Difference between revisions of "LEMURES"
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Latest revision as of 22:57, 18 December 2022
While their limitations severely curtail the activities of most ghosts in the World, malicious ghosts who have allied themselves with the Titans gain access to additional powers that make them far more dangerous. When a ghost swears allegiance to a Titan, the ectoplasm that makes up her ghostly form is permeated with the chthonic energy of the Titans, and she becomes a spectre. A spectre has all the characteristics of a ghost, but also gains access to the following special powers.
Inspire Hallucination: This power allows the spectre to create illusions that are designed to frighten or manipulate the weak willed. Spend one of the spectre’s Divinity points per target to be affected, and then roll the spectre’s (Manipulation + Empathy + Divinity) in a contested roll against the victims’ (Willpower + Integrity + Divinity). Any witness whose roll generates fewer successes absolutely believes in the illusion the spectre seeks to create. Those victims whose rolls generate equal successes perceive the illusion but know it to be a mere phantasm. Those victims whose rolls generate more successes can’t even perceive the illusion at all.
Poltergeist’s Rage: This power augments a normal ghost’s ability to affect the World. By spending only one Divinity point, the spectre can affect the World with his full Strength for an entire scene.
Possess the Inanimate: This power allows a spectre to possess an inanimate object and control it totally. Roll the spectre’s (Manipulation + Craft + Divinity). The difficulty of the roll is determined by the Storyteller based on the size and complexity of the object or area to be controlled. A gun might require only a single success, while possessing a car might require three successes. Possessing a decrepit mansion might require six. While in possession of an inanimate object, the spectre can cause the object to perform any action that is normally possible for it, such as causing doors to open, putting a car into gear and driving it around, operating any kind of machinery unaided, et cetera. Activities beyond the normal scope of the item’s function, such as causing walls to bleed or repairing damage to the item, require an expenditure of one Divinity point per “spooky” activity. Activating Possess the Inanimate costs a number of Divinity points equal to half the difficulty of the roll, rounded up. This power lasts until the spectre voluntarily abandons its host or is driven out by some means, whether supernatural power or cunning trickery.
Possess the Living: With this power, a spectre can possess the body of an animal or a mortal. The spectre must roll her (Manipulation + Presence + Divinity), contested against the target’s (Willpower + Integrity). If the spectre gets more successes than the victim, her spirit enters the body of the possessed creature and takes control of it. This power automatically fails against any creature with a Divinity rating. Activating Possess the Living costs a number of Divinity points equal to the Integrity of the target. This power lasts until the spectre voluntarily abandons its hosts or is driven out by some means, whether supernatural power or cunning trickery. Finally, a spectre in possession of a host can spend Divinity points to create “spooky” effects at a cost of one Legend per effect. Examples include causing the host’s head to twist around 180 degrees (with no harm to the host), levitation, glowing eyes, et cetera. These effects do not directly harm the host unless the spectre so wishes. Any harm inflicted is automatically healed if the spectre is expelled before killing the host. These effects can never be used offensively against another character.
Dark Virtues: Unlike ghosts, spectres do have Virtues, specifically Dark Virtues (see pp. 309-310).