Nocturne V.2
A World of Darkness Sim
RISEN
The Walking Dead
Risen have a few Arcanoi that are unique to them. No Guilds exist to preserve their knowledge and few Risen exist to pass them along. That said, they are instinctive enough that the Risen find a way to learn them if so interested; it may speak to the legends that once upon a time the Shroud was porous enough that some wraiths could come and go as they pleased, and that the knowledge they carried embedded itself in the Shroud like an insect caught in amber. Because there are no Guilds to teach the Risen Arcanoi, they each have only a single path.
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PURCHASING RISEN ARCANOS
You don't, you simply purchase the corresponding wraith Arcanos which the risen Arcanos replaces. When you return to your wraith form, you will have the corresponding wraith Arcanos, Note: Remember your Guild, as you can only purchase Common Arcanos for powers outside of your Guild.
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Risen characters will have a minimum of
|FORTITUDO (Embody) ◉◉| APARTE (Inhabit) ◉◉ | MENTE (Puppetry) ◉| SERENDIPITY (Lifeweb) ◉◉|
as the redundant wraith Arcanos they replace are required to Rise.
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FASCINATE
(FASCINATE RANK EQUAL TO PHANTASM RANK)
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Fascinate is an extension of the Risen’s own obsessive nature, a way of turning it without rather than within. It a focused, distilled version of that obsession that allows the returned to influence the Quick by inserting a compulsion into their thoughts. It’s related to Keening, but where Chanteurs
work the heart, Fascinate works the mind. To use Fascinate, the Risen must make eye contact with the target, preferably when they are alone. This sense of intimacy increases the difficulty if other people are present. That said, Fascinate cannot force a mortal to do anything that is against his nature. Instead it serves as a mechanism for persuasion, and remains on the mind until completed.
â—‰ DISTRACTION
The target is forced to remember something else that needs attending to, breaking the mortal’s concentration, if only briefly.
SYSTEM:
ROLL: MANIPULATION + FASCINATE VS COMPOSURE + RESOLVE
SUCCESS
If successful, the target cannot focus on their original concern and suffers a +2 increase to all difficulties. The number of successes determines the length of the effect.
1 Success Target is momentarily distracted.
2 Successes Target is occupied for a turn.
3 Successes Target is distracted for three turns
4 Successes The target’s attention is diverted for a scene.
5 Successes The target feels compelled to leave the location to attend to other business.
There is no cost to this art. The Risen can only Distract the target once per scene
BOTCH: botch renders the target immune to further distractions for the next day.
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◉◉ REMEMBRANCE
Remembrance is the power to implant a set of simple instructions into the target, conditional on a trigger. Until that trigger is activated, the target doesn’t remember the instructions or even that he received any, which means he can’t be forced to give up any information about what he’s been told to do. Once the trigger condition is met, however, the target suddenly remembers the instructions like he’s known them all along. The trigger is set when the art is used, and must be something simple like a phrase, a particular scent, or a specific length of time. The instructions must be clear, simple, and straightforward:
“Remember this password” or “after three days, call this lawyer.” Detailed instructions involving multiple, complicated steps are beyond the capabilities of this art.
SYSTEM:
SPEND: 1 PATHOS
ROLL : MANIPULATION + FASCINATE Vs COMPOSURE + RESOLVE
SUCCESS:
The number of successes gained determines the length of time the target can remember the instructions and still be triggered. If the duration expires before the conditions are met, the mortal forgets that information forever.
1 Success Target retains the information for a day.
2 Successes Target retains the information for three days.
3 Successes Target retains the information for a week.
4 Successes Target retains the information for three weeks.
5 Successes Target retains the information for a month.
FAILURE: A failure means no information was implanted but the Risen can try again next scene
BOTCH: A botch means the target gets the instructions disastrously wrong.
◉◉◉ CHARGE OF DUTY
With this ability, the Risen gives the target a simple instruction that cuts through everything else in their lives to become an imperative so long as it fits their Nature or is relevant to their circumstances. It won’t force someone to rob a bank if that was never in their cards, but it might prey on the target’s
existing sense of guilt or obligation and force them to do the right thing. It’s a push in the direction the target was already going, not a shove in a new direction.
SYSTEM:
SPEND 2 PATHOS
ROLL: CHARISMA + FASCINATE Vs COMPOSURE + RESOLVE
SUCCESS:
The number of successes indicates the target’s strength of conviction in the matter; one overall success on causing a husband to cheat on his wife might be met with tremendous guilt, while three or more successes might see the husband blame his wife for driving him to infidelity.
BOTCH: allows the target to realize he was being manipulated, and renders him immune to further such attempts and gives the Risen’s Shadow
a point of Angst.
◉◉◉◉ OVERRIDING BEHAVIOR
The Risen plants an obsessive-compulsive tic into the mortal’s brain, forcing her into a rote of repetitive or ritualized behavior in order to function. So long as the compulsion is repetitive and does not put the target or her loved ones in obvious danger, there’s any number of potential possibilities. Inflicting obsessive-compulsive behavior may seem like an odd thing to do, more mischievous or cruel than useful, but Risen can use this ability to destroy the target’s professional or private life by forcing them to commit questionable acts or creating a pattern of behavior to cast suspicion on the target. More often, however, a Risen uses it as leverage to force a target into following orders at the risk of having a loved one targeted.
SYSTEM:
SPEND 3 PATHOS
GAIN: 1 ANGST
ROLL: MANIPULATION + FASCINATE Vs COMPOSURE + RESOLVE
SUCCESS:
The more successes gained, the stronger the implanted obsession’s hold on the target, and the less they think it’s an outside compulsion. A target can’t receive more than one Overriding Behavior
BOTCH: The Risen’s Shadow gets an extra 2 points of Angst. Note that the victim won’t do something diametrically opposed to who they are, but that still leaves plenty of latitude.
◉◉◉◉◉ TARGET LOCK
If the Risen are driven by their obsessions, this is the ultimate expression of that overriding need. The Risen can force the target to fixate on a specific someone or something that consumes them like a mania. Even the most calm and rational human being becomes an automaton under the influence of this power, mirroring the strength of the Risen’s own obsession. The obsession can be focused on an item, a person, or an action, but
once it’s triggered, it’s relentless. The victim must be in line of sight and the Risen must vocalize the subject of the obsession.
SYSTEM:
SPEND 3 PATHOS
GAIN: 2 ANGST
ROLL: MANIPULATION + FASCINATE Vs COMPOSURE + RESOLVE
SUCCESS:
Each success strengthens the obsession and enables the obsession to have more complex parameters, so that a one success suggestion like “he should be with you,” can become a multiple-successes suggestion like “he’ll only belong to you once you get his wife out of the way.”
BOTCH: Naturally, a botch turns that mirror on the Risen, causing the target to obsess over the character and adding one more unwelcome complication to his existence in the Skinlands.
Obviously personal limits must be respected when suggesting an -obsession- respectfully discuss with the victim.
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SERENDIPITY
(SERENDIPITY RANK EQUAL TO LIFEWEB RANK)
This art turns the Risen into the favored child of the fates, allowing her to be in the right place at the right time. It enables the returned to see the thousands of coincidences that happen every day, and to understand how they are interlinked and which ones are important. By grasping this web of interconnectivity, the Risen can position herself to take advantage of a situation that others might miss.
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â—‰ FORTUITOUS WANDERING
Mockingly referred to as “zen meandering” by some returned, this ability gives the Risen a general idea of a direction to follow when pursuing one of his Passions. Unfortunately, the player won’t know which one his character might be pursuing, and there’s always a chance that this will take them away from another Passion of equal importance. Regardless, it provides direction in a world that can be overwhelming to one of the newly returned.
SYSTEM:
ROLL: WITS + SERENDIPITY
DIFFICULTY 12+
SUCCESS
The number of successes achieved determining how strongly the character feels that he should be going a particular way. The more successes, the clearer the path. This allows a risen character to conveniently find a character or situation which will allow him to indulge in his passions. This is a rare case where METAGAMING may be used , however it can only be used to help the Risen find something relating to his PASSIONS. It only points out the right direction, it does not open doors or allow access to secure areas nor does it provide context to any scene the character stumbles on to, however as stated, they will find something allowing them to indulge in one of their passions. If the character does come across a locked path then the character will know his passion lies beyond the blockage... though -which- passion, he won't know.
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◉◉ FLASHBACK
This gives the Risen the ability to see images of events that unfolded near or around one of her Fetters. For this to work, the Risen must be in contact with the Fetter in question; the scene that she sees will be the most emotionally potent one since the Risen’s original death. The images are clear enough
to extract clues from the scene, like the face of a murderer or the words spoken during a heated argument.
SYSTEM
When the character touches one of her Fetters..
SPEND : 2 PATHOS
ROLL SERENDIPITY + WITS
DIFFICULTY 18 minus fetter's rating
SUCCESS:
The number of successes will determine the vividness and duration of the scene being recalled, meaning the character may see more or learn more.
BOTCH: Will blind the Risen for a number of minutes equal to the difficulty value of the roll and give the Shadow a point of Angst.
NOTE: Repeated uses of Flashback on a particular Fetter will reveal scenes of increasingly diminishing emotional heft. (The scenes get less interesting and more dull)
◉◉◉◉ THE FACE IN THE CROWD
This ability enables the Risen to tell if someone she has met is linked to one of her Fetters or Passions. It may even define which one, but not how the person’s connected or the reason for that connection.
SYSTEM:
SPEND: 2 PATHOS
ROLL: SERENDIPITY + EMPATHY
DIFFICULTY The nature and length of the conversation determines the difficulty of the target value.
If the conversation is short and forgettable like “Can you tell me the time?” then the Difficulty is 18+.
The greater the familiarity of those conversing and the longer the conversation, the lower the difficulty drops, to a minimum of 10+
SUCCESS.
Obviously this is something that requires a degree of ooc conversation with the subject, there is no resistance roll in play here because FATE is revealing the picture around the target.
ONE SUCCESS:
The Risen player should inform the target of their passions and fetters and ask the player of the target character if they are connected to any of them. The target simply responds with Yes or No.
TWO SUCCESS:
The Risen Player may ask that the strongest connection (fetter or passion) be named.
THREE SUCCESSES:
The Risen Player may ask for a complete list of all passions and fetters that the target is connected to.
FOUR SUCCESSES:
The Risen Player may ask the player of the target to give a 1-5 rating for the strength of the connection to the passion or fetter. 1 being -familiar- while five represents being very closely connected.
BOTCH: Is full of wonderful tidbits of misinformation.
NOTE: This can only be used on each character once per day. (Circumstances could change over night after all) This does not give the nature of the connection, or any clues about the connection, it only names passions, fetters and how closely connected the target is to them. No details!
◉◉◉◉ FORTUITOUS MEETING
This art is the ability to tweak the coincidences seen by a Risen with Serendipity to arrange to “run in” to someone in a manner that appears to be entirely accidental. The target never knows that the universe conspired to bring him into the Risen’s path, and so will inexplicably turn left instead of right while driving, or might have a hankering for takeout Thai from a place across town… whatever it takes to bring him to the Risen while making it seem like a coincidence.
SYSTEM:
SPEND 3 PATHOS
ROLL SERENDIPITY + MANIPULATION vs targets COMPOSURE + RESOLVE
The risen must have met the target at least once.
SUCCESS:
The target must attend a location of the risen players choice, this isn't a -summons- but rather fate conspiring to steer the character to a particular destination, it will be -entirely- coincidental and not feel like one is being manipulated.
BOTCH: results in the Risen receiving 2 points of Angst
For the power to work, the target must be within 100 miles of the Risen and able to travel; targets who are being held hostage, imprisoned, or bedridden, for example, cannot heed the call. (nor can those engaged in other scenes. However if the target is alone , even if waiting for another character, this power over rides any prior commitments, as the target suddenly remembers they need to run to the store , which leads them directly to the risen location)
◉◉◉◉◉ THE DRUM BEATS ON
Serendipity and synchronicity converge in this art that allows the Risen to pull on one string of causality and create a chain reaction of events that bring about a desired outcome. It’s like a series of dominoes falling, where the Risen can push the right domino at the right time to cause the others to fall
into place; this art allows the returned to intuitively know how that sequence will happen even if he doesn’t understand exactly which event might lead to another. The Risen need only focus on a desired outcome, like “I need a way to sneak into that building” or “I need someone at the airport to overlook their luggage for a moment.” She then sees the first loose thread connected to that desire, pulls on it, and lets the universe do the rest. The rest then falls into place as a series of events. For example, she wants to enter a building, and then spots a discarded hot dog on the street and the empty
dumpsters in the alley behind the building. With her art telling her all three are interconnected, she drops the hot dog in a dumpster and waits. A hungry kitten appears and tries getting to the food in the dumpster, but it can’t jump up that high. A maintenance worker exits through the building’s alley door on a smoke break, sees the kitten, and, soft touch that he is, goes to help it out. The conveniently open door is overlooked for a few seconds, and the Risen slips inside.
SYSTEM:
SPEND 4 PATHOS
ROLL SERENDIPITY + MANIPULATION
DIFFICULTY 12+
SUCCESS:
Each success can lower the difficulty of any feat roll made in the next three turns. It cannot be used in combat or lower the difficulty of Arcanos, but it can aid in say, a stealth roll, or a sneak roll and so on and so forth.
FAILURE:
A failure produces no effect.
BOTCH: Focuses the universe’s unwanted attention on the Risen, with the Risen simply having no luck and somehow attracting all the unwanted
attention possible for a number of turns equal to the Shadow’s current Angst rating. In addition, the Shadow gets a point of Angst.
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NECROSIS
(NECROSIS RANK EQUAL TO FLUX RANK)
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Necrosis is a generic term for any powers that can not easily be explained, such as disappearing from view the moment someone turns away or purging drugs from a mortals system. Some Mages have theorized that Necrosis makes use of entropic and restorative powers of Flux. Footfalls for instance are -decayed- before they make a sound and purging drugs from a mortals system is simply flux speeding up the recovery period.
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â—‰ CREEPING DEATH
Creeping death allows the Risen to move without making a sound.
SYSTEM:
PASSIVE
The character makes no sound when they walk or run the character can add + 1 to stealth rolls per level of Necrosis.
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◉◉ DEAD LUCKY
Dead Lucky allows the Risen the extra edge they need in combat situations. All risen have shown a measure of inherent skill when brought back to life to help exact revenge. No matter the background of the risen had in life. Whether a business man, musician, artist, medicine man, or simple store clerk they all show skill comparable with most special forces operatives
SYSTEM:
PASSIVE
The character may add +1 per Necrosis level to firearm or melee rolls.
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◉◉◉ UNSTOPABLE FORCE
This is a particularly potent ability when paired with Celeritas. The risen is able to jump from rooftop to rooftop and even launch themselves vertically some distance, it as if friction, and wind and even gravity are greatly reduced around the Risen body, because they are.
SYSTEM:
SPEND: 1 PATHOS
When activated the Risen may add their Necrosis rating to any Athletic -feat- rolls (not combat) they are required to make. They may also add +2 meters per Necrosis rank to all movement, they also remove 10 meters per necrosis rank from the height of a fall for calculating fall damage.
DURATION: 1 Scene.
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◉◉◉◉ PURGE
A risen using the Necrosis power of purge is able to flush toxins from mortals who under the influence of said toxins or drugs.
SYSTEM:
SPEND : 1 PATHOS
The subject must be touched or grappled in order to use this power.
ROLL: NECROSIS + EMPATHY
DIFFICULTY: Toxin recovery difficulty. (If multiple drugs /toxins /poisons in use, use highest recovery roll difficulty) (See here)
SUCCESS: The subject is successfully purged of all toxins, drugs, the result isn't always pretty, depending on how the toxin or drug is administered it comes out the same way, for example smoked drugs are exhaled in a Smokey breath, orally ingested drugs are vomited, while injected drugs ooze out of the needle holes. (Let's leave suppositories to the imagination.. )
The target immediately loses any conditions associated with the toxin or drug, this includes any addiction associated with it. This ability is strong enough to remove vampire vitae from a ghouls system, making them vomit the contaminated blood and curing their ghoul addiction and ending their ghoul status.
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◉◉◉◉◉ INTO THIN AIR
This ability allows the Risen to move unseen or "disappear into thin air" , the character does not dematerialize, they just silently and quickly escape the scene.
SYSTEM:
SPEND 1 PATHOS
ROLL: STEALTH + NECROSIS
DIFFICULTY: 10+
SUCCESS:
Providing nobody was looking directly at the risen when this power was activated, even if they momentarily took their eyes off him.
And provided there are no impassable barriers (such as being imprisoned) The risen can exit the scene immediately unchallenged. They appear anywhere within 2x their movement range. Typical tactics involving moving around a corner out of sight. (Hint, Fascination â—‰ Distraction is useful paired with this)
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VISAGE
(VISAGE RANK EQUAL TO MOLIATE RANK)
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Visage is a useful art for any Risen who has a face of a person known to be dead. While most Risen care little for such things and would prefer their enemies to see them returned from the grave to unleash unholy Vengence, it can be rather inconvenient to be recognized as a dead man walking.
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â—‰ ERASURE OF DEATH
Erasure of death allows the risen to remove tell tale scars of mortal wounds that are difficult to explain to other characters.
SYSTEM:
PASSIVE
If the character has Moliate 1 of any level this level of self repair is automatically taken care of. However the "pale" and unbreathing , cold form of the risen is still notably corpselike and incapable of passing further scrutiny. The character may -drop- this ability at any time to show the scars should he wish, no roll is required to activate or deactivate this ability.
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◉◉ SIGNS OF LIFE
Signs of life allow the Risen to pass as -living- this is like the vampire gift of blush of life. The character appears to breathe and blush and even has limited warmth ,pulse and heartbeat
SYSTEM:
SPEND 1 PATHOS
For the duration of the scene the Risen passes all "undead detection tests" and may use his full Charisma rank for social feats involving charisma. (rather than being limited to Charisma 2 as all risen without this ability are.)
DURATION: 1 Scene
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◉◉◉ UNCANNY VALLEY
Uncanny Valley allows the risen to appear subtly different to their original mortal self. This is not a complete change, it is a subtle enough change that close friends and relatives will -see- the similarity between the risen and their old mortal self, but they will not mistake the risen as someone returned from the grave. Enemies , perhaps those responsible for the Risen's original death maybe suspect the character of being related to their victims, but they will not mistake them as the same individual .
SYSTEM:
SPEND 1 PATHOS
For the duration of the scene the Risen passes as a stranger who looks similar to, but is not , the Risen character.
DURATION: 1 Scene
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◉◉◉◉ IMITATION GAME
The risen using Imitation game may impersonate any individual who has wronged them during their mortal lives. Using this ability on innocents causes a huge gain of Angst. Usually this is used by vengeful wraith to gain justice for their wrongdoings. Mimicking their murderers confessing to their crimes or committing crimes while imitating the victim are all possible reasons a vengeful risen may want to use this ability.
SYSTEM:
SPEND 3 PATHOS
GAIN: 5 Angst if used on "innocents"| No angst if used on "guilty"
ROLL: MANIPULATION + VISAGE
DIFFICULTY: From memory is 16+ | From photograph is 12+ please note that below conditions will increase the difficulty.
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Character is different Race from risen +1 Difficulty
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Character is Different Gender from risen + 1 Difficulty
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Character is Significantly shorter or taller than risen. + 1 Difficulty
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Character is Significantly slimmer or fatter than risen +1 Difficulty
DURATION: 1 Scene
NOTE: As this can potentially destroy another characters reputation, unless they can prove that they were being impersonated consent is going to be a huge part of the conditions for use. NPC characters who may have been brought in for story purposes are fair game.
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◉◉◉◉◉ RETURNED TO LIFE
For the duration of the day the Risen returns their body to -full- life.. They are 100 percent mortal again and look exactly as they did while alive. Some Risen use this ability as a final concluding chapter to their characters existence, using this ability takes a huge toll on the risen body. The first use doesn't have any noticeable effect, but using it more than once does begin to affect the characters physical appearance. They become more gaunt, lose weight and look as if they are suffering a wasting disease.
SYSTEM:
SPEND 3 PATHOS
LOSE: 3 HEALTH PERMANETLY FROM RISEN FORM.
GAIN: 3 Angst (This chance of happiness pisses off the shadow!)
All risen capabilities are lost, the Risen is a normal human being again. All risen passives are lost such as Death Sight and Lifesight, only the Shadow and the conduit remain active during this time. Life is returned to every part of the body as is pain and vulnerability, it is possible to kill the risen while in this form, as they are essentially mortal with all the perks and weaknesses that entails, Male risen become fertile and able to impregnate female mortals or female thrashing dragons. Female Risen cannot maintain this status long enough to carry a child. Should a Risen be killed in this form they won't become wraith again, they simply die never to be seen again. (They may not be embraced or Ghouled either!)
DURATION: 1 Day. (Remember the permanent health cost! A full week is impossible!)
NOTE: Every point of health lost by injury in this form causes the character to gain 1 Angst. A risen may end this status prematurely, but the health can never be recovered.
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CELERITAS ◉ to ◉◉◉◉◉
(CELERITAS RANK EQUAL TO ARGOS RANK)
Without the exhaustion and sensation of pain A risen is capable of pushing its body past the normal limits of a human being. A risen may add five meters to its movement speed per dot of Celeritas. Additionally the risen is capable of attacking multiple opponents in a scene or unleashing multiple attacks against a single opponent. + 1 to dodge per dot of Celeritas.
SYSTEM:
QUICK ACTION
SPEND 1 PATHOS
For the rest of the scene add your Celeritas rank to your brawl or melee rolls.
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MULTI OPPONENT ATTACK
SYSTEM
QUICK ACTION
SPEND 1 PATHOS PER MULTIPLE ATTACK
ROLL Strength + Brawl (Plus any other combat bonuses) OR Melee + Dexterity (Plus any other weapons bonus)
DIFFICULTY: 10+
SUCCESS:
Nominate 1 target per dot of Celeritas to be hit with the attack. Opponents Dodge/Brace/Block/Parry at Difficulty 10+
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FORTITUDO ◉ to ◉◉◉◉◉
(FORTITUDO RANK EQUAL TO EMBODY RANK)
Corpse bodies may be incapable of feeling pleasurable sensations, but they are also incapable of feeling pain, damage that would fell a mortal person is simply shrugged off by the Risen's corpse body.
SYSTEM:
PASSIVE:
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Each dot in Fortitudo grants the Risen + 1 Health and + 1 to brace rolls.
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The Risen is in addition IMMUNE to Bashing damage.
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At Four dots in Fortitudo only firearms that inflict 2 or more damage on the risen have any effect. Projectiles that score 1 single success have no effect
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At five dots in Fortitudo any melee or unarmed attack that botches against the risen breaks the weapon or limb. (Broken limbs see severed limbs)
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VIRIBUS ◉ to ◉◉◉◉◉
(VIRIBUS RANK EQUAL TO OUTRAGE RANK)
Risen lacking the normal pain limitations of humans are able to increase their overall strength output.
SYSTEM:
PASSIVE:
Each Dot Of Viribus adds + 1 to the risen strength.
Two Dots of Viribus allows the Risen to inflict Lethal damage.
Four Dots of Viribus allows the Risen to inflict Aggravated damage.
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APERTA ◉ to ◉◉◉◉◉
(APERTA RANK EQUAL TO INHABIT RANK)
Locks, both mechanical and electrical can be problematic for Risen who have lost the use of their intangible form. No longer able to walk through walls and doors as if they simply were not there can present a few problems.
SYSTEM:
QUICK ACTION
SPEND: 1 PATHOS
DURATION: 1 Turn
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Each dot of Aperta adds + 1 to larceny rolls for dealing with mechanical or electronic locks.
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Each dot of Aperta adds + 1 to technology rolls for dealing with machinery or electronics.
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Each dot of Aperta adds + 1 to computing rolls for hacking, the Aperta user is considered to be using a fetish computer no matter what machine he is using.
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There may be situations where Aperta may be useful that is not covered here. Such as hotwiring a car or repairing a mechanical or electronic item. In such cases Aperta may always be used. Aperta cannot do anything vs supernatural or magical devices.
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MENTE
(MENTE RANK EQUAL TO PUPPETRY RANK)
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Mente requires skin to skin contact with the target subject, this can be done with a gentle touch to the targets hand, face or perhaps a friendly handshake. The roll for Mente involves Stealth + Dexterity and is contested by Wits + Dexterity. Mente is a form of controlled psychometry. The greater the level of Mente the more details are divulged upon a reading of a subject.
SYSTEM 1 DISCOVERY
The Risen must in conversation bring up a subject matter that they wish the character to think about. Then with a simple touch, they can gain images from the subject relating to the subject.
Generally it is best to ask questions in a vague way, rather than blunt force ask questions such as "Do you know who murdered me" , it is better to ask questions such as "Did you know , insert characters name" to the subject, a police officer who was tasked with investigating the murder will have a flash of thought about it for moment. The more skilled the Mente artist the more information they can glean.
ROLL: STEATLH + DEXTERITY vs WITS + DEXTERITY
SUCCESS:
Only one success is required the information gleaned depends on the level of Mente.
MENTE LEVEL:
◉◉◉◉◉ Vauge impression of emotion related to the question, this may be anything from rage to total indifference.
◉◉◉◉◉ As above but with a tantalizing but hazy flash of others who may be involved with the question from the characters point of view. I.e a tall
man or a short woman, its not enough to make pinpoint individuals or make them easy to see, but it is enough to point towards a particular
location where the implicated characters may frequent on a regular basis.
◉◉◉◉◉ Details as above, except more explicit physical descriptions of other involved characters.
◉◉◉◉◉ As above but other elements are introduced to the narrative, for example plot elements, such as documents and murder weapons.
◉◉◉◉◉ Complete narrative connecting all the elements of the story together (at least -all- the target character consiously knows )
NOTE:
As with previous methods or revealing information, the player of the risen character will need to collaborate with the player of the target character to find out what -details- their probing reveals. The target character should reveal -tantalizing- snippets of what they know according to the levels displayed here.
FAILURE: No information on the subject is revealed. The question cannot be asked again.
BOTCH: The opposite of the truth of course. If the target subject did know something about your murder, you're convinced they know nothing or vice versa!
As this ability is closely related to the puppetry Arcanos, any emotions the target character feels transfers to the risen. Sorrow, Misery, Anger ,Love, Hate etc. Negative emotions will give the Risens shadow 1 point of Angst.
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SYSTEM 2 TRANSFER:
By focusing deeply on a traumatic experience the Risen has undergone (or learned about through use of discovery above) the Risen can transfer all that pain and suffering to another character, usually poetically this is targeted at a character responsible for the cause of the feelings in the first place.
GAIN: 1 ANGST PER DOT OF MENTE
ROLL: STEATLH + DEXTERITY vs WITS + DEXTERITY
SUCCESS:
Just one success is required. Success causes 2 x Mente level bashing damage to the target. The target recoils back 2 meters per mente level and if not rendered unconscious they are rendered -blind- for 1 turn per level of Mente as blood pours from their eyes at the sudden mental trauma.
NOTE: This is mental damage, the character will be rendered unconscious if the bashing damage exceeds their current health level, and they will wake in 1 x mente level turns. Characters immune to bashing damage still suffer the mental damage. Also note, if 2 meters backwards is enough to knock them off a church roof to then be impaled upon a spire, then so be it.
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