Ways of Spirit

{Prerequisist Must have three other ways}

1. See Tellurian:
The Kindred, with concentration, can see spirits and ghosts nearby.

System: Willpower roll. Lasts one scene as long as the Elementalist concentrates.

2. Speak With Spirits:
The Elementalist can speak to nearby spirits for the duration of the scene. This in no way affects the spirits' response to the Elementalist.

System: Elementalist rolls Charisma+Linguistics Dif=6 or Spirit's Rage. Each success allows the elementalist to converse with one nearby spirit for one round

3. Demanding Trial:
The Elementalist can make a nearby spirit serve her will for one task.

System: The spirit and elementalist make an opposed willpower roll' if the spirit wins it is free to leave and the Elemetalist loses one temporary Willpower to feed either the spirit's Willpower, Rage or Gnosis.

4. Manifestation of Souls:
The elementalist can force a nearby soul/spirit of the dead to manifest physically and follow simple verbal commands. The souls/spirits can take any action they could in life.

System: Summoner rolls Charisma + Occult (Dif=7). Each success lends the spirit corporeal existence for a certain period of time.

1 success - 1 turn
2 successes - 5 turns
3 successes - 20 turns
4 successes - 1 Hour
5 successes - 1 night

The spirit/soul has the same Health Levels and stats as it possessed in life. It returns to the spirit realm when reduced to Incapacitated or when the duration ends.

5. Fetish Rite:
As Fetish, from spirit Thaumaturgy. Also see Werewolf and Book of The Wyrm for examples and Freak Legion for use of Fetishes for those without Gnosis. Spirit Thaum:
4• Fetishes
The vampire can force a spirit to inhabit an object, where it will become a permanent slave. She automatically loses one Humanity for doing this, if the spirit was not willing.

6. Rending:
The Elementalist, using a sharp object, can litterally rend the fabric of our reality, breaking a hole into the Tellurian.

System: The Elementalist must spend 1 Willpower and rolls Strength + Potence (Dif=Gauntlet -- but most Kindred do not understand the gauntlet very well), and then tears a hole in reality to the Umbra beyond using his sharp implement (claws work well, although ritual knives were more common and the occasional broadsword was used). The Elementalist then walks through next round. By spending additional willpower the Elementalist can keep the tear open for one additional person per point of WP spent. Returning from the Umbra is automatic for the Elementalist from the Near Umbra, but anyone in her company has to hold her hand or be stuck.





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