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ucpap
Joined: Wed Apr 30, 2008 3:26 am Posts: 588 Location: Staten Island, NY
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 Mediumship
Hey all:
Just a note, that this isn't a total finished product, but almost done. Just wanted to post it for some scrutiny and constructive criticisms, and maybe an idea that I didn't consider. Ability below:
Mediumship Add one half-point to Speed Rating when initially selecting this Ability. All activities having to do with a ritualistic ceremony to attract or summon a friendly or neutral spirit (although failure or a Special Failure – a roll of 00 – could bring a hostile or malicious entity!) The spirit cannot be bound or forced to appear within a command circle or Pentacle by the use of Mediumship. The medium is likewise unable to force the spirit to leave, so be careful not to make it angry! The medium will, if the spirit entity so desires, contribute ectoplasm to the said spirit when it is in the presence of the Avatar. For every point of Mediumship Score involved in the process, which includes all members of the séance group, the spirit can draw 0.5 points of Partial Physical Manifestation (FW). If there is sufficient force present to allow the spirit to draw over 100 points of FW, it can then use the ectoplasm to create a Full Physical Manifestation (Health) with half the Partial Physical Manifestation value. For example, an Avatar with a Mediumship Score of 80 is joined in a séance group to bring the total Mediumship to 160. A spirit appearing could have a Partial Physical Manifestation (FW) of 80 of ectoplasm. However, if at a later time, others joined to bring the combined Score to 210, the spirit could have a Partial ectoplasmic Physical Manifestation (FW) of 105, or a Full Physical ectoplasmic Manifestation (Health) of 52. There is a corresponding (equal from all séance participants) loss in Health until the spirit dematerializes and the ectoplasm returns to the individuals involved. If the Health loss brings an Avatar below Health, then dazing or unconsciousness results until the ectoplasm returns. If unconsciousness lasts beyond a number of hours equal to Health, the Avatar will die! Otherwise, ectoplasm loss will be replaced as the normal rate of healing. Each five Ability points possessed above a Score of 100 adds one point of Activation Energy to the pool of points available to the Avatar. For example, a Score of 117 in this Ability adds 3 additional AEPs to the Avatar’s pool. Starting Equipment List: Magical. Only Mediumship, general equipment, and memory tablet selections can be chosen. See the Mediumship Ability Section for details.
MEDIUMSHIP ABILITY AND POWERS The function of these Powers of Mediumship is to attract, guide, or summon friendly or neutral spirits to the caster. In addition to those which call out to the spirit world, Powers of this Extraordinary Ability also allow for such things as information or abilities from the spirits, providing ectoplasm to the attracted spirit, as well as alerting and modestly protecting the medium from possible Harm. Since the Activations of Mediumship provide no means to bind or command spirits brought to the vicinity of the practitioner, it is usually well-advised that the caster be protected by some other extraordinary-engendered means from spirit-based attacks should a Special Failure occur – possibly drawing a hostile or antagonistic force. Mediumship Extraordinary Activations are divided into Séances, a ritualistic style dweomer that require either the Medium or a host of Mediums to perform, and General Powers of the Medium. To be able to use Mediumship Powers, the Avatar must record each known Power upon a Memory Tablet. Each Memory Tablet holds four Powers of any Grade. The Avatar must have a Memory Tablet to possess the Power. To not have a tablet is to not have the Power however, the tablet does not have to be on the Avatar’s person. More than one tablet may be possessed. A tablet gained, of course, provides the capacity to record new Powers or use Powers already inscribed on the tablet. Failure of an Ability check when using a Mediumship Power indicates the AEPs are expended to no effect. The player records the loss of the AEPs normally.
Time Required Séances require a minimum of one minute for votive preparation, and one minute minimum for the actual summoning ritual. The Lejend Master can determine how long the actual séance will take depending on the type of spirit summoned, and it’s willingness to appear. The amount of time required for activating a Power varies according to the complexity and power cost (in AEPs) required:
Grade Time Cost Power Cost I Very Minimal 1 second realtime Power cost 2 II Minimal 2 seconds realtime Power cost 3 III Low moderate 3 seconds realtime Power cost 4 IV Moderate 4 seconds realtime Power cost 5 V Good 5 seconds realtime Power cost 6 VI Very Good 7 seconds realtime Power cost 7 VII Strong 9 seconds realtime Power cost 8 VIII Very Strong 12 seconds realtime Power cost 9 IX Major 16 seconds realtime Power cost10 X Extreme 20 seconds realtime Power cost 12
Propitiation And Votive Summoning Materials Of The Medium Spirit boards Talking boards Ouija boards Spirit trumpets Spirits slates Séance tables Spirit cabinets Rope Candles Incense Bells Chimes Drums Crystals
(Need to add more to the above)
_________________ Bill Hicks - It's always funny until someone gets hurt. Then it's just hilarious.
Hunter S. Thompson - When the going gets weird, the weird turn pro.
http://brain-droppings.deviantart.com/
Last edited by ucpap on Tue Jul 15, 2008 4:18 pm, edited 2 times in total.
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| Tue Jul 15, 2008 4:12 pm |
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ucpap
Joined: Wed Apr 30, 2008 3:26 am Posts: 588 Location: Staten Island, NY
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 Re: Mediumship
Séances, Ritual and Votive Required
Ancestral Spirit: (Séance, Major) This Séance can be used to summon the spirit from, possibly even a ghost, of a deceased ancestor of the medium or such other person for whom the practitioner casts this activation. Casters need not specify a particular spirit if simply one of their ancestors is desired, and the Lejend Master should provide the details for a specific spirit or ghost, rolling randomly as needed. A medium who wishes, however, to retrieve the ancestral spirit of another person should know as much as possible about the desired spirit, such as its name, details of its former life, etc. (The LM will supervise and approve such “history.”) The table below is consulted for the calling up of another’s Ancestral Spirit, applying all applicable modifiers to any such attempt:
Caster’s Familiarity with Spirit Modifier No personal knowledge of subject +31 - +50 Slight familiarity with subject +10 - +30 Moderately familiar with subject 0 - +9 Very familiar/subject well-known -1 - -15 Performed in-depth study of subject -16 - -30 Knew subject when alive -31 - -50 Close friend of subject when living Only failure on a 00
Note that in all cases the spirit must be related to the medium or the one for whom the practitioner casts this Power. The spirit will remain in the area it is summoned for 30 seconds realtime per point of Mediumship collected for the séance. All ectoplasmic rules apply.
Calling Ritual: (Séance, Strong) This Supernatural Power of 3-15 minutes realtime performance is essentially a séance, used to summon a nearby spirit for the purposes of communication and information-gathering. The Non-Physical Manifestation can be a simple mundane spirit, or a more powerful spirit, creature, or being of Preternatural or even Supernatural sort (LM’s choice). The medium can attempt to coax the attendant spirit being into communicating with those present via devices such as the Oracular Board, or even through “channeling.” The latter method is potentially very dangerous, since there is no telling what type of spirit will come, and the medium can be Linked automatically should the spirit seek to take over the host body. A cooperative spirit will answer two important queries per five minute period realtime, 2-4 queries per 5 minute period realtime, if a Special Success on the calling was rolled.
Channel Vision: (Séance, Moderate) This Preternatural Séance is one which requires only 5 minutes realtime performance time to complete. This séance opens a channel between the medium and such other spirit as is present and thus identified by the practitioner at the time the séance is activated. The spirit, traveling in the Mundane, Ethereal, or otherwise, then conveys to the mind of the medium all that it sees and hears for 30 seconds realtime per point of Mediumship donated to the séance. Material Plane experience has a limited distance, one mile per point of Mediumship, but on other planes/spheres/dimensional matrixes there is no such constraint. There is some considerable danger, however. Should ill befall the spirit to whom the caster has a channel, the medium will experience that distress, and whatever Harm is suffered by the linked spirit will likewise be inflicted upon the practitioner. In addition, certain sights and sounds, particularly those of the Netherrealms and the Planes, Spheres, Dimensional Matrixes of Evil or Good could well unhinge the mind or damage the soul of the medium. If such places are determined as the destination for the spirit, the Lejend Master will judge the results, with a base of at least one roll against the appropriate Base Rating or Disaster Avoidance, Harm or loss to Base Ratings, for each and every new (first time) plane/sphere/dimensional matrix so experienced by the medium, and likewise for any horrific or beatific creatures or beings encountered thus.
Cleansing Spirit: (Séance, Minimal) The summoned spirit via this Preternatural Power is of a like ethos to the medium, and it will draw away all undesired material and Preternatural influences that are currently affecting the caster’s aura. This includes the negation of minor extraordinary-engendered effects. This effect will lasts for 30 seconds per point of Mediumship. It is also important to note that, should the spirit assisting the medium be driven off or expelled (since the spirit remains with the medium for the duration of the activity), the bonus of this Activation is instantly negated.
Contact Other Dimensional Matrix Ritual: (Séance, Extreme) This Supernatural Séance requires 5 minutes realtime to perform. Its Power allows mediums to extend their mental faculties to another sphere, plane, or dimensional matrix. The contact is actually a form of extended mental link that does not provide combat capability (as per Psychogenic Abilities q.v.). This extension is used primarily to communicate with other creatures or beings, randomly or specifically selected (rather as if one were seeking an interplanar “pen-pal”). The length of time the practitioner can maintain the link varies with the relative number of spheres/planes/dimensional matrixes the subject linked is removed from the activator, as shown below:
Number of Spheres, Planes, or Dimensional Matrixes Removed Duration of Link Different sphere/dimensional matrix 2-40 minutes realtime 1 plane/dimensional matrix 2-20 minutes realtime 2 planes/dimensional matrix or plane/sphere/dimensional matrix 2-10 minutes realtime 3 planes/spheres/dimensional matrixes 1-5 minutes realtime 4+ planes/spheres/dimensional matrixes 1-3 minutes realtime
Of course, the more distant the subject, the greater the possibility of discovering truly different, exotic, and unusual information. A cooperative spirit so contacted will answer two important queries per 5 minute period realtime, 2-4 per 5 minute period realtime if a Special Success is rolled. The veracity of answers is brought into question depending on the ethos of the practitioner and the spirit contacted and/or the plane/sphere/dimensional matrix of contact. Note that in the case of this Séance, failure and Special Failure mean only that an undesired location is contacted….
Deva: (Séance, Very Strong) The completion of this Séance takes 30 minutes realtime to complete. A Deva is a powerful Supernatural being from the Concordelysian Plane. All are either of Sun, Nature, or Trickster Ethos. When summoned by a medium, the Deva will usually provide any reasonable information the caster desires, but will not perform any other service unless such a task is also beneficial to the Deva’s ethical standards or interests. The abilities, attacks, and Powers of any form of Deva areas follows: Evil/Nether/Pandemonian-oriented creatures and beings must make a morale check or flee in panic to avoid looking at/confronting it. It can perform Thought Reading of surface thoughts of any creature or being within sight, unless such subjects are protected by a thought shield or mental shield. It can detect Non-Corporeal, Invisible, Secret, and/or Hidden creatures, beings or things. It can Bestow Power of usual (minor) sort upon one of like ethos. Powers according to the ethos of the Deva are as follows: Sun: Illumination equal to full sunlight in 70 foot diameter. Empyreal Energy which dispels all shadows for fourteen ABs and negates Entropical influences for seven ABCs. Nature: Evil-Weakening Mist in a 70-foot radius, the cloud draining 7 points of Health and Precision from each subject or Preternatural or Supernatural sort within its area. Trickster: Displacement of up to seven feet, regardless of how the opponent sees or perceives the Deva, mentally, physically, spiritually, or by some other extraordinary-enabled means. Spiritual Harpoon which enables the Deva to affix an opponent with lower Speed BR than itself to the spot on the ABC of its operation, and thereafter draw the subject closer by seven yards each successive ABC until within 1 yard of the Deva; initial Harm being 2-12 + 8-16 the bonus ignoring all but Supernatural armor protection, and a subsequent 2-6 Harm each ABC until within one yard, the subsequent Harm also ignoring all but Supernatural armor protection as well. Health: 77 Precision: 112 Speed: 12 (48 AEPs) Abilities at 112: Minstrelsy, Stealth, Weapons Abilities at 77: Chivalry, Hunt, Waylaying Abilities at 48: Theurgy (any Glory Order Power and corresponding Order Power – i.e., Sun, Nature, Trickster) and devotional object with 17 AEPs. Arms: Supernatural axe (Unhallowed Bane, +20 Precision, +12 [+35 vs. spirit] Harm), and a Supernatural, heavy, cutting sword (+25 precision and +17 harm). Armor: Supernatural, full, steel mail armor providing 18 points (90%) protection against all Harm. Invulnerabilities: The minion is immune to any and all fear, leeching of Base Rating points, and possession. Devas are from the Concordelysian Plane, Spheres, Dimensional Matrixes and called or summoned to service through Extraordinary-applications. Only lesser ones are called to the medium’s vicinity, of course, for the more potent have other responsibilities and duties. Beings of this nature are much more powerful than most Supernatural sorts in that the latter typically have attack forms which are not greatly effective against them.
Ghostwriting: (Séance, Low Moderate) Through this Preternatural Séance, a medium calls upon a deceased human’s spirit to give assistance. A writing instrument and surface must be on hand. The practitioner then goes into a trance state, holding the instrument above the surface to be written on. The attracted spirit then act. The material effect will be some form of message with desired information: a name, a map, a hint, a warning, or perhaps even some text relating to an Activation. This spirit will remain for 30 seconds per point of Mediumship, or until the message is complete, whichever occurs first.
Goodspirit: (Séance, Extreme) Performance of this séance requires 15 minutes realtime. This activation makes it possible for practitioners to call into their presence a benign and well-intentioned spirit of some sort. A Special Success means that such mediums have managed to locate a ghost or shade of one they knew, possibly well. A success will bring some unknown like spirit, or a benign spirit creature. The helpful spirit can be utilized with such other dweomers as require assistance, including Channel Vision, described hereafter. Such a spirit will possibly serve to provide a corporeal form with the needed ectoplasm donated. Note that a Special Failure brings a spirit of most malign sort with duplicitous and Evil intent, of course! Regardless of the spirit summoned, they will remain for a period of 30 seconds realtime as the total amount of Mediumship provided in the séance.
Haunting Menace: (Séance, Major) This Séance calls a neutral but malign-natured spirit from the Entropical Plane or Dimensional Matrix to negotiate with the medium. Such a creature is called an Apparition, and it is described more fully hereafter. It can remain on the Material Plane/Sphere/Dimensional Matrix for no longer a duration than 1 day realtime per 10 points of Mediumship of the Séance. It is confined to the indicated area of summoning of 10-foot radium per 10 points of Mediumship of the Séance while on the Material Plane/Sphere/Dimensional Matrix. The spirit is in no way committed to help the practitioner, but it will listen to an entreaty, and bargain with the medium. If an arrangement is reached with the spirit, it might agree to do anything from lurking in an area for a specified time and frightening away intruders to mentally tormenting a sleeping victim. Statistical data for an Apparition are given in the Beasts of Lejends™ book on page. 111.
Messenger Spirit: (Séance, Moderate) This Séance summons a Preternatural Spirit to the medium and allows the medium to give it a simple message to be delivered to another spirit, creature, or being found on the Mundane or Preternatural Planes/Spheres/Dimensional Matrixes. Note that the spirit to be brought thus must be specified by the medium, and the message to be delivered can not be longer than one word per point of Mediumship.
Muse Formula: (Séance, Very Minimal) This séance calls a minor Preternatural Spirit being to the medium’s presence to provide insight into a situation or event. The spirit will confer a bonus to perform one activity using the mind at a bonus of –5 to the dice roll for the Ability check for such activity. Although the mind is empowered thus, only Abilities that are based on various Base Ratings are considered; the list of Abilities follows hereafter. The check must be made in the same or immediately following ABC, however, for thereafter the energy is lost. The Power is transferable to another if the Enchanter touches an individual at the time of Activation. Abilities in which the mind is empowered are: Alchemia, Arcana, Commerce, Creativity, Evaluation, Learning, Panprobability, Planning, Pretense, Ranging, Scrutiny, Tricks, Urbane, Waterfaring, and Waylaying. Note that while the action has to be initiated in the following ABC, the activity itself can take a variable length of time. It is also important to note that, should the spirit assisting the medium be driven off or expelled (since the Muse remains with the medium for the duration of the activity), the bonus of this Activation is instantly negated.
Nature Essence: (Séance, Very Good) A Nature Essence is basically a type of mundane spirit that is neutral in temperament, and will faithfully provide some form of minor service or information according to its element and limited ability. Note that the spirit will not remain to serve beyond 30 seconds realtime per point of Mediumship gathered, nor will it be able to go beyong the distance of 10 feet per point of Mediumship gathered to perform its service. The Nature Spirit summoned will not engage in combat on behalf of the practitioner in any event, unless an Elementary (q.v.) is accidentally brought forth, and in that case it will attack the medium and any associates, not their foes. This type of spirit is relatively uncommon, for most Nature Spirits are usually uncooperative, if not downright hostile and belligerent. The medium should still observe caution, for spirits of this sort have little sense of responsibility, and often exhibit indifference and even impish deceitfulness towards those who call upon them. They do, however react favorably to music and those with pure intentions. Nature Essences conform to the four basic elements of air, fire, water, and earth. Mediums can choose to summon a particular type of nature essence, if they have some material or totem linked to a specific element. Otherwise, the type will be random. Note that while a Special Failure of this Power indicates that the medium has summoned a hostile Elementary, a Special Success may well bring forth one of the four great beings of this type: Pavana, Lord of Air; Kshiti, Lord of Stone; Agnl, Lord of Fire; or Varuna, Lord of Water. These greater spirits might not be pleased to be called up thus, but that depends on the circumstances. Time and distance for these Lords is not a factor, albeit they will be likely to stay only a little while.
Oracular Spirit: (Séance, Very Strong) The type of spirit attracted by this Séance is of the most powerful sort from the Celestial Plane. If properly appeased and assured of the benign and righteous nature of the medium, this intelligence might probe extremely helpful to the medium and any associates. Not only is the spirit able to explain influences and effects surrounding the medium and group, there is a 9d6% - that the medium will roll under on d% - chance that this Celestial being will reveal prophetic or oracular information relating to the caster and the plan of action that the medium is following or about to undertake. In any case, this intelligence will not remain with the medium for any reason for longer than a maximum of the Mediumship Score in 30 second realtime – i.e., around an hour realtime if there is an Oracular pronouncement to be made. For game purposes, assume that the Celestial spirit intelligence is a sort of Deva (q.v.). However, in no event is this force brought to the medium to serve as an aid in combat!
Phantom Hand: (Séance, Minimal) This Séance summons a weak Phantom Spirit to the medium’s presence. Being totally non-corporeal, the Phantom cannot do anything physical, but it can and will lend whatever illusory service it can to the practitioner. The spirit can take on any appearance it wishes – or is asked to by the medium – that which looks human or otherwise, as long as the form projected is no more or less than about twice or half human normal size. It can make itself appear exactly the same as the medium, or as one other person, although it will not mimic their actions perfectly, if at all. However, it can adjust its appearance as to appear to do things, fight, take Harm, etc. Note that, in full daylight, this spirit’s illusionary form will be semi-transparent. Its illusion will not register in the infrared or ultra-violet light spectrums. The spirit will be active in whatever state(s) chosen for a period of 30 seconds realtime per point of Mediumship. It cannot move past an area of 1 yard distance per point of Mediumship from which it was summoned.
Shade: (Séance, Major) This séance empowers the medium to summon a shade, the spirit of a deceased human/humanoid being of neutral sort now dwelling on another plane/sphere/dimensional matrix. If a specific shade is sought, the medium must know its name, and even then there is a chance (failure) that another spirit will appear, unless the caster has not first utilized a Messenger Spirit (q.v.) to seek out the intended shade. As usually, the subject of this Power will be as cooperative and helpful as its nature dictates and its abilities allow. The spirit will remain for 5 minutes realtime, plus one ABC per total points of Mediumship gathered for the séance.
Spirit Guardian: (Séance, Very Good) Similar to a Warding Spirit, this intelligent force is capable of assuming Full Physical Manifestation (Health) of up to 150, as well as possessing minor offensive Extraordinary Activations of its own. It will have Grade I, plus one to three (1d3) higher Grades of Activations of Enchantment sort, castable as if it had a Score of 50 and with 50 AEP in reserve to accomplish its ends. The medium will be aware of the spirit’s Activation potential and what Activations it can employ. (The player must write up a list, and after the LM approves it, with whatever alterations decided to be necessary, the player will act for the spirit, playing its part). This Séance’s activation brings the spirit to the medium for service as a guard, while the practitioner sleeps, rests, or pursues such other activities as otherwise occupy his or her attention and prevent the medium from being alert. It will protect one subject only, noting any threat to it within a 240-foot radius. The subject of the spirit’s watchful attention can be the medium, another person, or some other object or creature. The spirit will, through mental warning immediately alert the caster should some creature or event, including the intrusion of an Activation, threaten to disturb the subject of the warding. It will then assume Full Physical Manifestation so as to be able to use its own Extraordinary Activations to keep the threat at bay or eliminate it. It will not engage in Physical Combat. The Spirit Guardian will keeps its charge for a period of one hour realtime per 10 points of Mediumship of the Séance.
Spirit Guide: (Séance, Good) This Séance enables the medium to draw a spirit from the Preternatural Plane/Sphere/Dimensional Matrix. This special spirit will serve as a guide to the practitioner searching for another, specific spirit, such as one which the caster is seeking via Astral Projection.
Spirit Helper: (Séance, Good) The spirit brought forth through this séance is capable of assuming a Partial Physical Manifestation of up to 102 FW and Full Physical Manifestation of 51 Health if so desired. It will not engage in combat or do anything other than labor at the direction of the medium. If attacked, the spirit will return to its plane/sphere/dimensional matrix. It must operate only within the distance of 10 feet per 10 points of Mediumship provided for the séance. In addition, however, the spirit has a limited form of Telekinesis, usable up to 60 feet from its own position, and is able to move objects with a weight equal to one-half its PPM value. Thus, the spirit can move items weighing 51 pounds or less. Health points taken thus by the practitioner and/or any associates are restored only after the spirit departs. The medium and any others then regain 1 Health point for each 10 minute realtime period resting, 2 if sleeping, until the Health Base Rating is back to its normal total, unless Harm was previously done to the medium. In this case, Health Base Rating is returned back to the total Health before the séance was performed, and all additional non-ectoplasm-based Harm must be healed as per the normal restrictions.
Spirit Hunter: (Séance, Minimal) This Séance summons a neutral spirit that will pursue and attack the medium’s named and identified enemy, if so directed and within the distance range of 1 mile per point of Mediumship permitted. The Spirit Hunter has 10 FW/Heath, and it utilizes all forms attack available to it. It likewise is subject to such sorts of attack and Harm. The intelligent force travels at a movement rate equal to the medium’s own running speed. It will seek out and assail its subject, continuing for as long as the duration of 5 minutes realtime per point of Mediumship. LM will draft out the appropriate spirit hunter for the medium, using the guidelines available in the Beast of Lejend™ Book.
Spirit Warrior: (Séance, Major) This Séance calls up to the medium’s presence the shade of an ancient, heroic warrior, as named and described by the medium for a period of 30 seconds realtime per point of Mediumship donated to the Séance. This shade will faithfully guard and protect the practitioner when she or he is calling forth other spirits, potentially dangerous or otherwise. In this regard, assume that the Force of the spirit is able to neutralize and dispel any hostile spirit whose Health/FW totals are less than those of the medium’s Speed BR. On the other hand, it will itself be sent away by any stronger force. A Spirit Warrior will also attack the caster’s enemies if so directed and within the distance of 10 feet per point of Mediumship. It has Health/FW in Full Physical Manifestation equal to the principle medium’s Speed BR, and will be armed and armored according to the era and place of its material life. Assume a Defense of ½ the Speed BR of the principle Medium, and all hand weapons materialized to be enchanted to have a Precision bonus of +10 and base Harm augmented by a bonus of +6-12 ignoring all armor protection save Supernatural. The Lejend Master will, perforce, adjudicate all such matters. While the Spirit Warrior summoned can engage any other manifestation present, if the shade is present in the area when further calling forth is attempted, there is a 50% chance that any benign spirit will not appear, or else will leave promptly.
Warding Spirit: (Séance, Good) This séance brings a spirit to its summoners for service as a sentinel, while such mediums sleep, rest, or pursue such other activities as otherwise occupy their attention and prevent them from being alert. It will guard one subject only, noting any threat to it within an area no greater than 120 feet diameter. The subject of the spirit’s watchful attention can be the caster, another person, or some other object or creature. Stationary or in motion, the watchful force will guard its subject. The spirit will immediately alert the medium should some creature or event, including the intrusion of extraordinary activations threaten to disturb the subject of the warding.
_________________ Bill Hicks - It's always funny until someone gets hurt. Then it's just hilarious.
Hunter S. Thompson - When the going gets weird, the weird turn pro.
http://brain-droppings.deviantart.com/
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| Tue Jul 15, 2008 4:14 pm |
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ucpap
Joined: Wed Apr 30, 2008 3:26 am Posts: 588 Location: Staten Island, NY
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 Re: Mediumship
General Powers of the Medium, Séance and Ritual not required
Apport: (Moderate) This Preternatural Power that gives the capacity to transfer nonliving, inanimate objects in one ABC of time to the place in which the activator is or from that place to any other that is mentally pictured at the time of activation by the activator. Apport (bringing an object or objects to the activator) is accomplished at will, instantaneously, regardless of distance or dimensions separating the individual from the mentally pictured object(s). This transference from place to place occurs without error if the activator actually possesses/owns the object(s), the activator can physically see the object(s), or such object(s) is (are) common, ordinary, and generally easily found in many places for the taking (stones, for example, or water). Objects held by some force, or by another with physical capacity to resist, do not automatically apport, and a check against Enchantment Ability must be made, with a penalty of the Speed Base Rating of any individual holding such object(s) applied, two times Speed BR if the individual is able to employ Extraordinary Ability of any kind. Apport includes not only transference of an object(s) to the activator’s hand. The activator can apport common material to a position as high as 20 feet overhead and cause the apported material to precipitate from that position over up to a 20-foot radius surrounding his or her position. For example, up to one inch of liquid can be apported thus to cover the area indicated, or a hail of stones be precipitated (with 9-12 points harm resulting from precipitation of such matter from 10 or more feet above). Note that the activator is not included such general precipitation effects, he or she being in the “eye” of the surrounding “storm”. However, if, for example, hot coals were thus precipitated, the resulting fire and heat would certainly include the location of the activator. Apport will not otherwise fail.
Capture Malign Animal Spirit: (Very Strong) With the successful activation of this Supernatural Power, the subject is forced into immaterial form for the next six minutes, and the Medium is thereafter enabled to create a trap. This trap will draw in and confine any evil animal spirit (nightgrim, phantom, or specter) that is within a radius equal to no more than 10 feet per point of Mediumism Ability Score the activator possesses. The trap the Medium must create within five minutes after Activation is simply a figure, drawn using some powder or like substance on a plain, flat area 10 feet in diameter. The drawing is a spiraling, connected circle of three rings, the center of which contains a bit of material related to the animal form the spirit assumes—hair, hide, tooth, anything of the sort. A nightgrim to be captured must use an animal part from a bear, bull, great cat, wild boar, hound or mastiff, or wolf. A phantom to be captured must use an animal part from a calf, cat, cow, small dog, fox, goat, goose, pig, sheep, or other such animal the spirit may assume the form of. A specter to be captured must use an animal part from a deer, horse, mule, draft ox, large pony, or other animal the spirit may assume the form of. When the trap is complete as noted, any lurking evil animal spirit within the area of effect will be drawn irresistibly into the confining figure. Just before the spirit is so captured, there is a check against its current Free Will Score plus 50%, minus the Medium’s Ability Score, plus another 1 point for each additional 1 AEP invested in the Power at time of Activation. Thus, for example, a nightgrim with 50 points of FW being trapped by a Medium with 67 Score in Mediumism Ability who added 10 points to the Activation would have no chance of avoiding the trap—75 –77 = -3. If captured, the Medium is able to dismiss the evil animal spirit, sending it back to the nether dimensions with a command. Alternatively, the evil animal spirit can be left within the trap, but if its line is broken the spirit is freed instantly. If the evil animal spirit avoids capture, it will flee at full speed, moving away from the area for 1-3 ABs before being able to determine its own actions. So, even in the case of a relative failure the activator is not in immediate peril.
Capture Malign Human Spirit: (Major) With the successful activation of this Supernatural Power, the subject is forced into immaterial form for the next six minutes, and the Medium is thereafter enabled to create a trap. This trap will draw in and confine any evil human restless dead spirit (apparition, ghost, shadowling, or fright, gloom, haunt) that is within a radius that is equal to or less than five feet per point of Mediumism Ability the activator possesses. The trap the Medium must create within five minutes after Activation is simply a figure, drawn using a powder or like substance on a plain, flat area 10 feet in diameter. The drawing is a spiraling, connected circle of six rings, the center of which contains a bit of material related to the spirit’s nature—dirt from a burial place, a splinter of a coffin, a bit of a shroud, perhaps even a piece of a skeleton. When the trap is completed, any lurking restless dead spirit within the area of effect will be drawn irresistibly into the confining figure. Just before the spirit is so captured, there is a check against its current Free Will Score plus 50 points, minus the Medium’s Ability Score, plus another 1 point for each additional 1 AEP invested in the Power at time of Activation. Thus, for example, a gloom with 80 points of FW being trapped by a Medium with 67 Score in Mediumism Ability but who added 10 points to the Activation would have a solid chance of avoiding the trap—130 –77 = 63. If captured, the Medium is able to dismiss the restless dead spirit back to the nether dimensions with a command. Alternatively, the spirit can be left within the trap, but if its line is broken the spirit is freed instantly. If the human restless dead spirit avoids capture, it will flee at full speed, moving away from the area for 1-3 ABs time before being able to determine its own actions. So, even in the case of a relative failure the activator is not in immediate peril.
Charm Against Human Evil Spirit Attack: (Major) Through this Supernatural Power, the Medium confers to his or her own person, or another touched, an invulnerability to any sort of attack by a human evil spirit. When successfully activated, the energy of this Power persists for from nine to 12 hours, then fades and is gone. In any situation where the subject would be vulnerable to the attack of a human evil spirit, the individual is protected from that attack. However, the energy of the Power is reduced by 10% each time an attack is negated, essentially shortening the life of protection by one hour, but while so doing extending the persistency to the full potential of 12 hours. Thus, if recently activated, the invulnerability provided will last for 11 direct attacks, but then the energy is exhausted and no further protection exists.
Charm Against Supernatural Spirit Attack: (Extreme) Through this Supernatural Power, the Medium confers to his or her own person, or another touched, an invulnerability to any sort of attack by a Supernatural evil (nether) spirit. When successfully activated, the energy of this Power persists for from nine to 12 hours, then fades and is gone. In any situation where the subject would be vulnerable to the attack of a Supernatural evil (nether) spirit, the individual is protected from that attack. However, the energy of the Power is reduced by 10% each time an attack is negated, essentially shortening the life of protection by one hour, but while so doing extending the persistency to the full potential of 12 hours. Thus, if recently activated, the invulnerability provided will last for 11 direct attacks, but then the energy is exhausted and no further protection exists.
Cloak From Malign Animal and Human Spirits: (Low Moderate, Very Good, or Major) Through the successful Activation of this Power the Medium confers upon him or herself, and all others associated with him or her who are within a diameter in feet equal to his or her Mediumism Ability Score, invisibility to and undetectability by evil animal and human spirits. The energy persists for one hour, plus one hour for each AEP added at the time of Activation. Note, however, that should any of those thus cloaked from detection by such evil spirits actively attack, by Activation or weapon, such a subject, the effect of the Power is negated at the moment of attack. Activated as a Low Moderate Power, the energy prevents detection by Animal Evil Spirits. Activated as a Very Good Power, the energy prevents detection by Animal Evil Spirits and Human Restless Dead. Activated as a Major Power, the energy prevents detection by Animal Evil Spirits, Human Restless Dead, and Human Supernatural Restless Dead.
Fear No Evil: (Moderate) This Preternatural Power protects the Medium activator, or such other person he or she touches, from malign Extraordinary attacks that are based on induced panic—including fear, horror, etc.—or that otherwise interfere with the free-will of the affected person. The energy of the Power persists for one minute, plus one additional minute for each extra AEP invested by the Medium at time of activation.
Freespirit: (Extreme) This Supernatural Power is a sort of reverse calling which allows the medium to loose a bound spirit, creature, or being with non-Full Physical Manifestation. The modifier for success depends on the kind of subject to be unbound/freed:
Origination of Spirit/Subject Modifier Material/Mundane and benign/neutral -31 - -50 Material/Mundane and malign -16 - -30 Preternatural and benign/neutral -1 - -15 Preternatural and malign 0 – 9 Supernatural and benign/neutral +10 - +30 Supernatural and malign +31 - +50
The medium generally assumes that the loosed subject will be duly appreciative. (This is not always the case…) Failure always alerts the one who bound the subject, if applicable, to the attempt to free it. A Special Failure might, at worst, bind the medium as the spirit is bound!
Ghostsee: (Minimal) By means of this Preternatural Power the Medium is enabled to see immaterial spirits, ethereal and invisible creatures. Immediately upon successful Activation, the Medium’s sight can detect those things named that are normally unseen by humans and their ilk. The visual power extends to as many feet distance as the activator has Score in Mediumism Ability. The energy of the Power persists for 1 AB (4 ABCs), then fades. Each additional AEP expended at the time of Activation extends the duration of its energy by 1 AB.
Healing Spirit: (Low Moderate) This Preternatural Power summons an intelligent force from the Positive Plane/Dimensional Matrix, capable of healing up to 3-12 Harm suffered by the medium. For each added AEP invested at time of activation, to a maximum of an additional six AEPs, the Medium restores an additional 1-4 points of Health to the subject. The points of Health lost can be from any sort of Harm, but is mainly used to restore Health lost donating ectoplasm to a summoned spirit, and restoration is immediate. In addition, no Health total above full normal Base Rating can be gained thus. This Power is usable but once per day per subject, whereupon the spirit will take its leave of the medium and return to its own place.
Hear No Evil: (Low Moderate) This Preternatural Power protects the Medium activator, or such other person he or she touches, from malign Extraordinary auditory attacks by malign creatures and spirits that are designed to Harm or interfere with the activator’s free will. The energy of the Power persists for one minute, plus one additional minute for each extra AEP invested by the Medium at time of Activation.
Human Spirit Armor: (Very Good) Assuming Human Spirit Armor allows the Medium to effectively battle such spirits. By means of this Supernatural Power the Medium provides him or herself with armor of 8 against Human Restless Dead Spirits, including malign spirits of the nether realms. The Medium so protected is also able to discern and communicate with such spirits. The Power additionally affords protection reducing Base Rating leaching attack effectiveness by 50%. When the Power is active, the Medium inflicts bonus Supernatural Harm of 6-8 with any hand-held weapon that is able to affect a spirit creature in immaterial form. This energy of this Power lasts for 6 hours or until protection from Base Rating leaching attacks exceeds twice the individual’s Speed BR Score. When the protective limit is reached, all effects end.
Levitate: (Moderate) The medium using this Preternatural Power is able to cause any single (loose, non-fixed, free-standing, etc.) object or creature (including him- or herself) touched to rise or descend at will, at the rate of 10’ per ABC. Maximum weight possible to Levitate is 10 pounds per point of Mediumship of the caster. Note that “touch” in regards to distance must be maintained during the entire activation time for this casting, so it is not a useful offensive casting. The duration of levitation is 30 seconds per point of Mediumship Ability of the caster (i.e., a minute for every 2 points). It takes only one ABC to ascend or descend one yard, so in 5 minutes the individual could rise 10 yards, remain floating for 4 minutes, and in the last 30 seconds descend safely to the ground. It is possible to move by pushing off from an object, pulling oneself along, “swimming,” and so forth when levitated. Use weightless movement in outer space as a guideline. Wind, however, has an effect on a levitated person. Each five mph of wind speed will move the individual five feet per ABC in the direction it is blowing. Thus a 10mph wind from the north would blow a levitated person 10 feet thus southwards in one ABC. By expending 1 AEP per five mph wind speed, the levitator can remain stationary for 30 seconds – i.e., to stay motionless one yard off the ground for 30 seconds costs 2 AEP in a 10 mph wind.
Materialization: (Moderate) This Preternatural Power enables the medium to create temporarily a non-enchanted item of basic design and functionality. Thus, simple tools and devices can be generated for normal use. Any items, including weapons, so created through the Materialization Power are of average quality. For each cubic foot of volume of the item materialized, the medium must expend 1 point of extra AEP at the moment of casting activation. Thus, for instance, if a ladder of 20 feet length was the material effect, about 20 extra points of AEP would be needed. The material created will last for 30 seconds per point of Mediumship possessed and then dissipate into air. Items created can also be created up to 30 feet distance, for others to make use of this Activation.
Mental Shield 1: (Very Minimal) When activated, this Preternatural Power has a life of 1 to 2 hours. During this period, the medium has very minimal armor protection provided by Extraordinary energy. 2 points (10%) of all Harm delivered to the subject from spirits so protected is negated, and the Enchantment will absorb up to 75 points of Harm thus before it is exhausted. The Enchantment works alone, without other like Extraordinary activation, and any similar personal protection Enchantment placed upon the subject after this Mental Shield is in place cancels its protection.
Mental Shield 2: (Minimal) When activated, this Preternatural Power has a life of 1 to 2.5 hours. During this period, the medium has minimal armor protection provided by Extraordinary energy. 4 points (20%) of all Harm delivered to the subject from spirits so protected is negated, and the Enchantment will absorb up to 80 points of Harm thus before it is exhausted. The Enchantment works alone, without other like Extraordinary activation, and any similar personal protection Enchantment placed upon the subject after this Mental Shield is in place cancels its protection. A Speed penalty of 1 point is incurred for the actions of the protected individual.
Mental Shield 3: (Low Moderate) When activated, this Preternatural Power has a life of 1.5 to 2.5 hours. During this period, the medium has low moderate armor protection provided by Extraordinary energy. 6 points (30%) of all Harm delivered to the subject from spirits so protected is negated, and the Enchantment will absorb up to 90 points of Harm thus before it is exhausted. The Enchantment works alone, without other like Extraordinary activation, and any similar personal protection Enchantment placed upon the subject after this Mental Shield is in place cancels its protection. A Speed penalty of 1.5 points is incurred for the actions of the protected individual.
Mental Shield 4: (Moderate) When activated, this Preternatural Power has a life of 2 to 2.5 hours. During this period, the medium has moderate armor protection provided by Extraordinary energy. 8 points (40%) of all Harm delivered to the subject from spirits so protected is negated, and the Enchantment will absorb up to 100 points of Harm thus before it is exhausted. The Enchantment works alone, without other like Extraordinary activation, and any similar personal protection Enchantment placed upon the subject after this Mental Shield is in place cancels its protection. A Speed penalty of 2 points is incurred for the actions of the protected individual.
Mental Shield 5: (Good) When activated, this Preternatural Power has a life of 2 to 3 hours. During this period, the medium has good armor protection provided by Extraordinary energy. 10 points (50%) of all Harm delivered to the subject from spirits so protected is negated, and the Enchantment will absorb up to 110 points of Harm thus before it is exhausted. The Enchantment works alone, without other like Extraordinary activation, and any similar personal protection Enchantment placed upon the subject after this Mental Shield is in place cancels its protection. A Speed penalty of 2.5 points is incurred for the actions of the protected individual.
Reduplication: (Minimal to Extreme) This Preternatural to Supernatural Power creates an exact (non-enchanted) duplicate of an item or thing, naturally occurring or manufactured, the size and complexity of which are determined by the relative skill of the medium, as shown thereafter. Such an object will be physically indistinguishable from the original, although the medium will be able to tell the difference between the original and the engendered duplicate. Enchanted objects can be duplicated in form only, but the copy will not possess any extraordinary properties. Such objects will, however, radiate extraordinary energy if such is detected for, for all created through the Reduplication Power do so. This is the result of the casting, not of any Extraordinary-engendered Power or the like.
Casting Grade Size/Complexity of Item/Thing Minimal 1 cubic foot/single natural substance Low Moderate 2 cubic feet/2 mixed natural substances Moderate 4 cubic feet/3 mixed natural substances Good 6 cubic feet/2 worked/alloyed substances Very Good 12 cubic feet/3 worked/alloyed substances Strong 1 cubic yard/4 worked/alloyed substances Very Strong 3 cubic yards/5 worked/alloyed substances Major 10 cubic yards/6 worked/alloyed substances Extreme 1 cubic rod (16.5 feet)/any substances
Note that food brought into being thus has no nutritional value, although its other qualities will make it seem as if it were real. A few minutes after consuming such substance, the individual having done so will feel empty and hungry again. All other objects will remain materialized for a period of 1 day realtime per 10 points of Mediumship possessed.
Spirit Lights: (Minimal) This Preternatural Power causes a multitude of small (about two-inch diameter), colorful globes of radiance to dance about the medium’s head. The activator can control the speed and distance, up to a 1 yard radius centered on the caster, of the multicolored lights at will, and they will continue to weave and dart in hypnotic patterns as long as the Avatar maintains concentration, for the time duration of 30 seconds realtime per point of Mediumship. Intelligent and semi-intelligent observers must successfully roll against their Intellect (or Speed if Intellect BR isn’t utilized) or stand and watch the Spirit Lights for as long as they spin. If concentration of the medium is broken, the hypnotic effect is broken as well, although the spirit lights remain in effect.
Spirit Reading: (Extreme) Upon the successful Activation of this Supernatural Power the Medium is able to hold an object. Each AB he or she does so and concentrates upon the object, the Medium will learn one detail of the persons or persons who formerly possessed the object. Note that casual possession, such as being carried by a bearer, stolen and lost or sold, etc. will be included in the “history” of the object. The record of the different possessors of the object being read by the Medium causes an AEP drain when such a change occurs, 1 point being used for each such change, the expenditure being automatic and not optional to the Medium. If the activator lacks the AEP, the energy of the Power ends then and there. Otherwise, the Medium can continue to “read” information for 20 details, plus two additional details in excess of the normal limit of 20 for each AEP added to the Power at time of Activation.
Spirit’s Power: (Strong) This Supernatural Power bestows upon the medium a Power of Psychogenic sort determined at random through chance contact with a benign spirit. The LM will consult the Psychogenic Powers listing in this book to choose which Power the medium acquires for the duration of 30 seconds realtime per point of Mediumship. Regardless of what the Power otherwise allows, the maximum number of uses of the ability cannot exceed nine, but there is no base AEP cost for utilization, only other AEP costs as applicable to increase the potency of effect of that particular Power.
Tracking Spirit: (Moderate) Through the dweomer of this Preternatural Power, the medium attracts and calls into service a special intelligent force for tracking the movements of one specified subject. This Tracking Spirit is able to follow another spirit and creature or being with Partial or Non-Physical Manifestation, or ability to assume such, regardless of where that subject goes – including through other planes, spheres, and/or dimensional matrixes. At the end of the duration, which is 30 seconds realtime per point of Mediumship, the spirit will return briefly to the medium, informing the caster of the past movements, current path, and probably location of the quarry.
Tesseract: (Strong) This unique Supernatural Power enables the medium to create an interplanar construct linked to a Mundane doorway, opening, or building interior. The outer (material) dimensions of the construct are unrelated to the interior size, which is equal to 9,000 cubic feet, plus 100 cubic foot per additional 1 point of AEP expended by the practitioner at the moment of activation. Although the Tesseract is a temporary structure only, lasting a base of 1 month, it will remain active for one additional month for each extra 5 AEP likewise channeled by the caster at actication. Thus, for example, the medium might choose a disused cellar entrance upon which to lay this Power. When this entrance was opened, the space beyond would be evidentially far greater. In fact, a large cabinet could thus contain a palace inside its Material Plane dimensions!
Ward Against Evil Animal Spirits: (Very Minimal) Upon successful Activation of this Preternatural Power the Medium is able to name one specific type of evil animal spirit. The named sort of animal spirit is then barred from an area whose radius is equal in feet to the activator’s Mediumism Ability. The duration of the Extraordinary energy warding against the proximity of the named animal spirit is one hour. Note that if the activator moves to purposefully close upon a proscribed subject or subjects, this enables said subject(s) to ignore the warding and pass into the area formerly denied to them.
Ward Against Evil Human Spirits: (Minimal) Upon successful Activation of this Preternatural Power the Medium is able to name one specific type of evil human restless dead spirit. The named sort of human spirit is then barred from an area whose radius is equal in feet to the activator’s Mediumship Ability Score. The duration of the Extraordinary energy warding against the proximity of the named evil human spirit is two hours. Note that if the activator moves to purposefully close upon a proscribed subject or subjects, this enables said subject(s) to ignore the warding and pass into the area formerly denied to them.
Ward Against Evil Supernatural Human Spirits: (Moderate) Upon successful Activation of this Preternatural Power the Medium is able to name one specific type of evil restless dead supernatural human spirit. The named sort of supernatural human spirit is then barred from an area whose radius is equal in feet to the activator’s Mediumship Ability Score. The duration of the Extraordinary energy warding against the proximity of the named evil human supernatural spirit is six hours. Note that if the activator moves to purposefully close upon a proscribed subject or subjects, this enables said subject(s) to ignore the warding and pass into the area formerly denied to them.
Ward Against Living Dead, Spirit and Material: (Good) Upon successful Activation of this Preternatural Power the Medium is able to name one specific type of living dead that is both spirit and material in form. The named sort of living dead monster is then barred from an area whose radius is equal in feet to the activator’s Mediumship Ability Score. The duration of the Extraordinary energy warding against the proximity of the named kind of living dead is two hours. Note that if the moves to purposefully close upon a proscribed subject or subjects, this enables said subject(s) to ignore the warding and pass into the area formerly denied to them.
_________________ Bill Hicks - It's always funny until someone gets hurt. Then it's just hilarious.
Hunter S. Thompson - When the going gets weird, the weird turn pro.
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| Tue Jul 15, 2008 4:16 pm |
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