Specialty Charms
Spirit · Werewolf
These Charms are commonly possessed by a wide variety of spirits.
• Armor: By spending two points of Essence, the spirit gains a soak pool equal to its Gnosis for the remainder of the scene.
• Blast: The spirit can attack from a distance — breath ing fire, unleashing ear-splitting sound, hurling shards of glass, or spitting razor-blades. The Storyteller spends a point of Essence and rolls the spirit’s Rage as a damage dice pool, dealing aggravated damage. The spirit does not need to roll to hit, and the attack cannot be dodged.
• Cleanse the Blight: The spirit can purge spiritual corruption in its vicinity. The Storyteller rolls the spirit’s Gnosis; the difficulty depends on the strength of the Blight. Most spirits can only use this Charm in an area that reflects their nature.
• Control Electrical Systems: The spirit exerts con trol over an electronic device. The Storyteller rolls the spirit’s Gnosis (difficulty 3–9 depending on the system’s
complexity). The spirit can shut the system down, control it as though it were standing at the controls, and even overload the system.
• Create Fires: The spirit can create fires. The Sto ryteller rolls the spirit’s Gnosis (difficulty 3 for a torch-sized flame, 6 for a bonfire, or 9 for an inferno). Without a source of fuel, the fire only burns for one turn.
• Create Wind: The spirit can create or quell winds. The Storyteller rolls the spirit’s Gnosis (difficulty 3 for a strong breeze, 6 for a storm, or 9 for a tornado).
• Illuminate: The spirit can light an area reaching to 20 yards (20 meters) from its body, or change the color of lights in the area. Doing so doesn’t normally require a roll.
• Flood: The spirit can raise the natural water level in an area. The spirit spends a point of Essence to flood an area. The size depends on the power of the spirit — a Jaggling using this Charm could flood several blocks or a small town, while a Gaffling could flood a building or a city block. Flooding a larger area could require the spirit to expend more Essence.
• Freeze: The spirit drastically lowers the temperature of its immediate area. Reduce the spirit’s Rage by one for the remainder of the scene. Everyone in the area suffers the spirit’s new Rage in dice of aggravated damage. Using this Charm may have additional effects, at the Storyteller’s discretion.
• Healing: The spirit can heal physical beings. The Storyteller rolls the spirit’s Gnosis (6 to heal lethal dam age, 8 for aggravated). The target heals a number of health levels equal to the spirit’s Gnosis. A spirit can only use this Charm once per scene per target.
• Open Moon Bridge: The spirit can open a moon bridge to a desired location. This charm can operate any where, and does not need a caern present. The moon bridge has a total potential distance of 1000 miles (1600 km).
• Peek: The spirit can look into the physical world from the Penumbra.
• Shapeshift: The spirit can look like anything it desires. This Charm only changes the spirit’s form, not its abilities or powers. The Storyteller must roll the spirit’s Willpower if it tries to appear as a specific being.
• Shatter Glass: The spirit can break all of the glass in the area. The Storyteller rolls the spirit’s Gnosis (dif ficulty 6).
• Short Out: The spirit can short out electrical systems, damaging the circuits. The Storyteller rolls the spirit’s Gnosis (difficulty 6).
• Swift Flight: The spirit can fly at three times the normal speed, up to 60 + (Willpower x3) yards or meters per turn.
• Tracking: The spirit can follow its prey unerringly, though it must spend a point of Essence to do so.
• Umbraquake: The Umbra shakes with such force that everyone standing is thrown to the ground. Everyone in the area suffers half the spirit’s Rage in dice of bashing damage.
• Updraft: The spirit can lift a man-sized creature into the air with a gust of wind. The Storyteller rolls the spirit’s Willpower (difficulty 6).
See also 1
Gifts
- Open Moon Bridge werewolf/power/gift/open-moon-bridge