Page 138 - Chronicles of Darkness
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Tolerance. If the entity succeeds, the victim suffers the Insane
Tilt (p. 285) for the rest of the Scene. HOST JUMP
DRAIN The entity may leap from host to host when using the
Possess or Claim Manifestations. The current host must touch
The entity can steal Essence or Willpower (chosen at acti- the intended host while the entity spends 3 Essence, and the
vation) from a material being. The activation roll is contested new host must be under any prerequisite Conditions. If both
by Stamina + Resolve + Supernatural Tolerance. Whichever prerequisites are met, the entity immediately transfers the
character — entity or target — gains the most successes receives Possessed or Claimed Condition to the new host, although
points of Willpower or Essence equal to successes, while the Claimed must begin the process of Claiming again. The en-
other party loses the same number. tity does not need to re-spend Essence on the Manifestation
Effect when jumping hosts with this Numen. Living Claim
EMOTIONAL AURA victims vacated with the use of this Numen still suffer the
aftereffects listed under the Claimed Condition.
The entity sends out a wave of powerful — and distract-
ing — emotion. This Numen costs 1 Essence, and lasts for a IMPLANT MISSION
scene, or until the entity uses another Numina. The activation
roll is made once, but anyone coming within five yards of This Numen grants a mortal a vision of a task the entity
the entity must make a Resolve + Composure + Supernatural wishes him to accomplish, and a magical determination to
Tolerance roll. If the activation roll had more successes, the see it through. The entity pays 2 Essence and rolls Power
victim suffers a -2 dice penalty to all actions as long as the aura + Finesse. On a success, the subject receives a short vision
remains. If the victim gains more successes, he is immune to of whatever the entity wishes him to do, and is under the
the aura unless the entity uses the Numen again. Obsessed Condition regarding carrying that mission out.
ESSENCE THIEF INNOCUOUS
The entity may steal Essence from and consume ephem- This Numen does not require a roll to activate and has no
eral beings other than its own type — for example, spirits with cost. The entity is very good at being overlooked. Perception
this Numen may consume ghosts and angels. The Numen rolls to notice the entity are penalized by two dice.
costs 1 Essence to activate.
LEFT-HANDED SPANNER
FATE SENSE
The entity disables a device, paying 1 Essence and touching
If using the Fate optional rule, the entity may taste the the object if Manifest, or moving its Twilight form to superim-
Fate of a mortal being. The Numen costs 1 Essence, and is pose over it if not. The device must be a human-manufactured
contested by Resolve + Supernatural Tolerance. Characters object with at least three moving parts. If the activation roll
with the Destiny Merit may not contest this Numen. If the succeeds, the device malfunctions for the number of successes
entity succeeds, it knows the subject’s Fate and can discern in turns. Using this Numen in combat requires the entity to
the presence of the Destiny Merit and its rating. Grapple and gain control of the object, so it can’t be used this
way in Twilight unless the target is as well.
FIRESTARTER
MORTAL MASK
The entity causes flammable materials to combust. This
Numen costs 1 Essence, and causes a small fire to break out This Numen disguises a Materialized entity as a hu-
per activation success within the entity’s Power in yards. man, and can be used at the same time as the Materialize
Manifestation Effect. Using the Numen costs 1 Essence, and
HALLUCINATION the human seeming lasts for activation successes in hours.
The human “costume” is flawed — witnesses may make a Wits
+ Composure roll penalized by the entity’s Finesse to realize
The entity may create an illusion experienced by a single
target; anything from a sight or sound to an imaginary person that something is wrong. Characters able to sense the entity
that holds a conversation. The Numen costs 1 Essence and is in Twilight do not suffer the penalty.
contested by the victim’s Wits + Composure + Supernatural
Tolerance. Each success over the contesting roll alters one
of the victim’s senses.
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Game Systems

