Page 134 - Chronicles of Darkness
P. 134

were once spirits may cross the Gauntlet at a Locus with a
                           ANCHOR                            successful Intelligence + Presence roll. Claimed that were
                                                             inanimate objects are fully animate, fusions of spiritual power,
                                                             metal, and plastic.
               Description: The subject of this Condition — usually a   Causing the Condition: This Condition is created by an
            location or object, though it can be a person in rare cases — is   entity using the Claim Manifestation Effect.
            within the sphere of influence of a ghost. Ghosts in or within   Ending the Condition: Claim is permanent in living
            Rank x3 yards of their Anchors do not suffer Essence bleed.  hosts unless the entity decides to detach itself, rolling its
               Causing the Condition: This Condition is immediately   original Power + Finesse penalized by its Rank in dice and
            created when a new ghost is formed, based on whatever   contested by the Claimed hybrid’s Resolve + Composure,
            subject anchors the ghost’s identity. Summoning rituals in-  including any dots gained from being Claimed. If the entity
            tended to release ghosts from the Underworld or call them   succeeds, the entity and host are separated. Former hosts
            from elsewhere temporarily create this Condition in their   are physically and mentally scarred — the physical appear-
            target. Finally, a high-Rank ghost can use a Create Influence   ance changes back at the same rate it mutated, and the extra
            to mark a target as an Anchor.                   Attribute dots fade at a rate of two per day. The Essence
               Ending the Condition: The easiest way to end an Anchor   trait and any supernatural powers the Claimed developed
            condition is to destroy the subject. Some ghosts cling to   immediately vanish. Former Claimed, however, retain the
            Anchors that represent unfinished business, in which case   Virtue and Vice of the entity that took them over.
            resolving those issues can remove the Condition. Abjuration   In nonliving hosts, Claim is only temporary – once the
            temporarily suppresses the Condition, as described on p. 140,   Claim has fully formed, the host loses one dot of a Physical
            forcing the ghost to retreat to another Anchor if it has one.   Attribute (or the equivalent for formerly-inanimate objects)
            Ghosts without Anchors bleed Essence until they fall into   per three days. When any of these Attributes reaches 0, the
            dormancy, at which point the Underworld Gate Condition   host disintegrates and the entity is released into Twilight.
            is created and the ghost is banished to the Great Below.

                           CLAIMED                                      CONTROLLED
                                                               Prerequisites: The intended subject of this Condition
               Description: A Claimed object, corpse, creature, or per-  must have the Open Condition, tagged to the entity attempt-
            son has been permanently possessed and merges with the   ing to cause it.
            entity involved. Unlike Possess, living Claimed aren’t put into   Description: The object, creature, or person covered by
            a fugue state, but remain mentally active while their soul and   an Open Condition has now been so conditioned that the
            the Claiming entity merge together over the course of several   entity may attempt to Claim it, permanently merging with it.
            days. During the period of fusion, the subject is under all   Causing the Condition: This Condition is the result of
            the effects of the Urged Condition, described above. Once   repeated use of the Possess Manifestation effect by the causing
            a day, starting with the moment the Claimed Condition is   entity. It must have succeeded in possessing the subject on a
            created, add one dot of the entity’s Attributes to the host’s,   number of separate occasions equal to the Willpower of either
            permanently raising them. Power may be assigned to Strength,   the entity or the subject, whichever is higher. If any Possessed
            Intelligence, or Presence, Finesse to Wits, Dexterity, or   Condition is removed before its duration ends, progress is
            Manipulation, and Resistance to Stamina, Composure, or   lost on building to the required number of possessions.
            Resolve. The host’s physical form begins to mutate, taking on   Ending the Condition: Successfully ending the Claimed
            an appearance influenced by the original host and the entity.   Condition against the entity’s will, by exorcism or by forc-
               Claimed corpses add points to Attributes as above, but   ing the Claimed subject into contact with the entity’s bane,
            start with all Mental and Social Attributes at 0. Inanimate   removes this Condition and reverts the subject to Open.
            objects use the statistics appropriate for their type (Adding
            Resistance to Structure and Durability, Power to Acceleration,
            and Finesse to Handling) instead of Physical Attributes, and   FETTERED
            also start the claiming process with all Mental and Social
            Attributes at 0. Corpses and inanimate hosts don’t spend   Prerequisites: The intended subject of this Condition
            the claiming period under the Urged Condition, having no  must have the Open Condition, tagged to the entity attempt-
            minds of their own to warp.                      ing to cause it.
               Claimed may use the entity’s Influences, but not their   Description: The entity has secured itself to an object
            Numina or Manifestation Effects. They may develop super-  or creature. As long as it remains Fettered, the entity is
            natural powers as Merits. From the moment the Claimed  safe from Essence Bleed. The entity remains in Twilight,
            Condition is laid, the entity is safe from Essence Bleed. The  and must stay within five yards of the Fetter. Most entities
            hybrid being that results has the entity’s Essence trait, Virtue,  Fettering themselves literally hide inside their Fetters if they
            Vice, Ban, and Bane, but is a material being. Claimed that  are small enough.


                                                                                                                 133
                                                                                           Game Systems
   129   130   131   132   133   134   135   136   137   138   139