Evoke The Ancient Clay

 

Whisper

Cost: 1 mote

Duration: One scene

Type: Simple

Minimum Valor: 1

Minimum Essence: 1

Prerequisite Charms: None

This Charm allows a ghost’s whispered voice to be heard in the portion of the living world that corresponds to his location in the Underworld. The ghost must literally whisper as he uses this ability — if he speaks at normal volume, those near him in the lands of the dead hear him normally, but those in the living world do not. The ghost’s whispers can be heard clearly within one yard of his location. A successful Perception + Awareness roll must be made for those within 10 yards to hear the whispers, and an additional success must be achieved for every 10 yards distance for anyone further away.

 

Marsh Light

Cost: 1 mote

Duration: One scene

Type: Simple

Minimum Valor: 1

Minimum Essence: 1

Prerequisite Charms: Whisper

Marsh Light allows a ghost to create a light or a small group of lights in the living world in the spot corresponding to her current location in the Underworld. The light or lights must form simple shapes and can only move with the ghost.

The lights often pique the curiosity of the living. Players of living creatures who see the lights and aren’t actively engaged in something they consider to be important (combat, critical craftwork, healing a friend, etc.) must make a successful Conviction roll for their characters, or they spend a turn considering the lights. Living creatures or spirits with an Essence higher than the ghost’s are immune to this effect.

 

Sweet Winsome Light

Cost: 4 motes

Duration: One minute per success

Type: Simple

Minimum Valor: 2

Minimum Essence: 2

Prerequisite Charms: Marsh Light

Sweet Winsome Light creates a beautiful bobbing light that attracts all who see it. Ghosts use this Arcanos to lure their prey — or their enemies — to their doom. The light dances in the wind, eternally just five or ten yards out of reach, and it appears to be a traveler’s torch or a glowing talisman. The Sweet Winsome Light can be created within 20 yards of the ghost’s current location or (for an additional mote of Essence) at the spot in Creation corresponding to the ghost’s current location in the Underworld.

To create the light, the ghost’s player rolls Charisma + Occult, and it lasts for one minute per success. The light attracts all who see it. Animals that notice it automatically move toward it (though they don’t charge with all their will — their handlers or riders may resist the Arcanos with standard Ride feats if they can keep their own heads about them). Living beings (even Exalted) resist the Sweet Winsome Light with a Conviction roll. For each turn that the light is visible, the target’s player must get at least one success on the Conviction roll, or the target moves toward it at his best possible speed. A spent point of Willpower negates the effect of the Sweet Winsome Light for a full minute.

 

Tinker’s Body

Cost: 4 motes

Duration: One scene

Type: Simple

Minimum Valor: 2

Minimum Essence: 2

Prerequisite Charms: Marsh Light

A ghost using Tinker’s Body can assemble a patchwork body for himself in the living world out of nearby scraps, trash and trinkets. The ghost remains intangible but is able to motivate the collection of objects and feel through the Tinker’s Body as though it was his own flesh and blood — at least to some extent. The ghost cannot speak through the Tinker’s Body, though he can clap, stomp and make similar gross-motor sorts of sounds. The ghost loses two dice from all Social dice pools while “wearing” the Tinker’s Body — a penalty that may be reduced if the ghost’s player succeeds in an appropriate Craft roll for his character to fabricate a suitably expressive face. The ghost’s Mental Attributes are unchanged in the Tinker’s Body, while his Physical Attributes depend on the composition of the body.

The Tinker’s Body gets one dot in each of the three Physical Attributes, and the ghost gets an additional four dots to be split between the Physical Attributes based on the objects out of which he constructs the Tinker’s Body — a Tinker’s Body made of twine and straw may have a Dexterity of ••••• and Strength and Stamina of • each, while one made of loose brick and stone may have a Dexterity of • and Strength and Stamina of ••• each. The Tinker’s Body is only a shell; it has four health levels (-0/-1/-2/-4). Wound penalties represent bits of the body being knocked off or otherwise destroyed, rather than pain and shock.

 

Sleeper’s Caul

Cost: 3 motes

Duration: One scene

Type: Simple

Minimum Valor: 2

Minimum Essence: 2

Prerequisite Charms: Marsh Light

Sleeper’s Caul enables a ghost to make a static solid body in the land of the living. This body is not truly the ghost’s own body; it is a shell, and even if it is destroyed, the ghost remains unharmed. The Sleeper’s Caul has a Strength and Dexterity of 0; it cannot move. Its Stamina is equal to the ghost’s Stamina. The Sleeper’s Caul can hear, speak and see (even blink and move its eyes). The ghost has a sense of touch, even if it cannot move, so it does feel pain.

The Sleeper’s Caul has three health levels (no wound penalties apply, since the body can never perform actions).

 

Embody

Cost: 5 motes

Duration: One scene

Type: Simple

Minimum Valor: 2

Minimum Essence: 3

Prerequisite Charms: Sleeper’s Caul

Embody allows a ghost who is disembodied in the material world to create himself a temporary body out of Essence. This body takes the ghost’s likeness (which may not be exactly the same as his appearance in life!). The meat-body that the ghost pulls together with Embody is not a fully functional body by comparison to the ghost’s normal abilities in the Underworld, a shadowland or during Calibration. The ghost has its normal Intelligence, Wits and Social Attributes while in this temporary body, but as an improvised bag of flesh, its other Attributes are all reduced by two dots (to minimum of •). The meat-body has four health levels (-0/-1/-2/-4), and the ghost really does feel the pain of any wounds it takes — and it is obviously not well suited for combat.

 

Manifest The Dark Steed

Cost: 3 motes

Duration: One scene

Type: Simple

Minimum Conviction: 2

Minimum Essence: 2

Prerequisite Charms: Embody

This Arcanos allows a ghost to bring a single ghost animal into a manifest form when he manifests. He must be touching the animal to do so. The animal retains all of its Attributes, Abilities, soak and health levels. Other animals of its species will recognize it to be strange and shy away from it. The ghost animal returns to incorporeal ghost form at the end of the scene — or sooner than that, if the ghost using this Arcanos ends his manifestation before the end of the scene.

 

Birth The Warrior Form

Cost: 20 motes, 1 Willpower

Duration: Five minutes per success

Type: Simple

Minimum Valor: 4

Minimum Essence: 3

Prerequisite Charms: Embody

Birth the Warrior Form allows the ghost to use his Essence and Willpower to create a body that is prepared for combat — the ghost also creates temporary armor and weapons that manifest in the living world. The player should roll Valor + Occult to create the body, and for each success, the Warrior Form lasts for five minutes. This body takes the ghost’s likeness and has his full Attributes. The Warrior Form also has the ghost’s full health levels. Additionally, the ghost may fabricate any single nonmagical weapon and single nonmagical set of armor, each of whose Resources cost is less than or equal to his Essence. For instance, if the ghost’s Essence is 3, he may create a great sword and a chain hauberk, but not plate-and-chain. The ghost may dissolve the Warrior Form at any time before the end of the Charm’s rolled duration, in which case, the Warrior Form is considered to have ended. When the Charm ends, the armor and weapon created by it dissolve along with the Warrior Form.

 

Birth The Perfected Master

Cost: 20 motes, 1 Willpower

Duration: Five minutes per success

Type: Simple

Minimum Valor: 2

Minimum Essence: 3

Prerequisite Charms: Embody

Ghosts exist outside of the formal strictures of Creation. The body that a ghost creates for himself does not have to match the characteristics of his dead flesh, if he knows Birth the Perfected Master. Birth the Perfected Master creates a meat-body like Embody, except that it has the ghost’s full Ability scores. The flesh that Birth the Perfected Master creates reflects the ghost’s idealized self-image. The ghost may split six dots among the following Attributes: Strength, Dexterity, Stamina and Appearance.

This body is created stark naked, and it lasts for five minutes for each success that the player achieves on a Valor + Occult roll.

 

Unending Rebirth

Cost: 8 motes, 1 Willpower

Duration: One turn per success

Type: Simple

Minimum Valor: 4

Minimum Essence: 4

Prerequisite Charms: Birth the Warrior Form, Birth the Perfected Master

The ghost experiences his first birth in Creation, and his second birth comes when he enters the Underworld as one of the Restless Dead. This Arcanos allows the ghost to flicker back and forth between living and ghostly forms.

Use of this Charm does not permit a ghost to take on a flesh form — in order to do that, he must use Materialize, Weighted With the Anchor of Flesh or one of the other Arcanoi in this tree. However, once manifest in a physical form, Unending Rebirth allows him to switch from immaterial to physical and back.

The ghost can only activate this Charm once he is manifested, and it requires a Wits + Occult roll. If that roll succeeds, he may change back and forth from manifest to immaterial as he wishes until the duration of Unending Rebirth (or his manifestation Charm) expires. Each switch from flesh to ghost or back requires 1 mote of Essence and is a simple action. A “switch” of this nature does not terminate a manifestation Arcanos.

For Example: The long-dead Master Cotep, manifest to visit his namesake in a village in the South, finds himself surrounded by angry villagers. He is already manifest in Creation. Cotep spends 8 motes and 1 Willpower (and his player rolls Wits + Occult) to activate Unending Rebirth, and he becomes immaterial. He runs through the wall of his namesake’s hut and past his foes. The next turn, he spends another mote to rematerialize and fight on his own terms. A few turns later, things are going badly, so he spends another mote to dematerialize and run for safety.

 

Conjure The Defeated Vessel

Cost: 5 motes

Duration: One hour per success

Type: Simple

Minimum Conviction: 3

Minimum Essence: 3

Prerequisite Charms: Pole the Black Depths, Tinker’s Body

Conjure the Defeated Vessel allows a ghost to bring a single ship, regardless of size, from the Underworld into Creation. Ordinarily, a ship crossing into Creation from a shadowland becomes intangible, just as ghosts do. Conjure the Defeated Vessel is used once the ship has entered the physical realm, and it makes the boat fully physical. The ghost’s player must roll Intelligence + Sail, and the boat remains fully physical for one hour per success. The ghost may spend additional Essence and his player reroll the Charm’s duration at any time — the duration of Conjure the Defeated Vessel is measured from that point onward and uses the new roll (in other words, if the Arcanos still has three hours duration left to it and the ghost spends 5 motes of Essence and his player rerolls, getting four successes, the boat will stay physical for another four hours, not seven). Essence spent activating this Charm is committed until the effect’s duration expires, so ghosts will be drained of Essence if they attempt to maintain it overlong.

The ship’s Traits are all just as they would be in the Underworld (in other words, the same as any other boat of the same type and materials in Creation). It is considered to be intact (despite any appearances to the contrary) and has all its health levels (unless it suffers from unrepaired damage from the Underworld, in which case, it retains that damage). Once so manifested, the boat remains physical until its pilot or the ghost using this Arcanos becomes incorporeal again. The boat is blasted to ash and dust by direct sunlight (though if it stays in caves, travels only when it’s overcast or is shrouded by fog, it can survive until the Charm’s duration expires).

 

Sunken Admiral Technique

Cost: 8 motes per boat, 2 Willpower

Duration: One hour per success

Type: Simple

Minimum Conviction: 4

Minimum Essence: 4

Prerequisite Charms: Conjure the Defeated Vessel

While Conjure the Defeated Vessel enables a boat’s pilot to make that single vessel manifest in Creation, Sunken Admiral Technique lets a lone ghost pull every boat within sight into Creation — within the limitations of his Essence. The ghost’s player rolls Manipulation + Sail, and the ghost spends his Essence. For every success, the fleet can remain in Creation for one hour. As with Conjure the Defeated Vessel, each boat retains its full Traits in Creation. Its weapons work normally, and its hull is considered to be whole even if it has massive ancient rents in its side.

 

Unconscious Speech

Cost: 1 mote

Duration: One turn

Type: Simple

Minimum Conviction: 2

Minimum Essence: 1

Prerequisite Charms: None

This simple art allows an incorporeal ghost in the material world to sneak words out through the mouth of a living person. The ghost must “touch” the target and spends a mote of Essence, and his player rolls the ghost’s Dexterity + Expression. If he succeeds, the target involuntarily says what the ghost intended him to say — one word for every success achieved. The target does not immediately realize that she is speaking at all, but she can figure it out by her player succeeding at an Intelligence + Occult roll after someone around the character points out that she said words she doesn’t remember speaking. A conscious target who is aware that a ghost is manipulating her can resist such manipulation for the scene by spending a Willpower. If the target wishes to allow the ghost to speak through her, the ghost must spend 1 mote of Essence per sentence but no roll needs to be made.

 

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