Page 136 - Chronicles of Darkness
P. 136
the host’s physical skills at a -3 penalty, and use their
social and mental skills at a -4 penalty. These penalties
are all reduced by one die per day that the entity has
been Fettered to the host. Most possessing entities
Fetter themselves to their intended hosts, and use
the Possess Manifestation Effect to take full control
only in emergencies.
To possess a host, the entity must remain in
Twilight, superimposed over the host. This means
that if the host touches the entity’s bane, or is injured
by a weapon made of the bane, the entity will suffer
wounds to its Corpus.
Causing the Condition: This Condition is cre-
ated by an entity using the Possess Manifestation
Effect. The object or victim must be under the Open
Condition, tagged to the entity.
Ending the Condition: The possession lasts for
a single scene, unless the entity abandons it early
or the host is killed or destroyed. Abjurations, exor-
cisms, and forced contact with banes and bans can
all motivate an entity to release a host.
REACHING
Description: The spirit has opened a conduit
through the Gauntlet, allowing it to use Influences
and Numina to affect the other side. Numina with
after their name can be used with this Condition.
Characters capable of perceiving spirits in Twilight
can sense the conduit’s presence with a successful
Wits + Composure roll.
Causing the Condition: This Condition is the
result of the Reaching Manifestation Effect, and lasts
for one Scene.
Ending the Condition: At the end of the scene,
the Condition fades. Mortals may attempt an abjura-
tion with a three-die penalty to close the conduit and
end the Condition early.
RESONANT
Description: The subject of this Condition is
within the sphere of influence of a spirit.
Causing the Condition: This Condition is com-
mon and occurs naturally; if an object, phenomenon,
person, or place matches the spirit’s purview in
some way, it has this Condition. Anything match-
ing the description of one of a spirit’s Influences
counts as having this Condition tagged to the spirit.
Summoning rituals intended to entice a particular
spirit to a location work by instilling the qualities that
result in this Condition. Finally, a high-Rank spirit
can use a Create Influence to cause the prerequisites
for the Condition itself.
Ending the Condition: The Condition ends if the
phenomenon creating it ends. A forest stops being
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Game Systems

