Page 138 - Chronicles of Darkness
P. 138

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
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