Additional Powers for Inhabit
Total Page:16
File Type:pdf, Size:1020Kb
Additional powers for Inhabit By Paul Strack ([email protected]) (28 June 1995) Introduction OK, one of the (few) problems I have with Wraith is that most of the lower level Inhabit powers only work with advanced Technology. Seeing as how the Artificers Guild is one of the oldest and most powerful guilds, I think Inhabit is an ancient Arcanos. To fill the void, I've made up a few additional lower level powers for it. Basic Abilities Evaluate Relic Artificers regularly work with relics, including those created during a wraith's death, and those claimed and brought across the shroud by other Artificers. By examining a relic, the wraith can tell if it is a more durable death-relic, or one that was created via Inhabit. The wraith can also tell if the relic is Empowered or Invested, if it has any unusual properties, who the original "creator" of the relic was, etc. System: The Artificer rolls Perception + Inhabit (difficulty 6). Each success reveals one fact about the relic, starting with the most basic information and moving on to the more complex. * Curse of the Maker By use of this art, the wraith can briefly "contact" an object in the Skinlands, lightly possessing it, though not actually entering it. The wraith has no fine control, but can cause problems for anyone using the object, jerking it away from its intended path. System: The player must roll Wits + Inhabit (difficulty of the local Shroud level). The number of successes gained subtracts from the successes of the living person currently using the object. For example, this power can be used to deflect weapons. The power only blocks a single "use" of the object; further deflection requires additional rolls. The wraith can also "yank" the objects short distances, one inch per success, but in an uncontrolled fashion (chose the direction at random). ** Guiding Hand This art works like Curse of the Maker, but the wraith has a greater degree of control, to the point where she can aid a living person using the object. This power is limited by the wraith's knowledge of how the object is actually used. System: The wraith must spend 1 Pathos, and make a Wits + Inhabit roll (again, difficulty depending on the level of Shroud). The wraith's successes add to the successes of the user. However, the wraith cannot add more successes than her rating in the Ability needed to use the object properly. Thus, if the wraith had a Firearm skill of 3, she could add no more than three successes to someone using a gun. With this level of power, she can pull an object 1 inch per success, and control the direction. *** Energize Relic Talented Artificers are able to strengthen the plasmic form of relics, lengthening their lifespan in the Shadowlands. With greater effort, they can even repair broken relics with the material of their own Corpus. System: The wraith must spend a number of Pathos depending on the relic's size as described under the Level 4 power, Claim. The wraith makes a Stamina + Inhabit roll (difficulty 7). Each success adds a year to the life of death-relics, but only a month to the life of relics created via Claiming. The roll is botched, the relic is completely destroyed, ceasing to exist. With three successes, the wraith can fix broken relics as well. If the art is used in this way, the Artificer must also spend Corpus equal to the Pathos needed for the size of the object, to provide the necessary plasm for the repair. Befuddle By Jayke Rhyen and Kirstin Hargie Harlequins Harlequins were never truly granted guild status. They were like the Chanteurs guild, the Bards guild, and the Artisans guild in that they were entertainers, but there all similarity ended. The Harlequins were the actors and court jesters of the Hierarchy. They held a fair amount of political influence, and still are rumored to hold a fair bit. Harlequins are renowned for their unusual abilities. Harlequins are well known for their flamboyance in manner and dress. Those still found in Stygia still wear their tradiational Harlequin garb of black and white. Basic Abilities Audible Glamour : Harlequins learn that sound is easy to manipulate. They learn to imitate sounds, throw their voices, and alter the volume and quality of sound. System: To do any of the arts of Audible Glamour the player must roll Manipulation + Befuddle (Diff. Of targets Perception + Alertness). Two successes are needed. Visual Glamour This art allows a wraith to alter the vision of another by creating hallucinations in the targets peripheral vision. System: The player must roll Manipulation + Befuddle (Diff. of targets Perception + Alertness). Each success determines the duration of the hallucination. Note: The hallucination is selected by the Storyteller. Duration Table # of Successes Duration 1 OneH our 2 OneD ay 3 OneW eek 4 OneM onth 5+ ThreeM onths Jesting: Jesting allows the wraith to communicate in a gestural language. System: The viewer of the Jesting must roll her Perception + Enigmas (Diff. 7) to understand the gestural language. Only one success is necessary for each sentence conveyed. Only one sentence can be portreyed every other turn. Storytellers Note: You may want the players to act out the sentence to be understood instead of rolling to see if the target can guess the sentence. * Thrill Thrill is a Harlequin's ability to amplify the emotions of another when they are watching her. System: The player rolls Charisma + Befuddle (Diff. of subjects Willpower). The successes indicate the duration of amplification. This art requires one pathos. Duration Table # of Successes Duration 1 OneH our 2 TwoH ours 3 OneDa y 4 TwoD ays 5 OneW eek ** Imago Imago allows a wraith to create an illusion of something he has seen. The illusion is not real, and not tangible, but it is an exact re lica of the ob ect. Harle uins also call this ower hostin '. System: The player rolls Manipulation + Befuddle (Diff. 7). The illusion will last until its creator loses concentration. Imago requires one pathos. ** Stump Stump allows a wraith to tell a riddle or joke that consumes the listener with the need to solve the riddle. System: The player rolls Manipulation + Befuddle (Diff. Of the subjects Willpower, or the highest Willpower in a group). To answer the riddle one must gain a number of successes equal to the riddlers Wits + Enigmas x 2 on a Wits + Enigmas roll (Diff. 7). Once the person/s tells the answer the enchantment is dissolved. This art requires one pathos per affected subject. *** Jinx With Jinx a wraith can turn her fools luck in reverse and inflict bad luck on someone. System: The player rolls Wits + Befuddle (Diff. 7). Each success adds one to the subjects difficulty (up to 9) on the next three rolls. Note: The number of times this power maybe used in a game should be decided by the Storyteller prior to the start of the story. If this power is overused it may be altered so that something unlucky will happen to the target with each success on the roll determining the magnitude of the unlucky situation. Jinx requires two pathos. *** Impromptu Impromptu allows a wraith to create a temporary movable illusion of anything. This illusion will normally confuse all five senses. This illusion also has one health level, but can take no voluntary actions. System: The player rolls Manipulation + Befuddle (Diff. 7). The illusion lasts until the creator is out of sensory range (sight), he terminates it, or it is destroyed. Impromtu requires two pathos + one willpower. **** Glamour Glamour allows a wraith to create a permanent illusion of anything the creator wishes. The illusion is just like an Impromptu illusion but it can remain without the presence of the creator and has two health levels. System: The player rolls Manipulation + Befuddle (Diff. 7). This illusion lasts until the creator terminates the illusion or it is destroyed. Glamour requires two pathos + two willpower. ***** Psychodrama Psychodrama allows the wraith to create an illusionary realm around a target. The realm will seem real to those encased in the illusion. System: The player rolls Manipulation + Befuddle (Diff. of the targets Willpower, or highest Willpower in a group). The number of successes equals the duration the illusionary realm will last (See Duration Table for Vision Glamour). The player must describe the realm and assign two health levels to primary illusions. He may spend additional pathos to add extra health levels 1p/2 health. The cost of creating a Psychodrama is three pathos + two willpower. Note: If the Psychodrama is created with the intent to do harm to the target the player will gain 2 angst per turn the target remains in the illusion. ***** Fatuus Fatuus allows the wraith to convince one person that an illusion is absolutely real to the point that if the illusion can cause harm it will. If he creates a sword it will cut, if he creates fire it will burn. System: The player rolls Manipulation + Befuddle (Diff. of the targets Perception + Alertness). Each success gives the illusion one extra health level and/or two die to do damage when applicable. All illusionary damage will disappear if the target realizes it is not real or if the illusion is destroyed. Note: Imago, Impromptu, or Glamour must be used to create the illusion. Fatuus requires one pathos + one willpower. Beguile By Kirstin Hargie and Jayke Rhyen Introduction Let me tell you a story. It shouldn't take too long. It's about what you feel, and the things you're going to do for me.