Difference between revisions of "Invocations"

From Eden Calling LARP
Jump to navigation Jump to search
Line 69: Line 69:
 
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.  
 
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 Awareness as a retest against their physicals using defence as a retest. On a hit they take 3A and are on fire taking one ag per round at the top of the round, until they take an action to extinguish themselves.
+
5b.  
 +
 
 +
[[r3p0rt|Fireball]] - cost one Essence per round - throw a fireball as an action with your physicals using Awareness as a retest against their physicals using defence as a retest. On a hit they take 3A and 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===
 
===Ritual: Craft the Ifrit===

Revision as of 22:55, 17 March 2023

Rituals can only target humans. Rituals allow spirits to imbue humans with a great deal of power while they stay on their Node. Only really usable by level 6 spirits.

Invocation trees are generally laid out like this: 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 Rank 5 or 6.

General Invocation:

1: Manifest The spirit leaves the middle umbra and enters the material plane. Costs committed essence equal to rank or age whatever's higher.


A spirit can only take one Invocation tree from each pair of invocations. They can learn both skill trees of that invocation. So an earth spirit might have both earth 5 powers but won't have sky powers. Each selection also allows the Spirit to perform parlor tricks like lighting fires. Flickering lights.


Fire- Intimidation/Awareness

Water- Subterfuge/ Occult

---

Sky - 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.

2. Intimidation/awareness 6th retest(Can buy twice)

3. Intimidation/awareness discipline test(Can buy twice)

Purify(Intimidation)

4a. Blazing Weapon: Spend 1 Essence convert 1 dmg to ag damage to all attacks for the scene.

5a Devil Body- .Spend an essence (Transformation)Your body catches on fire- anyone who touches you takes 2 ag, for example, any brawl or grapple attacks. this cannot go off more than once per round, per toucher, this is separate damage from any attacks.

Spread(Awareness)

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 Awareness as a retest against their physicals using defence as a retest. On a hit they take 3A and 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.

2. Subterfuge/Occult 6th retest(Can buy twice)

3. Subterfuge/Occult discipline test(Can buy twice)

Flow(Subterfuge)

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. You can only attack with watery tentacles that are unarmed attacks and do 3B, and magic.

Freeze(Occult)

4b Frozen soul- Spend an Essence. Mentals vs Mentals test You use occult as a retest. Throw a shard of ice at the target it does 2L. 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. The target can burn out the ice by dealing 1 damage to themselves; it cannot be soaked.

5b The Tundra’s Embrace. Spend 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 else's 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

2. Athletics/Drive 6th retest(Can buy twice)

3. Athletics/Drive discipline test(Can buy twice)


Levin Fury(Athletics)

4a Heart of the storm- Spend an Essence, Get an extra action once per round top of the round.

5a Storm- Spend an Essence and a willpower to activate and arm yourself with a 4 trait 4L lightning bolt. You must spend an additional Essence every round to keep the ability active. this weapon can be enhanced by other sources. You can throw the lightning bolt and it returns to your hand after each attack, attacks use athletics.

Sky’s grace(Drive)

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. You soak down 2 damage from ranged attacks, min 1. At the top of the round you throw one free thunderbolt as 5a storm.

3. At the end of every tick every opponent is pushed 5 steps away from you.

Earth

1. Body of Rock- Take half damage of all types from firearms.

2. Defense(Survival) 6th retest(Can buy twice)

3. Defense/survival discipline test(Can buy twice)


Terra Firma(Survival)

4a. Resilience- Spend an Essence and expend a survival to soak down a level of damage from each attack for the scene Lethal/Bashing 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(Defense)

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. Spirits with this power can move through the earth at 1/10th normal speed with no essence cost when not in combat.

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. As long as you stand in the same spot you cannot be moved by any means or grappled.

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 physical traits.

War

1 Warrior's way- You always get a reflexive defense.

2. Melee/Scrounge 6th retest(Can buy twice)

3. Melee/Scrounge discipline test(Can buy twice)


Fury(Melee)

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 each round. After leaving this rage you are tired and cannot enter bloodlust again for five minutes.

Tactics(Scrounge)

4b. Warrior Ideal- Spend an Essence, Gain an extra action once per round top of the round.

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 to 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(1 extra damage)

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.

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.

2. Security/Empathy 6th retest(Can buy twice)

3. Security/Empathy discipline test(Can buy twice)


Obsession(Empathy)

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 a very obvious effect for anyone capable of seeing auras. costs an Essence.

5a Meet me Backstage- as Summon

Adoration(Security)

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 your 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, intimidation, 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.

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.

2. Leadership/Finance 6th retest(Can buy twice)

3. Leadership/Finance discipline test(Can buy twice)

Leader(Leadership)

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(Finance)

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 finance). 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 to 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 (finance vs leadership) For the rest of the current scene 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 functions 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 an Essence, for the next scene/hour you receive the following benefits.

1. Targets must spend a temp willpower to attack you.

2. Noblesse Oblige - 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 friends 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 the scene. This cannot stack with itself not even if multiple people are using it.

2. Stealth/Expression 6th retest(Can buy twice)

3. Stealth/Expression discipline test(Can buy twice)


Anarchy(Expression)

4A.Rot of the Soul- Spend an essence, make a target engage in a difficulty 3 frenzy check of your choice.

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 spend a willpower to negate the effect.

Trickery(Stealth)

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 (overbid) 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)

2. Medicine/Science 6th retest(Can buy twice)

3. Medicine/Science discipline test(Can buy twice)

Health(Medicine)

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, and counts as a lab. You can heal yourself but this power takes an action.

5A Lazarus- When you reach 0 health levels you may as a reflexive action spend a permanent willpower to remove all the damage currently on your sheet.

Fertility(Science)

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. You can also use this power to mimic Green path 3.

5B.Rebirth- Take a person, Spend a permanent willpower and touch a willing participant on the skull, they fall into catatonic state immediately. Swap up to 4 skills, and up to 2 disciplines/supernautral powers, with other skills or disciplines. For example melee 5 can become brawl 5 and path of blood 3 can become the allure of flames 3. This power can only be used once every 10 years, that person cannot take any actions this month except train or learn ritual. You can also use this power to bring a human back to life if it’s brought to you within an hour of it’s death.

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 be born into existence. It will be infertile but beyond that It’s powers are up to you and the storyteller. You must water 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 Life Sciences.

6 The Savior

Spend 5 Essence and a temporary willpower, For the next scene or hour you gain the benefits.

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 2 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 with firearms is required. The target must be touched with your skin, this power cannot be transmitted via a weapon or any other object.

2. Firearms/Politics 6th retest(Can buy twice)

3. Firearms/Politics discipline test(Can buy twice)

Ending(Firearms)

4A Portal to the underworld- Spend an essence. 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 or exit.

5A Drain the Soul- You may as an action eat the soul of any person you are currently grappling with. You must already be grappled to initiate this action. It is mentals v mentals challenge no retests. If you succeed they take 2 Agg and you regain 1 Essence and a health level.

Undeath(Politics)

4B Command- May command any undead to do a task for you- works without fail on most undead except for vampires and wraiths. Vampires and wraiths get a willpower retest, and you use your politics for the test.

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. They have 15 physical traits and 5 mentals/socials and 5 health levels.

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 rise up as a corpse completely under your command. The corpse servant takes half damage from firearms. and has normal human maxes for traits. You can have up to (Your essence) of these corpse devotees.

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 ag at the top of each round.

3.Any time you deal damage to a creature the target loses one of it's energy pool(Gnosis, Blood, pathos etc)

Civilization

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

2. Craft/Streetwise 6th retest(Can buy twice)

3. Craft/Streetwise discipline test(Can buy twice)

Protection(Craft)

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 1 experience point. Creatures of the correct type that touch the ward take a lethal.

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(streetwise)

4B. Arm the Populace- Spend an Essence and touch a person, for the next hour any improvised weapon or arm they use is treated as category 2 weapons and armor. You can spend an essence and a willpower to target a group of up to 25 people. Weapons already above cat 2 gain the expensive tag, armor gains the effortless tag.

5B. The Rainbow Bridge- Walk through a doorway, spend 1 willpower and 1 essence and you may appear 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.

2. Animal ken/Brawl 6th retest(Can buy twice)

3. Animal ken/Brawl discipline test(Can buy twice)

Predator(Brawl)

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 for the claws.

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(Animal ken)

4B Prey’s Transformation- Spend an Essence, you may transform into any animal from the class you selected at Nature 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, and 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 conscience 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.

2. Investigation/Academics 6th retest(Can buy twice)

3. Investigation/Academics discipline test(Can buy twice)

Destiny(Academics)

4A Fate Prison- Spend an Essence and a willpower- make a mental challenge against a target, using academics- 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, user of the power'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(Investigation)

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, so long as the answer is not obfuscated by level 6 powers or above. This can be used once per night 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 someone's 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 the scene- mentals(Investigation) v mentals(will). 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.

2. Lore/Computers 6th retest(Can buy twice)

3. Lore/Computers discipline test(Can buy twice)

Practical(Lore)

4a Wits - Passive- You cannot be surprised..

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 by activating an essence this power lasts for the scene, this does not take an action to activate only an essence.

Esoteric(Computers)

4a Masterful Linguist- You can speak and read 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(Computers) vs Mentals(will) of whoever initiated the social or mental power.

Ritual: Database Log

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, it counts as a lab, it also counts as a live fire (no risk of death), and as though it is an expert teacher. (for a total reduction of 3 points per level). 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 Spirit Lore to use this power, if you swap for an ability you would win ties on you still win ties.

3. You cannot be targeted for social and mental challenges by creatures for which you have a lore at 5.