Page 128 - Chronicles of Darkness
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•  Ghosts regain a point of Essence whenever someone   and regain up to 1 Willpower point per scene by fulfilling
               remembers the living person they once were. Visiting   their Virtue. All ghosts have the same Fate, “Forgotten,”
               their grave, simply sitting and remembering them, or   which comes into play when a ghost risks losing an anchor
               recognizing their Manifested form as the person they   and sliding closer to imprisonment in the Underworld. Even
               used to be all qualify.                       powerful ghosts that are summoned back to the material
                                                             world retain this Fate, as the conditions of their summoning
             •  Spirits may attempt to gorge themselves on a source of   are all that’s keeping them from the Great Below.
               appropriate Essence. Once per day, when in proxim-  Alone among ephemeral beings, ghosts also possess
               ity (even if it’s on the other side of the Gauntlet) to a   Integrity, set at the level they had before death. Their Integrity
               suitable Condition, a spirit can roll Power + Finesse,   scores don’t change, however, as ghosts do not suffer breaking
               regaining successes in Essence. If the spirit is still in   points. Their self-image is fixed, unless something happens to
               the Shadow, the dice pool is penalized according to   push them back to the level of cognizance and self-awareness
               Gauntlet strength.                            they had in life. If this should happen somehow, they can
                                                             suffer breaking points the same way living people can.
             •  Angels are mechanisms in the God-Machine, and like   Spirits don’t have an Integrity trait, a Virtue, or a Vice.
               any machine they are sustained by fuel. God-Machine   Instead, they regain 1 point of spent Willpower per 3 points
               cultists sacrificing precious resources (metaphorical or   of Essence they consume by gorging or stealing as described
               literal), animals, or even humans to the angel in its   above. They do, however, have Fates, which reflect the vio-
               presence allow it to regain the Resources value of the   lent struggle of spiritual existence. Keywords like “Bound,”
               item or animal, or the current Integrity of a human   “Consumed,” or “Starved” are all appropriate for spirit Fates.
               sacrifice, as Essence.
                                                               Angels lack  Integrity — they simply obey the God-
                                                             Machine in all things — and likewise don’t have Fates.
            Attributes and Skills                            They do have Virtues and Vices, though, built into them as

               Ephemeral beings don’t have the nine Attributes familiar   operating guidelines and preset responses. Angelic Virtues
            in material characters, but use a simplified set of the Power,   and Vices don’t have to be anything a human would de-
            Finesse, and Resistance categories mortal Attributes fall into.   scribe as virtuous or wicked. Examples include “Silent,”
            When creating an ephemeral being, look at the Rank chart   “Hidden,” “Obedient,” “Curious,” “Punctual,” “Wrathful,”
            earlier in this section to determine how many dots are avail-  and “Precise,” all as either Virtue or Vice depending on the
            able and what the trait maximum is. Ghosts usually use the   angel in question.
            average rating in each category from when they were alive   Other Traits
            — for example, a man with Strength 3, Intelligence 2, and
            Presence 2 would become a ghost with Power 2.      Because they have simplified traits, ephemeral entities cal-
               Power describes the raw ability of the entity to impose  culate derived traits a little differently from mortal characters.
            itself on other ephemeral beings and the world at large. It   Corpus: Ephemeral beings don’t have Health, but
            is used in all rolls that call for Strength, Intelligence, or  measure how intact their Twilight form is using Corpus.
            Presence.                                        Permanent Corpus is equal to Resistance + Size, and grants
               Finesse describes how deft the entity is at imposing its  Corpus boxes that act like Health boxes, filling when the
            desires with fine control. It is used for all rolls that call for  entity suffers injury. Corpus boxes don’t have wound penal-
            Dexterity, Wits, or Manipulation.                ties associated with them.
               Resistance describes how well the entity can avoid imposi-  Willpower:  Entities have  Willpower dots equal to
            tion from its peers, and how easily it is damaged. It is used  Resistance + Finesse, with a maximum of 10 dots for entities
            for all rolls that call for Stamina, Resolve, or Composure.  with the Ranks presented in this book. In addition to the
               Ephemeral beings don’t possess skills, but don’t suffer  Willpower-gaining methods described above, all ephemeral
            unskilled penalties as long as the action they’re attempting  beings regain 1 spent Willpower per day.
            is appropriate to their former self, nature, or mission. They   Initiative: Initiative is equal to Finesse + Resistance.
            roll the appropriate Attribute + Rank for actions relating   Defense: Defense is equal to Power or Finesse, whichever
            directly to their concept, or Attribute + Attribute for actions  is lower, except for Rank 1 spirits which use the higher of the
            like surprise and perception.                    two Attributes. The more an entity is driven by raw instinct,
            Advantages                                       the more animal defense it displays in combat.
                                                               Speed: Speed is equal to Power + Finesse + a species factor.
               Ephemeral beings differ in how they treat Integrity,   Spirits of inanimate objects usually have a species factor of 0.
            Virtues, and Vices. If using the Fate optional rule (see p.   Size: Ephemeral beings can be of any size. Ghosts are
            177), they also handle that differently.         usually Size 5, while spirits often use Rank as Size, growing
               Ghosts retain their Virtue and Vice from life, but they   larger as they become more powerful. Angels designed to
            are reversed in effect — ghosts regain all spent Willpower by   blend in are sized as humans or animals, but some angelic
            fulfilling their Vice, but can only do so once per chapter,   entities are very large, up to Size 10 or higher.

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                                                                                           Game Systems
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