3
Yama No Koe 7 Willpower = Dexterity / Stamina 8 Rage = Strength 6 Gnosis = Social / Mental 41 Essence = Health / power pool Charms Airt Sense: A natural ability of all spirit entities, this Charm allows spirits to find their way through complex Otherworldly non-geography. To find a particular place, or to locate a given creature or spirit among the realms, the Storyteller may roll the tracking spirit’s Gnosis against a variable difficulty – 6 in most cases, 8 or 9 in the cases of obscure locations or powerful spirits. As an innate ability, this Charm costs no Essence to employ. Blast: An all-purpose attack Charm, this power projects damaging energies against the spirit’s opponents. Those energies cost one Essence per die of bashing damage, two Essence per die of lethal damage, and three Essence per die of aggravated damage. As a rough guide to range, assume that this Charm can reach one yard for each point of Essence in the spirit’s permanent Essence Trait. An Essence 20 entity, then, could Blast an opponent from up to 20 yards away. Spending Essence does not decrease this range; that same entity could still Blast its opponent from 20 yards away even when its Essence has dropped to 5. Healing: With a surge of spiritual energy, the spirit can heal an injured physical being. To do so, the Storyteller rolls the spirit’s Gnosis – difficulty 6 for lethal damage, difficulty 8 for aggravated damage. That spirit can heal one health level for each point in that spirit’s Gnosis Trait and may use this Charm only once on a character per scene. The spirit could heal each of six characters, for example, but it could only do so once. The Charm costs no Essence, but the spirit will probably want some sort of favor in return for the healing. Meld: Elemental spirits can merge with their native element by using this Charm, simply disappearing into the element in question. This trick works only for the spirit’s native element, however – an air elemental cannot meld into wood. The charm costs two Essence and one turn to employ. At the end of that time, the element may be disturbed by the spirit’s passage, but the spirit itself cannot be seen or affected. Obviously, this Charm requires a decent amount of the element in question. Materialize: This Charm allows a spirit to assume physical shape in the material world… a dangerous thing, especially in the age of machine-gun fire. To do so, the spirit’s Gnosis must be higher than the local Gauntlet rating. Once materialized, the spirit can go wherever it wants to go, provided that the local Gauntlet rating is no higher than the spirit’s Gnosis -2, and assuming that no one has bound that spirit in a mystic pentacle or hypertech spirit cage (in game terms, a Spirit 4 Effect; see the Spirit Sphere entry in Chapter Ten.) If the entity gets killed in the material realm, its form is dispersed and the spirit winds up banished to the Umbra in Slumber, as if its Essence had been dispersed in the spirit realm. Under the old World of Darkness rules, a materialized spirit had to buy its Physical Attributes, health levels, and Abilities per the chart below. (A materialized spirit still uses its Gnosis for Social and Mental

Yama No Koe

Embed Size (px)

DESCRIPTION

oWOD Spirit

Citation preview

Page 1: Yama No Koe

Yama No Koe7 Willpower = Dexterity / Stamina8 Rage = Strength6 Gnosis = Social / Mental41 Essence = Health / power pool

CharmsAirt Sense: A natural ability of all spirit entities, this Charm allows spirits to find their way through complex Otherworldly non-geography. To find a particular place, or to locate a given creature or spirit among the realms, the Storyteller may roll the tracking spirit’s Gnosis against a variable difficulty – 6 in most cases, 8 or 9 in the cases of obscure locations or powerful spirits. As an innate ability, this Charm costs no Essence to employ.

Blast: An all-purpose attack Charm, this power projects damaging energies against the spirit’s opponents. Those energies cost one Essence per die of bashing damage, two Essence per die of lethal damage, and three Essence per die of aggravated damage. As a rough guide to range, assume that this Charm can reach one yard for each point of Essence in the spirit’s permanent Essence Trait. An Essence 20 entity, then, could Blast an opponent from up to 20 yards away. Spending Essence does not decrease this range; that same entity could still Blast its opponent from 20 yards away even when its Essence has dropped to 5.

Healing: With a surge of spiritual energy, the spirit can heal an injured physical being. To do so, the Storyteller rolls the spirit’s Gnosis – difficulty 6 for lethal damage, difficulty 8 for aggravated damage. That spirit can heal one health level for each point in that spirit’s Gnosis Trait and may use this Charm only once on a character per scene. The spirit could heal each of six characters, for example, but it could only do so once. The Charm costs no Essence, but the spirit will probably want some sort of favor in return for the healing.

Meld: Elemental spirits can merge with their native element by using this Charm, simply disappearing into the element in question. This trick works only for the spirit’s native element, however – an air elemental cannot meld into wood. The charm costs two Essence and one turn to employ. At the end of that time, the element may be disturbed by the spirit’s passage, but the spirit itself cannot be seen or affected. Obviously, this Charm requires a decent amount of the element in question.

Materialize: This Charm allows a spirit to assume physical shape in the material world… a dangerous thing, especially in the age of machine-gun fire. To do so, the spirit’s Gnosis must be higher than the local Gauntlet rating. Once

materialized, the spirit can go wherever it wants to go, provided that the local Gauntlet rating is no higher than the spirit’s Gnosis -2, and assuming that no one has bound that spirit in a mystic pentacle or hypertech spirit cage (in game terms, a Spirit 4 Effect; see the Spirit Sphere entry in Chapter Ten.) If the entity gets killed in the material realm, its form is dispersed and the spirit winds up banished to the Umbra in Slumber, as if its Essence had been dispersed in the spirit realm. Under the old World of Darkness rules, a materialized spirit had to buy its Physical Attributes, health levels, and Abilities per the chart below. (A materialized spirit still uses its Gnosis for Social and Mental Attributes.) This

approach allows a spirit to expand its capabilities, so long as it has enough Essence to do so. Alternately, the spirit can simply manifest and use its Willpower, Rage, Gnosis, and Essence as usual, without bothering to generate Attributes and Abilities, as per Werewolf: The Apocalypse 20th Anniversary Edition. In that case, however, the spirit remains bound to a single form in the Earthly realm and cannot adjust its size or capabilities. The spirits in Appendix I have been built using the physical forms suggested by the older rules. Typically, a spirit soaks damage with its Willpower Trait, plus the Armor Charm if it has that power. When a materialized spirit gets hit, however, the Stamina Trait (plus armor) soaks damage if that Trait is higher than Willpower. To a materialized spirit entity, bashing, lethal, and aggravated damage are essentially the same – all three drain Essence points if they manage to inflict damage against the spirit’s body. If that spirit takes damage, its materialized health levels absorb the damage first; once those health levels are gone, the spirit can take up to five more health levels in damage before its Essence dissipates back into the Umbra. Whether or not the dead materialized husk remains behind after the spirit’s Essence has departed is a Storyteller call. Given the long histories of “demon’s blood,” “angel feathers,” and “dead alien bodies,” however, tradition suggests that a corpse should remain behind.

Essence Cost Trait5 Initial manifestation (Paradox spirits do not pay this cost).1 Per one Physical Attribute level.1 Per two Ability levels.1 Seven initial health levels.1 Per additional health levels (each extra health level also increases size).1 Weaponry; per die of aggravated damage above Strength damage.1 Per physical health level healed.

Page 2: Yama No Koe

Possession: The awful power of demons and other corrupting entities, this Charm allows a spirit to enter and command an object or living thing. As with the Inhabit Charm, Possession allows the spirit to see, hear, speak, and 494 Mage: The Ascension 20th Anniversary Edition otherwise interact with the world through the target’s body; in this case, however, that body may be warped in horrific ways through the spirit’s influence… becoming, in many cases, a freakish fomor (see Werewolf: The Apocalypse and Infernalism: The Path of Screams for details). It’s an article of faith that a possessed person has to bear some previous form of corruption in order to open the door for demonic possession. Whether or not this is true remains a Storyteller call. In any case, the possessing entity finds a secluded spot in the Umbra (often protected by other allied entities) and then begins the possession process. In game terms, the Storyteller spends 10 Essence and then rolls the spirit’s Gnosis against a difficulty of the target’s Willpower (or, for an object, difficulty 4). The better she rolls, the faster the possession takes place:

Successes Time Taken1 Six hours.2 Three hours.3 One hour.4 15 minutes.5 Five minutes.6+ Instantaneous.

Until the possession is complete, the entity may be attacked in the Umbra; any successful attack on that entity breaks the Charm. Once the possession has taken hold, however, the corruption is usually permanent. A successful exorcism using Spirit 4/Life 3/ Prime 2 magick can eject the spirit from its host, as can a successful attack through the True Faith Merit (see Appendix II). Until and unless such exorcisms have been performed, however, this Charm and its effects tend to last until the spirit departs its host.

Quake: This elemental power allows the spirit to literally shake the material world. For five Essence, the entity can cause the earth to shake, rattle, and roll within a one mile radius of that spirit’s presence on either side of the Gauntlet. Each additional five Essence escalates the intensity of the quake, from a notable tremor at five to a devastating catastrophe at 30.

Umbraquake: This shattering Charm shakes the local Umbrascape with such force that everyone standing within its range (roughly a half mile) suffers half the spirit’s Rage in bashing damage each turn, either from the shaking ground or from collapsing structures, falling trees, and other debris. Each turn’s worth of quake costs five Essence. A flying character is, of course, immune to the damage, though perhaps not from the sound- and shockwave of the quake.