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shinyWoD

kaleb powers

Oct 9th, 2016
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  1. Marionette Activation
  2. Cost: Varies
  3. Dice Pool: Manipulation + (Key Skill) + Marionette rating. Other sentient beings targeted for control by the Marionette resist by rolling Resolve + Psyche.
  4. Action: Instant
  5. Roll Results
  6. Dramatic Failure: The activation attempt fails, and the Sin-Eater may not attempt to use any Marionette related power for the rest of the scene.
  7. Failure: The attempt to unlock the Marionette fails.
  8. Success: The Sin-Eater exudes a tendril of plasm that reaches out and invisibly ensnares the object of the Manifestation, forging a sympathetic connection, which allows for the possibility of control. The activation successes add to other Marionette-related
  9. rolls. Unless stated otherwise in the power’s description, the sympathetic link lasts for one scene unless the Sin-Eater chooses to end it prematurely. Once a link is established, the Sin-Eater can maintain it for longer periods at a cost of 1 plasm per hour.
  10. Exceptional Success: The Sin-Eater regains one
  11. point of spent plasm.
  12.  
  13. The Passion Marionette
  14. Skill: Empathy
  15. Passion Marionette •: The Sin-Eater can unlock the Marionette to forge a sympathetic link to the emotional core of another person. The Sin-Eater must first make a standard Marionette activation roll, resisted by the target’s Composure + Psyche. Once the sympathetic link is formed, the Sin-Eater gains an intuitive insight into the target’s personality. For the duration of the Manifestation, the
  16. Sin-Eater may add his activation successes to all Presenceor Manipulation-related rolls made to influence the target through mundane manipulation, in addition to adding activation successes as normal to any other invocation of the Marionette.
  17.  
  18. Passion Marionette ••: Having gained insight into the emotional nature of her victim, the Sin-Eater can trigger an emotional response of her own choosing. The player spends 1 plasm and rolls Manipulation + Empathy + (activation successes), reflexively resisted by Composure + Psyche. If the roll is successful, the target immediately assumes a new and intense emotional state of the Sin-Eater’s choice.
  19. The target’s response to the emotion should be appropriate to the chart below. In addition to any specific emotional
  20. responses, an affected target also suffers a penalty on all dice actions equal to the Sin-Eater’s successes on
  21. this roll due to being emotionally overcome. The target can negate this penalty by spending one Willpower point per action undertaken in contravention of the emotion. For example, the character would need to spend points of Willpower to take an action to save someone he is
  22. compelled to hate, but he would not need to spend Willpower to attack that person. When the target has spent a total number of Willpower points equal to the activation successes, the Sin-Eater’s control ends, and she may not target that character for emotional manipulation again during the same scene.
  23.  
  24. Passion Marionette •••: The Sin-Eater may choose to associate the emotion she inflicts with a particular person or object. Thus, she may cause her target to fall in love with her (or with anyone else of her choice). She may cause the target to develop a specific phobia, such as arachnophobia. Or, she may cause the target to associate his feelings of euphoria with a specific stimulus, whether a drug or some
  25. more exotic stimuli, like extreme bondage or even a specific television show.
  26.  
  27. The Phantasmal Marionette
  28. Skill: Intimidation
  29. Instead of exercising control over some external thing or person, the Sin-Eater seizes direct control over her own geist. With this power, the Sin-Eater can cause her geist to manifest externally as a spiritual body that she may then possess and control.
  30. While the geist-body is manifested, the Sin-Eater’s own body collapses into a comatose state, and she is completely unaware of what goes on in her vicinity. The Sin-Eater must make a normal Marionette activation roll, but the plasmic tendrils do not extend outward from the Sin-Eater to his target but instead coalesce in front of him, forming a phantasmal body under his control.
  31. Phantasmal Marionette •: At its most basic, the geist-body has traits equal to the Sin-Eater’s own normal traits, but it has its own, usually horrific, appearance. As such, the geist-body gains a dice bonus on all Intimidation rolls equal to the activation
  32. successes. While possessing her own geist, the Sin-Eater may materialize and dematerialize at will with the expenditure of 1 plasm, and she has access to all of her normal powers while in this state.
  33. Phantasmal Marionette ••: The Sin-Eater gains an additional four dots that may be distributed among the geist-body’s Strength, Dexterity, Stamina, Presence, Size, or Speed, although no more than two points may be added to a single trait. Once the player assigns these dots, they are fixed and cannot be reassigned to any other traits in a later use of this power. The Sin-Eater gains an additional four dots to
  34. distribute among those same Attributes with Phantasmal Marionette •••, •••• and •••••.
  35. Phantasmal Marionette •••: Four dots are gained. The player may also choose to spend these dots to acquire the power of flight instead of on improving traits. If the player allocates one dot to flight, the geist-body can fly at its normal Speed. Each additional dot allocated to flight increases the geist-body’s Speed by itself. Thus, by spending three dots on flight, the Sin-Eater could possess a geistbody
  36. that flies at three times his normal Speed.
  37.  
  38. Oracle Activation
  39. Cost: 1 plasm
  40. Dice Pool: Intelligence + (Key Skill) + Oracle rating
  41. Action: Instant
  42. Roll Results
  43. Dramatic Failure: The activation attempt fails, and the Sin-Eater may not attempt to use any Oracle-related power for the rest of the scene.
  44. Failure: The attempt to unlock the Oracle fails.
  45. Success: A pale mist of plasm steams from the Sin-Eater’s glowing eyes, visible only to ghosts and other Sin-Eaters. For the duration of the scene, the Sin-Eater adds a number of bonus dice equal to the activation successes to all Wits based rolls to observe and understand phenomena relevant to the Key used to unlock the Oracle.
  46. Exceptional Success: Additional successes are their
  47. own reward
  48.  
  49. The Passion Oracle
  50. Skill: Empathy
  51. The Passion Oracle allows the Sin-Eater to gain insight into the emotional heart of anyone with whom she interacts. With the basic power of this Manifestation, the Sin-Eater becomes preternaturally skillful at understanding the emotions of others. For the duration of the scene, she can add his activation successes to any mundane roll based on Empathy or Intimidation. If the Sin-Eater targets someone for such a roll with whom she has also forged a sympathetic link through the Passion Marionette Manifestation, only the better of the two dice
  52. bonuses applies to any relevant roll.
  53. Passion Oracle ••: The Sin-Eater also gains the 9-again quality on all mundane Empathy and Intimidation rolls made during the scene.
  54. Passion Oracle •••: The Sin-Eater can perceive the auras of other beings, allowing great insight into their emotional states. The player spends 1 plasm and rolls Wits + Empathy + (activation successes) – target’s Composure. Success grants insight into the target’s emotional state. The precise nature of the insight varies from character to character. Most Sin-Eaters seem to associate emotions with colors
  55. (such as associating fear with the color orange or anger with bright red). However, many other Sin- Eaters perceive auras through other senses, such as “hearing love” or “smelling despair.” Regardless of how this paranormal sense manifests itself, success on this roll allows the Sin-Eater to immediately comprehend the current emotional state of the person who is the object of her scrutiny.
  56.  
  57. The Phantasmal Oracle
  58. Skill: Investigation
  59. While most uses of the Phantasmal Key allow the Sin-Eater to create and manipulate illusions, the Phantasmal Oracle allows him to see through illusions instead — not just the glamours and phantasms created through magic but also the less esoteric illusions common to humanity. After unlocking the Phantasmal Oracle, the Sin-Eater may add his activation successes to all mundane Empathy rolls to detect lies. He may also add the activation successes as bonus dice to all mundane Subterfuge and Persuasion rolls, as his insights enable him to better craft his lies to fit his audience’s expectations.
  60. Phantasmal Oracle ••: The Sin-Eater’s insight into these areas grows ever more acute. By spending 1 plasm, the Sin-Eater may gain the 9-again quality on a single Empathy roll to detect lies or a single Subterfuge or Persuasion roll to persuade another of some untruth.
  61. Phantasmal Oracle •••: The Sin-Eater’s gaze can cut to the heart of even supernatural deceptions. While the Phantasmal Oracle remains unlocked, the Sin-Eater may add her activation successes to any Attribute relevant to resisting or seeing through magical illusions, including effects that confer any form of invisibility. The Sin-Eater may also add the activation successes to any rolls to resist magical effects that might force him to believe something that is untrue. If the effect is one that does not normally allow for a resisted roll, allow the Sin-Eater to roll his Intelligence + Investigation (without adding activation successes) against the roll used to create the deceptive effect. The effects of this power do not stack with other bonuses granted by Manifestations
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