Ephemerals
ContentsEphemeral AlliesEphemeral allies are available in this game via the Ghost Ally merit, and the Familiar merit. The former is available to all templates, while the latter may only be taken by certain Thaumaturge traditions. Ghost AllyGhost Ally is modified slightly from the book version to fit into the GMC Ephemeral mechanics. Below are some of the changes, follow by a write up form. First: Decide on how many dots to spend on your ghost, then follow the guidelines on Second Sight, p. 65. Rank: This is an Ephemerals overall power level. This is calculated by the number of attribute dots. If the ghost has 8 or below, they are Rank 1. 9 or above, rank 2. Rank is generally used any time a roll calls for Supernatural Advantage. (Eg, resisting a power being used on the ephemeral.) Essence: At rank 1, an ephemeral has 10 essence. At rank 2, 15 essence. Ghost allies do not bleed essence, unless they leave the presence of the PC. For full rules on essence, see GMC p. 219. Attributes: Per the write-up. Influence: One dot per rank. For a Ghost Ally, it always Influence: Anchor. See GMC p. 222 Manifestation: All Ephemerals start with the Twilight Form manifestation. They receive 1 additional manifestation per rank. These are found on GMC p. 224. Ghosts are automatically anchored to the character, and additional anchors may be bought per the write up. Bans: These are compulsions that an ephemeral must do or not do. Your ghost needs one ban. See GMC p. 221 for full rules.
Banes: These are materials that damage an ephemeral's corpus. Banes are solid and hurt an ephemeral (and deal aggravated damage) even if the ephemeral is in Twilight. Your ghost needs one bane. See GMC p. 221 for full rules.
Numen: Ghosts get one, though can buy more with additional points. See GMC p. 228 Ghost Ally NotePlease make your Ghost Ally note look like this:
Example/Explanation
FamiliarThis merit is available to Thaumaturges, and mostly follows the book, with some modifications to incorporate GMC rules. First: Is it Twilight or Embodied? Apostles and Shamans get Twilight, Hedgewitches get Embodied. See Second Sight, p. 109. Rank: Familiars are Rank 1. This is an Ephemerals overall power level. Rank is generally used any time a roll calls for Supernatural Advantage. (Eg, resisting a power being used on the ephemeral.) Essence: 10 essence. For full rules on essence, see GMC p. 219. Attributes: Familiars get 3/3/2 to arrange through Power/Finesse/Resistance. Note: Embodied familiars will ALSO use Power/Finesse/Resistance. Influence: 2 dots in one influence type. See GMC p. 222 Manifestation: All Ephemerals start with the Twilight Form manifestation. Twilight familiars choose 1, Embodied familiars will automatically have the "Embodied" manifestation (they cannot un-manifest, unless their corpus is destroyed). These are found on GMC p. 224. familiars are considered to be tethered to the character. Bans: These are compulsions that an ephemeral must do or not do. Your familiar needs one ban. See GMC p. 221 for full rules.
Banes: These are materials that damage an ephemeral's corpus. Banes are solid and hurt an ephemeral (and deal aggravated damage) even if the ephemeral is in Twilight. Your familiar needs one bane. See GMC p. 221 for full rules.
Numen: Embodied familiars get Innocuous (-2 to be noticed), plus one. Twilight familiars get one. See GMC p. 228 Familiar NotePlease make your Familiar note look like this:
Familiar Example/Explanation
NuminaAt present, Fate's Harvest is only using the Numina found in the GMC book, starting p. 228. BlastEphemerals must be manifested to blast things in the physical work (or in Twilight to blast things in Twilight). Treat this as a firearms attack for calculating defense, armor, etc. Implant MissionThis numen is resisted by Resolve + Supernatural Tolerance. On failure, the target gains a temporary derangement called "Obsessed". While under this derangement, the becomes obsessed with a mission that is psychically and mystically implanted by the Ephemeral. For a number of days equal to the successes rolled, the character is will attempt to achieve this mission. They will not put themselves in obvious danger, or avoid commitments, but it is a constant distraction. While pursuing their mission, the characters gains 9-again (+roll/9) on all rolls. While doing anything besides that, the character is highly distracted, and loses 10-again (+roll/0). RaptureRapture is not in use. |