Sunday, October 11, 2009

Spirits

Phasmatis Animositas

Beings are created using a system similar to vampire
there are three important values that make a difference.
Corpus,
Mentis,
and Prosapia

There are two kinds of spirit, the Naturae and the Celestines. These were once purely political distinctions back in the sands of time. similar to the division between the celestial gods and the terrestrial or elemental gods. both are fundamentally the same type of creature. One was created by the beings inside the tellurian, one fundamentally comes form outside the tellurian.

The Naturae include wraiths, all of what were formerly middle umbrood (malign or gaian), lesser demons and many dream creatures.

Celestines include Nephwracks, true fae, demon lords, and other things.

Naturae can only have a combined Corpus, Mentis and Prosapia of 20

Celestines have a minimum corpus mentis and prosapia total of 11 and a maximum 30

The combination of a spirit's Corpus, Mentis and Prosapia is its Power Rating

Power rating is determined on the spirit power rating chart. 

Naturae can reform when destroyed at the cost of a permanent Corpus and can exist with a Corpus, Mentis or Prosapia at 0

Celestines are just dead when their health levels are brought to 0, if they reform it is outside the tellurian and their new emanation is unrecognizable even to themselves. 

Celestines become naturae if their Corpus, Mentis or Prosapia are brought to 0.

all spirits start with one health level, additional health levels cost 2x desired rating
the limits on spirit traits are as follows.

Mentis: mental traits can be no more than 3x Mentis, willpower can be no more than Mentis+2
Corpus: Physical traits can be no more than 3x Corpus, health levels can be no more than Corpus +2,
Prosapia: Social traits can be no more than 3x Prosapia, any virtue can be no more than Prosapia +2

All spirits have a maximum rating in any individual skill equal to 1/3 their power rating rounded up.
All spirits get one free level of a grace per Power Rating, and lose one every time their Power Rating drops. No spirit can have more graces than thrice their power rating. 

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powers and graces

All spirits have Graces, these are the powers, arcanoi, disciplines, contracts, etc that spirits get.

All supernatural entities have a tier, not just spirits, actually technically all entities have a tier. the power of each grace corresponds with a tier, for example a grace held by a changeling spirit is less powerful than a grace held by a vampire spirit .
Every grace is of one of three tiers, Lesser, Greater and Supernal. 

Supernal tier powers all come from and channel the power of a celestine or greater power. Celestines are power level over 30. All supernal tier powers fundamentally can be revoked by their patron in some way. Examples of supernal tier powers are, church sacrements, talons of ashur, and mandate boons, and the manufacture of fetches, and changeling oaths.

Greater powers are always fueled within the entity using them. They are vampiric disciplines, and wraith arcanoi. Hunter gifts are in this category.

Lesser powers lesser powers usually rely on exploiting existing properties of their situation and as such often have some sort of conditional limitation, blood magic rituals, necrology rituals and changeling contracts fall in this category.

Most supernatural merits are lesser or greater, a rare exception is true faith, it is supernal.

All spirits get one free level of a grace per Power Rating, and lose one every time their Power Rating drops. No spirit can have more graces than thrice their power rating. 
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making offspring without gifts/charms

A spirit can create another spirit by spending a willpower and sacrificing a number of points of Prosapia, Corpus and Mentis. These will determine the starting values of the new child. This spirit is in no way under the control of the parent unless they use appropriate graces to control their new offspring. the child can only start with graces and skills the parent knows.
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types of supernatural

The various varieties of supernatural are created by mixing and matching the 5 types of Corpus Mentis and Prosapia.

These are called Monadic Types
Each Monadic Type has a benifit, a detriment and a set of 5 possible arts/disciplines what have you
To make things more confusing, sometimes a being or type of being will have two of the same kind of monadic types i.e. 2 different Mentas, Corpem or Prosapiam which fight for dominance, also sometimes a Monad can be ripped out of a being leaving nothing there. When two Monads of the same kind inhabit the same form, both are limited by the trait maximums and power levels of the lower of the two. even though they might of neccessity have different graces.
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Monadic types
A being's Corpus can broadly be of 5 Monadic types
Earth/Solid Benefit, double health levels, detriment, cannot move without use of some sort of magical power.
Air/Gaseous/Swarm, Benefit - does not suffer bashing damage, detriment, Cannot carry objects/use equipment that has any weight 
Water/Fluid, Benefit - regenerates  1 health level per round when submerged in fluid, detriment, loses one health level per round when not submerged in fluid.
Fire/Energy, Benefit - all attackers take a level of damage per corpus level upon a successful attack. Detriment Must spend a point of energy per day per level of corpus or perish.
Wood/Flesh - As per a standard flesh creature, animal, human, etc, no benefit, no detriment

The Mentis of a creature May be one of 5 monadic types
Psyche, Benefit- can spend a permanent willpower to win ties on a single challenge. Detriment, none
Thirio, Benefit/detriment permanently frenzied as per frenzy rules (immune to social disciplines, can't use tools etc)
Michani, Benefit- win ties on all mental challenges, Detriment, Has only one experience track, gets only the benefits of mentor, equipment, etc modifiers gains no benefit from spending multiple experience points.
Trela,  Benefit- Can learn any skill without tutor, Detriment, cannot gain the benefit of mentor, only equipment and live fire.
Abyssos, Benefit- 3 experience tracks  Detriment, cannot spend their own experience points, only their superiors or another can.
 
Prosapiam
Shadow/Necro/Yin - Benefit, emotional energy (Pathos/Rage) pool equal to power rating, -1 social trait to interactions with any being that does not have a pathos/rage pool, incites delirium  
Gnosi/Yang/Vitality - benefit, gnosis pool equal to power rating, cannot increase gnosi through experience or age, must gain it through worship, places of power, or magical intervention.
Fate/Wyrd - Benefit - Quintessence/Glamour pool equal to power rating influence and other interpersonal backgrounds capped at 1 see mists
Infernal/Promethean - Essence/Vitriol rating equal to power rating all entities that have an intimacy towards the character or appear on the character's background list gain a one point enemy or other enemy based flaw, if enemy is vanquished another will happen within 28 days.
Ren/Salinian - Blood pool equal to power rating, cast blurry reflection, must spend will to make temporary image, permanent for permanent, 

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combined creatures
if an entity has a mensam of 3 he  might say, be a vampire spirit and have a psyche of 2 and a thirio of 1, he is limited by the trait cap of his thirio (3 traits) not his psyche 6 traits. A person's Mensam, Corpem, or Prosapia can be of any of these types. usually only one of each but others can be added at storyteller discretion.
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bodies
an adult human body is basically a piece of equipment that grants a phantom 5 power rating. raises your trait max by 7 in each category, and raises your skill cap by 3. it also grants 4 health levels. 

















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