Difference between revisions of "Ephemerals"

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(Twilight Example/Explanation)
(Familiar)
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'''First''': Is it Twilight or Embodied? Apostles and Shamans get Twilight, Hedgewitches get Embodied. See ''Second Sight'', p. 109.
 
'''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.)
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'''Rank''': Familiars are Rank 2. 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.
 
'''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.
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'''Attributes''': Familiars start with 1/1/1 for their Power/Finesse/Resistance. Distribute an additional 3/3/2 between attributes as you see fit. '''Note:''' Embodied familiars will ALSO use Power/Finesse/Resistance.
  
 
'''Influence''': 2 dots in one influence type. See ''GMC'' p. 222
 
'''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.
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'''Manifestation''': Twilight familiars start with the Twilight Form Manifestation and choose 2 more (Consider: Reaching, Gauntlet Breach, Image, Materialize, or Unfetter). Embodied familiars start Twilight Form Manifestation and the "Embodied" manifestation (they cannot un-manifest, unless their corpus is destroyed), and choose 1 additional (Consider: Reaching, Gauntlet Breach, or Unfetter). Consider taking: 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.
 
'''Bans''': These are compulsions that an ephemeral must do or not do. Your familiar needs one ban. See ''GMC'' p. 221 for full rules.
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:Name: Name your spirit. Spirit always have names, and they're usually based on their influence/type. Ex: Fire that burns bright.  
 
:Name: Name your spirit. Spirit always have names, and they're usually based on their influence/type. Ex: Fire that burns bright.  
  
:Rank: 1
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:Rank: 2
 
:Total Essence: 10
 
:Total Essence: 10
:Attributes: 3/3/2 arranged between Power/Finesse/Resistance  
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:Attributes: Power: 4, Finesse: 4, Resistance: 3
 
:Influence: Fire: 2
 
:Influence: Fire: 2
:Manifestations: Twilight Form; Materialize ''or'' Twilight Form; Embodied
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:Manifestations: Twilight Form, Materialize, Image; ''or'' Twilight Form, Embodied, Gauntlet Breach
 
:Ban: Cannot enter a room with running water
 
:Ban: Cannot enter a room with running water
 
:Bane: Water
 
:Bane: Water

Revision as of 02:16, 22 August 2017

Ephemeral Allies

Ephemeral 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 Ally

Ghost 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.

  • Rank 1: Bans are easily triggered, but don't endanger the entity. Ex: Cannot cross running water, must stop to collect dropped pennies, will not enter a room with blue walls.
  • Rank 2: Bans are more obscure, but have a greater effect. Ex: Must flee the sound of a silver bell ringing, must dematerialized when a flash bulb goes off, loses all willpower if it does not murder in a month.

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.

  • Rank 1: Common substances, and what one normally thinks of for warding off spirits. For a ghost, these are generally religious/occult symbols. Ex: Salt, pure iron.
  • Rank 2: Harder to obtain, but still natural and either following popular lore, or logical. Ex: Holy water for ghosts, a burning wooden torch for a nature spirit, a pewter dagger for a greed spirit.

Numen: Ghosts get one, though can buy more with additional points. See GMC p. 228

Ghost Ally Note

Please make your Ghost Ally note look like this:

Name:
Vice/Virtue:
Rank:
Total Essence:
Attributes:
Influence:
Manifestations:
Ban:
Bane:
Numen:
Story:
Description:
Example/Explanation
Name: Name of your Ghost
Vice/Virtue: Wrath/Charity
Rank: 1 or 2
Total Essence: 10 or 15
Attributes: 7 divided between Power, Finesse, Resistance. Extra dots can be bought, per write up.
Influence: Anchor: 1 or 2 (equal to rank)
Manifestations: Twilight Form + 1 or 2 (depending on rank)
Ban: Cannot cross running water
Bane: Salt
Numen: Pathfinder
Story: This is how you came to have a ghost ally.
Description: Ghosts should be mostly human looking. Keep this brief.

Familiar

This 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 2. 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 start with 1/1/1 for their Power/Finesse/Resistance. Distribute an additional 3/3/2 between attributes as you see fit. Note: Embodied familiars will ALSO use Power/Finesse/Resistance.

Influence: 2 dots in one influence type. See GMC p. 222

Manifestation: Twilight familiars start with the Twilight Form Manifestation and choose 2 more (Consider: Reaching, Gauntlet Breach, Image, Materialize, or Unfetter). Embodied familiars start Twilight Form Manifestation and the "Embodied" manifestation (they cannot un-manifest, unless their corpus is destroyed), and choose 1 additional (Consider: Reaching, Gauntlet Breach, or Unfetter). Consider taking: 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.

  • Rank 1: Bans are easily triggered, but don't endanger the entity. Ex: Cannot cross running water, must stop to collect dropped pennies, will not enter a room with blue walls.

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.

  • Rank 1: Common substances, and what one normally thinks of for warding off spirits. For spirits, these are something contrary to the spirit's nature. Ex: A nature spirit is damaged by fumes from man-made waste, a fire spirit is damaged by water.

Numen: Embodied familiars get Innocuous (-2 to be noticed), plus one. Twilight familiars get one. See GMC p. 228

Familiar Note

Please make your Familiar note look like this:

Name:
Rank:
Total Essence:
Attributes:
Influence:
Manifestations:
Ban:
Bane:
Numen:
Story:
Description:
Familiar Example/Explanation
Name: Name your spirit. Spirit always have names, and they're usually based on their influence/type. Ex: Fire that burns bright.
Rank: 2
Total Essence: 10
Attributes: Power: 4, Finesse: 4, Resistance: 3
Influence: Fire: 2
Manifestations: Twilight Form, Materialize, Image; or Twilight Form, Embodied, Gauntlet Breach
Ban: Cannot enter a room with running water
Bane: Water
Numen: Firestarter
Story: This is how you came to have a familiar.
Description: Spirits can look quite strange, so take some time here. Embodied familiars will appear as mundane animals, though slightly strange, like odd-colored eyes.

Numina

At present, Fate's Harvest is only using the Numina found in the GMC book, starting p. 228.

Blast

Ephemerals 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 Mission

This 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).

Rapture

Rapture is not in use.