5b Master of winds- You can cause any small sized vehicle (i.e. nothing larger than a sedan) you are driving to fly at 5 steps per round. Also anytime you hit someone with it they take all the damage in lethal not bashing

Ritual: Cloud shaper- Spend and an Essence. Your devotee must spend a minimum of 30 days in a spot that is at least a mile above sea level. At the end of the process they are able to take 2 extra steps per round.

6 Avatar of the Sky- Spend 5 Essence and a Temporary willpower. For the next hour/scene you have the following benefits 1. Fly 3 steps additional per round this stacks with winds freedom 2. Soak down 1 dmg from all ranged attacks minimum 1 3. At the end of every tick every opponent is pushed 5 steps away from you.


Earth

1. Body of Rock- Take no wound penalties beyond the first.

Terra Firma 4a. Resilience- Spend an Essence and expend a survival to soak down a level of damage from each attack for the scene Lethal only. 5a- Diamond Soul- Spend a willpower and an Essence- for the remainder of the scene you take all lethal damage as though it were bashing

Restless Stone 4b. Hand of Stone- Spend an Essence, for the scene can make Brawl attacks at anyone in the room by punching through the earth. Also your brawl attacks do two additional bashing dmg. 5b. Gaia’s Footsteps- At a cost of 1 Essence per round, The Spirit may pass through stone, earth, rock and concrete, at normal movement. This does not harm the material through which they pass. If their time runs out while they are in the building they can spend another Essence to continue or they may take a level of lethal damage and be ejected into the nearest available space.

Ritual: Infusion- Spend a temporary willpower and an Essence. Imbue a rock with special abilities and hand it to a Devotee. As long as the stone is held by the Devotee he gains an additional 5 health levels. When these health levels are spent the stone is destroyed. The Infusion lasts for 1 day and will turn to dust 24 hours later.

6 Avatar of the Stone- Spend 5 Essence and a temp willpower. For the next hour/ scene you get the following benefits 1 Gain three additional health levels 2 Anyone moving on the ground has their movement halved round down. 3 All allies in the scene with you gain 5 additional health levels and 4 defensive traits bonus


War

1 Warriors way- You always get a reflexive defense.

Fury 4a Raging Bull, For every level of damage you have taken you gain a Physical trait, max five. 5a Bloodlust - Spend an Essence and a will to enter a state of primal rage. In this state of rage you are immune to social and mental powers. While in this rage you get an additional attack on the Dark meta tick.You must spend an additional Essence each round to maintain your bloodlust. You must also physically attack someone on each action. After leaving this rage you are tired and cannot enter bloodlust again for five minutes.

Tactics 4b. Warrior Ideal- Spend an Essence, Gain an extra action 5b. Army of one -spend a permanent willpower and an Essence, designate one of your devotees that is in the same room as you. For the next hour that Devotee becomes a complete copy of your character sheet with the following exceptions, their trait max stays the same, they can not utilize any level 6 powers you have. During the duration of this power you and your copy both utilize your own Essence pool.

Ritual- JotunBlut- Spend a willpower feed a willing subject a point of Essence each night for 28 days, to perform the ritual, the ritual takes one full month to complete. At the end the Devotee’s cap for physical traits is raised by four, this can take it above any previous primary attribute.

6. Paragon of War- Spend a temporary willpower and an Essence- For the next hour/scene you gain the following benefits. 1 Choose between melee, defense, athletics, or brawl. You now win ties on that ability. The ability must be chosen when you receive this power. After being chosen this cannot be changed. 2 Your weapon gains the mass trauma tag 3 You can be anywhere on the battlefield you want to during your action(s), the battlefield is defined by the room, you can not leave the room using this power. Moving like this takes an action.


Love

1 Blurt it out- spend an Essence, ask a question. socials vs socials test using empathy as a retest. If successful your target cannot lie to you for one scene.

Obsession 4a Cupid- Make a social challenge, must be looking in the person’s Eyes, empathy as a retest, The target will fall madly in love with the next person they see for the next hour that is not you, They will go to any means to attain said person, any level of damage breaks this effect. Also it is very obvious effect for anyone capable of seeing auras. costs an Essence. 5a Meet me Backstage- Summon- Extending your incredible manipulative powers, you can draw others to your location. Your victim need not see you, or even be seen by you — as long as the subject is known to you, you can Summon him to your side. Once called, the subject tried to get to you by whatever means possible, completely unaware of the supernatural nature of the desire and avoiding situations that would prevent fulfilling the compulsion (like locked rooms and overprotective allies). The compulsion lasts until the victim manages to arrive and make his presence known to you. To Summon someone, inform a staff member of the person that you wish to Summon, as well as your number of Social Traits and whether you are using the Empathy Ability. The staff member then finds the subject, performing a Social Challenge in your stead and using the Empathy Ability for a retest if necessary. If the challenge succeeds, the subject comes to you as previously described. If the challenge fails, the subject manages to resist the Summon. In either case, you have no knowledge of the outcome, so there is no guarantee of success. Of course, if the subject does not appear, you can wait five minutes and then attempt to Summon the victim again. You can only Summon someone that you know — at bare minimum, someone that you have had the chance to talk with for a few minutes, or someone who has been a target of your Summon powers before.


Adoration 4b. The Perfect Actor- Spend an Essence and engage someone in a social challenge, You must act out an emotion and the target will have the same emotional reaction, this also applies a two trait penalty to a virtue of your choosing. 5b. Love me- As per majesty

Ritual: Siren- Spend an Essence and a permanent social trait, feed some of you blood to a devotee. After 1 month the devotee will have an additional 4 social traits over their maximum

6. Paragon of Love- Spend 5 Essence and a temporary willpower. you gain the following benefits for the next scene/hour 1. Choose between leadership, subterfuge, and intimidate, and empathy. You now win ties on that ability. You must choose which ability you win ties on when you get this power. Once your choice is made, it is permanent. 2. When dealing with mortals you are considered to have 10 additional social traits for the duration for the scene 3. Empathy vs. Empathy challenge. This challenge takes place at the top of any given round and does not cost an action. If you are successful you may decide the next action of the person you won the challenge against.

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Hierarchy

1. Lay of the land.- Social challenge, if successful you know whether or not the target has followers, ghouls, werewolf follower types, Leadership vs. target’s subterfuge. Leader 4 a Overt Order- Speak a single word and make a social challenge against the target. (Leadership retest for you, no retest for them) They must perform the action for the next ten minutes. Alternatively you can use the command forget to make them forget about a ten minute block of time. You must spend an Essence for every block of 10 minutes you wish to erase from someone’s memory, though you don’t need to make another test.

5 A. The God King’s Blessing- Costs two Essence to use, Draw your blessing on a target, It is a glowing symbol radiating on their forehead. The next attack they declare will hit and the next attack against them will miss, this lasts for 1 hour and cannot be used on yourself. It takes 2 minutes to draw the symbol

Fear 4B Dreadful Mien -Cost is 1 Essence and the caster must concentrate The user must make and maintain eye contact with the victim, and defeat them in a Social Challenge (retest Subterfuge). The victim is paralyzed but taking a level of damage will break the paralysis as will any action on the part of the user besides nonviolently interacting with the subject. The user is up 2 Physical, Social and mental traits on challenges with the subject. The user of the power must remain in place and cannot move their feet.

5B Fear my Power- Costs 1 Essence Make a social test vs another player (leadership vs leadership) For the rest of the current round that player loses ties, if they normally win ties they instead don’t.

Ritual- Symbols of the Throne- Hire a craftsman to create an Item for you, A weapon, a hat or a staff. When the Item is finished spend a permanent social trait and an Essence. The Item becomes emblazoned with the symbol of your office. It function only for the Follower you give it to for everyone else it deals 1 Bashing damage as per warding when they pick it up. you may only ever have 1 of each. Each must be given to a different Follower. The Sword- 4 trait 4 lethal weapon. grants an additional skill retest to athletics melee and defense The Staff- 4 trait bonus and additional skill retest to occult, academics and investigation The Crown- 4 trait bonus and additional skill retest to leadership, finance, and politics

6. Victory of the Sovereign- Spend a willpower and a Essence, for the next scene/hour you receive the following benefits. 1. 2. Noblesse Obliege - No test, no action. Everyone in the room must declare themselves your friend or your foe. Those who are friends cannot attack you and gain two back to their supernatural pool. Humans gain willpower. No one can benefit from this more than once per month. This is a conspicuous power. All who are your friend have your symbol of office glow above their head for 2 combat rounds. 3. Denote one person in the room, they are considered an enemy of you and yours. All actions made against them by you and anyone under the effect of your majesty are at +1 traits.



Chaos

1. Bad luck- spend an Essence and engage a target you can see in a socials test with expression as a retest, if you win they are down 1 trait in all challenges for 24 hours. This cannot stack with itself not even if multiple people are using it. The subject does not know they are being effected unless they pass an awareness test Think we’re going to go in a different direction on this.

Anarchy 4A.Rot of the Soul- make people face a temperance virtue challenge to avoid frenzy. it is a 3 trait challenge 5A.Riot- Make a mass simple test. All unaugmented humans in the room start fighting/ destroying things immediately. Against supernaturals you must beat them in a mentals challenge with expression as a retest. You must win these challenges you can not win on a tie.In the event this power is successful you no longer have any control over what either the unaugmented mortals or supernaturals are doing. They will be engaging in violence, this violence is undirected by you and may be aimed towards you. Werewolves and vampires can frenzy to ignore the effect. Spirits can choose to gain an esuriance to negate the effect.

Trickery 4B. The Unseen Deceiver- As per Mask of 1000 faces except- It also affects your clothing . Also It cannot render you invisible, just different. 5B. Even my Soul is False- You can mask your aura, and make it appear however you want. You must have at least a lore of 2 in the supernatural you wish to mimic, to make it appear as another species, supernatural or otherwise.

Ritual- Loki’s blessing: Spend a willpower, 5 Essence, and you and your devotee must attend a gathering of at least 10,000 people from start to finish. The start is defined as when 10,000 have gathered and the finish is defined as when there are less than 10,000 people. The devotee’s aura always reads as a mortal and they can gather one extra Essence for their master per week by spending an hour in a crowd of at least 25 people.

6 Victory of the Mob- Spend an Essence and a temporary willpower, for the following scene/hour you have the following benefits. 1. You may lie even in the face of supernatural investigative techniques. A power of level seven or greater is required to pierce your lies. This does not change the facts of the universe, if you say the sky is green it is still blue, but those you speak to will believe that you believe the sky is green. They may even believe that there is something wrong with their vision and the like. 2. Random inanimate objects get up and move around, they are under staff control and do not need to help you in any way. 3 You gain 5 luck (merit) retests for the remainder of the scene * If you trigger your avatar state again within an hour after using these retests it does not refresh)


Life

1. Assess Health- Touch a target spend 1 Essence, Know the target’s current health levels,Illnesses, and current pool level (Essence, blood, glamour, rage)

Health 4A Heal- Spend 1 Essence touch a target, heal 1 lethal or bashing, you can heal ag with this power but it costs 2 Essence per. This can also be used to train off permanent wounds, counts as a lab. 5A Lazarus- WHen your reach 0 health levels you may as a reflexive action spend a permanent willpower to remove all the damage currently on your sheet.

Fertility Seems to be weaker than the ability to heal, respending points is great but it’s really inefficient. 4B. Make Fertile- Touch a being or plant, spend an Essence, that being is now capable of reproduction. Plants will bloom instantly and sprout new growths all around it. this power also allows you to know their creature type. 5B.Rebirth- Take a person, Spend a permanent willpower and touch a willing participant on the skull, they fall into catatonic state immediately. You may respend up to 25 points on their sheet. over the next month. the character being altered is out of play. This can only be done on a person once every 10 years. Five of the respent points are instead lost.

Ritual: Birth the Hybrid- Gather up two creatures or items you wish to combine, Place them in the ritual chamber. Expend 1 Essence and 1 Willpower to start the process. 6 months later, A new creature will birth into existence, It will be infertile but beyond that It’s powers are up to you and the storyteller. You must water the the being with 1 Essence each night. This must be done with the HST of the game. You must make a craft life chop 6 times at the end of the process, 1 for each month. For each successful chop you gain 2 additional points of merits to place on your new creation for each failed chop you lose 1. The tests are vs 20 mentals and retest with craft Life 6 The Savior- Spend 5 Essence and a temporary willpower, For the next scene or hour you gain the benefits This is fantastically good, how about instead #2 is modified by that they can spend a willpower to gain a test (like obeah 5 but one person a round) 1 You are immune to disease and toxins. This includes poisons and drugs. This also includes any magical varieties of disease and toxins. 2 Heal 3 health levels every round. This only applies to you. 3 Declare a target, they convert all their damage down 1 level. This will not take damage below bashing. This cannot be used on the undead.

Death 1. Euthanasia- Kill any creature with 1 health levels instantly. Physical challenge is required. The target must be touched with your skin, this power cannot be transmitted via a weapon or any other object. This is probably too good for a level 1 power

Ending - ghost powers? 4A Portal to the underworld- You may open a portal to the deadlands, It will remain open for 24 hours or until you end the power. other people may enter. 5A Drain the Soul- You may as an action eat the soul of any person you are currently grappled with. You must already be grappled to initiate this action. It is mentals v mentals challenge no retests. If you succeed they take 2 lethal and you regain 1 Essence.

Undeath 4B Command- May command any undead to do a task for you- works without fail on most undead except for vampires, vampires get a willpower retest. 5B Dance of the Dead- Raise all the dead bodies in the room as combatants under your control. they stay alive for 10 min and then become still again. costs 1 will and 1 Essence. Does not work on vampires. Maybe all dead raised should have a standardized sheet to make it easier on staffers, if the dead have a standardized sheet then vampire bodies could be raised but they would not be vampires anymore.

Ritual - Death Perfected- Take a dead body, funnel an Essence into it each night for 28 days. At the end of the ritual the dead body will raise up as a corpse completely under your command. The corpse servant does not take wound penalties. and has normal human maxes for traits. does it have an exp track? Is there a limit to how many they can have? Does this corpse count as a devotee? Yes.

6 The Reaper- Spend an Essence and a temporary willpower, For the next scene or hour you gain the benefits 1 You exist in the deadlands as well as the material plane, You may choose to only exist in one, at will. 2.You radiate an aura of death- Living creatures within 5 steps of you take 1 bashing at the top of each round. It should be agg as it seems like your wounding the soul more than the body. 3. You may cause 1 person to feel their wound penalties for a round seems a little weak

Civilization 1. Master of the home- Cast on your home. Anyone who enters uninvited is 1 trait down on all challenges against you.

Protection 4A. Ward - Can create a ward against any creature type you have the lore up to level 2 for. the ward can be applied to any item as long as it has a flat surface at least 3 inches wide. Costs an Essence and a Willpower to create. Also takes 30 minutes.This power only lasts 28 days unless you spend experience points. how many exp? 1 5A. The Unseen Shield- your wards are upgraded so that they also will alert you when any of your wards are broken/ triggered. This power also negates any stealth based powers being used by the person who triggers the ward. Every Time an unseen shield ward is triggered it is destroyed. Costs one Essence to craft them.

Community 4B. Arm the Populace- Spend an Essence and touch a person, for the next hour they gain 3 trait defensive soft armor. 5B. The Rainbow Bridge- Walk through a doorway, spend 2 willpower and you may appear in on the other side of any doorway you have entered in the last 24 hrs. You must have had a conversation with the owner of said building. Ritual- Vigil Brand-Place your mark upon a building or a person, You may have a number of marks equal to your level in Civilization. The buildings will receive an increase to their security rating of plus 1(to a maximum of 6) and the people will receive an extra retest on all streetwise tests. Costs an Essence.

6 Cry of the City- Spend 1 Essence and a temporary willpower. for the following scene/hour you gain the following benefits if you are in a city 1 . Locked doors open for you, this does not stop traps or any other guards, it just makes any lock open.

       	2 You can instantly have any non-magical Item of a difficulty class equal to your dots in craft.  The item must also fall within your crafting focus.  If you set this Item down it fades from existence immediately.
       	3 Teleport to any part of any building you are in when you step through any doorway, You must have been in the room you want to teleport to within the last month.

Nature 1. Animal Communication- Talk to animals, and summon them to you. when you select this power you must select a class of animals it affects- Mammal/ Rodent/ Fish/ Bird/ Insect/ Pachyderm/ Marsupial.

Predator 4A.Beast Claws- Grow rending claws, costs 1 Essence, for the scene you have vicious claws for hands These claws add an additional lethal onto all unarmed attacks for the scene. Brawl is the retest 5A. Hunter’s Transformation- spend an Essence, You gain an additional action per round. This action occurs after all normal actions, on the dark meta tick. This action can only be used to make brawl attacks.

Prey 4B Prey’s Transformation- spend an Essence, you may transform into any animal from the class you selected at animal purview rank 1. You use the physical traits of the animal you transform into but retain your own mental and social traits. You also receive enhanced senses on one sense related to your animal. 5B Perfected Camouflage- Spend an Essence and a willpower, you cannot be observed while triggering this power, but afterward you are completely invisible. You still cannot move but nothing can breach your invisibility.

Ritual- Sentience of the Beast- Take an animal, spend 1 permanent mental trait and an Essence. For the next 30 days the animal enters a catatonic state. At the end of the process the animal has an additional 4 mental traits and can communicate telepathically with you.

6 Howl of the Wild- spend an Essence and a temporary willpower, for the next hour/scene you have the following benefits. Also you must be in the wilderness for this to work 1 Changing Breeds must make a conviction test to harm you difficulty 4. 2 Animals will obey your command for the scene on a successful social challenge, Animal Ken is the retest. Animals will never be initially hostile towards you. 3 Your unarmed attack does an additional level of lethal damage.


Fate 1.Ariadne’s thread - Aura percept- Auspex level raises with each level of this tree.

Destiny 4A Fate Prison- Spend an Essence and a willpower- make a mental challenge against a target- if successful the opponent cannot move more than 5 steps in any direction from the place you cast this on them at. The power lasts for 28 minutes. The target may spend a willpower for another test every 5 minutes 5A Destined to fall- Spend a willpower and an Essence, the target loses two dots of any background except followers, dealer’s choice. This power requires you to be in the same room as the target and declare to the target that you are using this power on them. This power can not be used by you on the same target for 28 days. This power can stack up to a total of three times. This requires three people to use this power on the same target.

Defy 4B. Soul connection- can be used to look at anyone you have spent at least 10 minutes talking to ever. cost 1 will and Essence, You appear above them in a hovering astral form, they can not see you though you can spend an Essence to manifest for 5 minutes. You can not leave the room they are occupying or move more than 10 steps away from them in any direction. While you are connected to them you can snap back to your own body at any time, you can also end this power at any time. 5B. Question- spend 1 willpower and 1 Essence, ask a staff member a question you must receive a clear answer. This can be used once per hour and you cannot ask the same question twice. Ritual The Sisters- Must find three women and make them your devotees, take all three and place them in a room with a loom and spend 1 Essence each for 1 week straight. At the end they all gain the ability to see the lines of fate giving them all oracular ability and the ability to mind link with you.

6 The Weaver- Spend an Essence and a temporary willpower, for the following scene/hour you gain the following benefits. 1 You do not have to make travel tests, nor does anyone travelling with you. 2 You may cut someones thread, This causes unaugmented mortals to die instantly. If used on supernaturals, they take a 1 trait penalty to all challenges for the rest of scene- mentals v mentals. You can not stack this trait damage with itself. 3 You may ask anyone in the room with you what supernatural powers they have at least 3 levels of. You may do this once per round. Those you asked know that this has happened.

---Wisdom 1 Masterful Teacher- You count as a lab any time you are teaching someone something that you have at a level higher than them.

Practical 4a Wits= Awareness- You act in any surprise round. This power can be used reflexively 5a. Vital knowledge- Against any person who’s creature type is covered by a lore you have at 4 or better, you do an additional level of lethal damage against them. Once turned on this power lasts for the scene

Esoteric 4a Masterful Linguist- You can speak any language you’ve ever heard or read 1 sentence of. 5b Paradoxical Logic- You may have a challenge to end any one social or mental power in effect in a room you are in. Costs 1 Essence. Mentals + lore (covering one of the entities involved) vs Mentals of whoever initiated the social power, Lore: Sorcerer retest.

Ritual Spend a willpower, 5 Essence and all of your lore retests. Spend one month writing a book with ink and materials worth resources 4. The book created can teach any lore skill you have up to the level you have it at when you created the book at 26 traits, it counts as a lab, it also counts as a live fire (no risk of death), and as though it has a specialty in teaching any lore skill it has. (for a total reduction of 9 points, with the exp point added on any level of any lore skill can be learned in one month). Any one Spirit can only have one book in existence at any given time. They can spend a month and all their lore retests to update the book if their lore skills change.


6 The Strategist- Spend an Essence and a temporary willpower, for the following scene/hour you gain the following benefits 1 Choose between Academics, Firearms, Medicine, and Occult. You win ties with one of these Abilities. This Ability must be chosen when you gain this power. Once your choice is made, it is final, you cannot change your mind. 2 You can use Lore as a retest for what would usually be a Melee/ firearms/ and athletics. It must be the appropriate lore to the creature type you are targeting. If the creature you are targeting is yourself then you need Lore: Sorcerer to use this power. 3 You can spend as much Essence as you would like per round.