By Justin Love (jlove@csc.cornell-iowa.edu)
Simple and dedicated in its purpose, Dissilutio has one task and one alone: destroy, destroy, destroy. This it does exceptionally well, though the higher ranks only allow for things to be destroyed more completely, and offer little other service. Its main weakness is the relative inability to deal directly with living targets, and artifacts as well, until it gains the Arcane Destruction power. Dissilutio also has command of the destructive side of nature, commanding great disasters.
Enchant: Person(s)
Description: Instill in target being feelings of hatred and rage. You may target more than one person with this power in a single action, up to one per dot in Dissilutio Aspect Emotion.
System: They must make a willpower roll, and score at least as many success as your rank in Dissilutio Aspect Emotion (or spend the willpower point to cancel Anger) or he will attempt to lash out in anger (at an enemy if one is available), until the end of scene. He has minus one to all rolls while doing this, but ignores wound penalties.
Ability: Intimidation (4)
Description: Instead of a normal intimidation roll, you may cause your eyes to glow red with anger for a few brief moments.
System: Roll strength + intimidation, diff. 4, instead of the normal intimidation roll.
Enchant: Self
Description: Channels your anger, allowing you to perform greater feats of strength. System: You gain a number of strength equal to your rank in Dissilutio Aspect Enhance until the end of the scene. May not be used while in effect.
Description: Any Procreatio power which targets you is automatically resisted with by this power. You may also take an action and spend a point of positive Karma to attempt such a resistance against any Procreatio spell. The source of this counter-magic will be obvious.
System: Roll a number of dice equal to your rank in Dissilutio aspect Destroy. Each success reduces the casters successes by one, or stops the power altogether if it required no roll.
Ability: Security/(special) (5)
Description: A machine with moving or electronic parts ceases to function and requires some amount of time to repair.
System: Roll strength + either security or an ability appropriate for the device: computer for a computer, mechanics for a car, etc. The object breaks if it is successful, and an at least equivalent amount of successes on an extended repair roll is needed to return it to function.
Ability: Brawl (6) (vs. stamina + athletics (6))
Description: Twists a solid object around, probably destoying its former functionality. Twist may target a single bone, allowing to affect living targets.
System: Make a strength + brawl roll. If it is successful, the target is twisted. If targeted against a bone, it is opposed by the victim's stamina + athletics.
Ability: Melee (6) (vs. stamina + athletics. (6))
Description: Breaks a solid object. Like Twist, it may be targeted on a single bone, thus making it one of Dissilutio's ways of dealing with the living.
System: Roll strength + melee; if the roll is successful, the target is broken in two. If targeted against a bone, it is opposed by the person's stamina + athletics.
Ability: Intimidation (7)
Description: Crush causes a force to hit a target, like a large, heavy thing had just fallen upon it (though the force can come from any direction, not just above.) The force is invisible and thus may not be dodged (unless the character has True Seeing in effect; see Aqua Aspect Mind.)
System: It does one damage per success on an strength + intimidation roll, diff. 7, plus one if the target was crushed against another solid object.
Ability: Science (7)
Description: Cause a reaction in any substance which has the danger of a chemical or flammable reaction.
System: Roll strength + science, diff. 7; if the roll is successful, the substance reacts.
Ability: Repair (7*)
Description: The target non-living object is shattered like so much glass. Putting the object back together is nearly impossible.
System: Roll strength + repair, diff. 7; the object is shattered if it is successful. Previously Frozen objects have a difficulty of 6 to Shatter.
Ability: Enigmas (6)
Description: The target, a non-living, dense (cloth, for instance, does not freeze well, while metal, stone, or water make better targets) object, has its temperature drastically lowered, to the point where it may cause damage to characters contacting it.
System: Cold damage is treated like fire damage; refer to the flame chart under School Ignis. Each success on a strength + Enigmas roll increases the difficulty to soak the cold damage by one rank. The size of effect is determined by the storyteller. The rank of this coldness decreases by one per turn, until it reaches 0 and the object may be touched safely again. Freezing an object also reduces the difficulty to Shatter it by one.
Ability: Occult (7)
Destruction: Melt has the exact same effect as Freeze, except that it heats things instead of cooling them, does not affect Shatter, but can destroy things by itself if it gets them hot enough.
System: Roll strength + occult, diff. 7, to increase the object's heat; if the heat reaches rank five (the heat of molten metal), metal objects will melt. Others will melt at an appropiate heat, but the melting point of metal is a 'catch all.'
Ability: Mythlore (S) vs. art. level (6)
Description: You may target any other Dissilutio Power against an artifact, at a cost of the power's normal cost plus one.
System: Use strength + Mythlore instead of the powers normal roll, and use the power's normal difficulty. Recall that all artifacts resist any form of destruction with a number of dice equal to their level.
Ability: Crafts (8)
Description: Reduces X non-living targets to piles of dust.
System: Roll strength + crafts, diff. 8, for each target. If the roll is successful the target is irrevocably destroyed.
Enchant: Region
Description: Within a day of casting this spell, the region will be hit with terrible storms. There will be high winds and torrential downpores, large hail, or blizzard conditions depending on the location and time of year.
System: No roll is required. You may attempt to shape the nature of the weather, but you may not be certain this is what will occur.
Ability: Performance (6) All persons withen a five to ten mile radius experience violent shaking and it may also cause poorly constructed buildings to collapse.
System: Those within range must make a dex + athletics roll to remain standing. The difficulty of this roll is equal to 6 + [your success on a performance roll] - [radius (in miles) they are within to you]. Thus if you score three succes, everyone within the first mile radius (including you) has difficulty 6 + 3 - 1 = 8; within the second mile has difficulty 6 + 3 - 2 = 7; the fith mile: 6 + 3 - 5 = 4 etc.
Ability: Survival (6)
Enchant: Region
Description: The region will experience drastically hotter weather, possibley upsetting the local ecosystem.
System: This occurs for one week per success on a strength + survival roll.
Ability: Investigation (6)
Enchant: Region
Description: The region will experience drastically colder weather, possibly upsetting the local ecosystem.
System: This occurs of one week per success on a strength + investigation roll.
Description: A ball of flame erupts at a location you specify. Treat it as normal fire; once the intiial ball is gone, it will only remain if there is a fuel to keep it going.
System: Characters hit by this ball of flame soak vs. standard difficulty (6); two wounds for a direct hit, one for lesser contact.
Ability: Empathy (6)
Enchant: Region
Description: The region is heavily flooded, causing the loss of homes, fields, etc.
System: This occurs for two days per success on a strength + empathy.
Ability: Etiquette (6)
Enchant: Region
Description: The region has record low humidity, and is completely devoid of new moisture, in addition to the rapid drying of the ground.
System: This occurs for one week per success on a strength + etiquette roll.
Ability: Drive (7)
Description: A swirling vortex of air forms and begins throwing everything about.
System: When the tornado is formed, make a strength + drive roll. Any time something is picked up and thrown, it takes a number of damage equal to your number of success from the fall. You may maintain the tornado for only 3k per turn.
Ability: Expression (S)
Description: A huge tidal wave sweeps up, cutting a swath of destruction.
System: A strength + performance roll is made, with the number of successes being the damage assigned to everything hit by it, including the caster if he ends up in the way. The wave will hit in three rusns. The difficulty of this roll is 5 near large bodies of water, 7-10 elsewhere, depending on humidity.
Ability: Leadership (6)
Enchant: Region
Description: A crack opens up in the ground, which then begins spewing forth ash, molten rock, and poisonous gas.
System: This lasts for one month per success on a strength + leadership roll has passes. A volcanic cone is formed in the process.
Liar. Defiler. Parasite. The sharp-tongued devil that sits on you shoulder and bids you do wrong. Primally connected with the dark side, Corruptio includes powers to specifically attack the champions of Good.
Enchant: Person(s)
Description: Inspires feelings of lust or evil in the targeted being until end of scene. You may attempt to control whom the lust is felt for. You may target more than one person in a single action, up to one per dot in Corruptio Aspect Emotion.
System: The subject must succeed in a willpower roll, attempting to score at least as many successes as your rank in Corruptio Aspect Emotion, (or spend the willpower point to cancel Lure) to resist this temptation.
Enchant: Self
Description: You may alter you facial features, making you look beautiful or ugly, but not allowing enough control to make you become mistaken for a particular person.
System: Add or remove up to your rank in Corruptio Aspect Enhance to your appearance. This may not cause a modifier to your appearance greater than your rank in Corruptio Aspect Enhance.
Description: Any Purgatio power which targets you is automatically resisted by this power. You may also take an action and spend a point of positive Karma to attempt such a resistance against any Purgatio spell. The source of this counter-magic will be obvious.
System: Roll a number of dice equal to your rank in Corruptio Aspect Counter. Each success reduces the casters success by one, or stops the power altogether if it required no roll.
Description: Target food or water becomes unfit for consumption. It causes sickness if eaten.
System: No roll is required. The food is almost instantly transformed.
Bane: Sunlight's Pain: You are a creature of the night, or of the burning hell, and the bright sun of day causes you great discomfort. You have plus one difficulty (max of ten) on all rolls made during the day, plus two (also max of ten) in direct sunlight.
Ability: Etiquette (6)
Enchant: Area
Description: Stench of Evil creates the foulest odor imaginable.
System: The stench is proportional to your successes on an appearance + etiquette roll. Any character getting a wiff must score at least as many successes on a willpower roll as you have successes or suffer a minus one penalty to their die pools for each unmatched success. Outdoors or in a well-ventilated building, the success will be depleted at a rate of one per turn until they are zero, at which time the stench ends. Less well ventilated places will take longer.
Bane: Taint of Corruption: Plants wither at your approach and die if you touch them.
Ability: Empathy (S)
Description: Corrupt the Soul destroys all that the good has worked for. Its use is very painful for the victim.
System: If the target is a force of good, roll appearance + occult, difficulty of target's willpower. Successes are the number of good Karma destroyed. Otherwise, one point is destroyed.
Bane: fangs/horns: You grow a small pair of horns on your head, and fangs appear in you mouth. Together, they add one die to normal intimidation rolls and subtract one from any attempt to befriend or coerce (except by threats) a person who can see you. The fangs allow for a strength +1 bite attack.
Ability: Expression (S)
Enchant: Person
Description: The victim of this power becomes so completely and utterly depressed and self-doubting that she is incapable of doinging anything, except simple, unimportant tasks, which she doesn't bother to resist.
System: Roll appearance + politics, difficulty of the subjects willpower, and refer to the chart below.
Successes | Duration |
1 | One turn |
2 | Three turns |
3 | Larger of one minute or ten turns |
4 | Ten minutes |
5 | Until the end of scene |
Bane: Presence: Even when they can't see your horns of fangs, people seem to react strangely towards you, like a dark presense has entered the room. If there is anyone within about 20 yards of you, you have minus two dice to stealth rolls, and any dealings with people that close to you gain plus one to intimidation and minus one to social dealings.
Ability: Subterfuge (S)
Enchant: Person
Description: Corrupt the Mind attempts to steal, alter or remove a person's memories. This is a somewhat lengthy process, and requires steady eye contact, though once it has begun, he will be unable to break your gaze.
System: Roll appearance + subterfuge, difficulty of target's willpower.
Successes | Degree of Alteration |
1 | May cause memory loss for a day. |
2 | You may remove, but not alter memories. |
3 | You may alter some details of a memory. |
4 | An entire scene may be reconstructed. |
5 | You may reconstruct whole periods of the subject's life. |
Difficulty | Nature of the Target |
6 | People |
7 | Organizations |
8 | Cities |
9 | Regions |
10 | Countries |
Successes | Effect |
1 | Minor bickering |
2 | Loud arguing, threats; troops deployed |
4 | Punches thrown; minor skirmishes |
4 | Open war, but not long lived |
5 | A fight to the death; long war, possibly nuclear war |
Bane: Wings: You grow large, bat-like wings which allow you to fly. The standard +1 intimidation/-1 social applies against anyone who can see you.
System: You can drink for one to two turns without seriously harming you subjects, (they lose one health level for each turn you drink). Five or more virtually guaranties their death. Each turn you drink provides enough sustenance to go about one day without eating normal food. You cannot drink more than about ten days worth of vitae ahead. See Vampire: The Masquerade for more detailed blood rules. You may make a bite attack against a victim for strength + 1 damage. Having fangs also adds one to your intimidation rolls if you show them, but subtracts one from most social rolls.
Ability: Athletics (S)
Enchant: Person
Description: You may temporarally deteriorate the physical condition of you victim, making them an easier target.
System: Choose a physical attribute which will be reduced by one if the roll is successful, and make an appearance + athletics roll, difficulty of the victim's willpower to determine duration in hours.
By this time, normal food has begun to lose its taste, and you thirst for blood, though food it is still fully satisfying.
Ability: Investigation (S)
Description: When you bite a victim, you may also probe her mind for information.
System: Make an appearance + investigation roll, difficulty of the subjects willpower, with number of success determining the aproximate detail of the information which may be received, from very little at one to pretty much anything she knows that you want at five.
By this point, blood is the only food you seek. You may still eat 'normal' food to survive, but the taste is horrid and disgusts you. A willpower roll is required to keep it down.
Ability: Medicine (S)
Description: You may temporarily paralyze a person you have bitten, so long as you maintian your bite.
System: Roll appearance + medicine against a difficulty of his willpower; each success is one turn you may hold him motonless. You may not suck anything from him the turn you cast this.
System: When you bite someone, you may steal one of her temporary willpower points as your action instead of taking a gulp of blood. This causes no physical harm.
You have become completely unable to live off regular food. Attempting to eat makes you wretch, and you can draw no nourishment from it anyway.
Ability: Performance (6)
Description: After you've drank someone's blood, they overreact and run away whenever you approach. This power allows you to alter how others perceive you, looking different from yourself, and maybe even like someone else in particular.
System: Roll appearance + performance; the number of successes determines how drastic the changes may be.
At this point you begin to experience a form of amniesa; you forget your childhood memories and other fond moments. You are also plagued with writers block and similar symptoms. As a result, you crave the memories you steal form others, and have +1 difficulty on all creative rolls; you may avoid this penalty by using Steal Mind to take ideas from another.
Successes | Degree of Alteration |
1 | Minor changes; someone will miss you if she is not looking for you. |
2 | Even your friends won't recognize you at first. |
3 | Significant change; even people you know well may be fooled. |
4 | You even appear to walk and move different. |
5 | You may appear as someone of drastically different weight and height; even someone of the opposite sex. |
System: Instead of taking a gulp of blood or a willpower point, you may take one point of Karma during your action, this also causes no damage.
You have become dependent on the will of others, and can no longer regain temporary willpower points through your nature during the course of a story. It is assumed you can still feed up to full in-between stories.
Ability: Leadership (S)
Enchant: Person
Description: You no longer need to bite victims to keep them immobile; with but a look they can be made to stand still.
System: They are held for one turn per success on a leadership roll, difficulty of their willpowers.
Your own will has become so weak that you lose one point of temporary willpower approximately every 24 hours when you sleep if you keep a regular schedule.
System: During an action where you have a bite on someone, you may take one health level instead of something else.
This power could scarcely arrive sooner; your body has degraded to the point where it takes you twice as long to heal your health levels normally.
Ability: Occult (6)
Enchant: Person
Description: By spending five points of positive Karma, you make make a victim you have a bite on your 'voodoo doll'
System: Whenever you take damage, you may make an appearance + occult roll before attempting to soak; each success redirects one point of damage to your doll, who may then attempt to soak the damage. You may only have one doll at a time; the enchantment ends in 24 hours or when the doll goes below incapacitated.
Your body has become so frail that you may not even regain health levels through the passage of time, you must use magical healing or take them from someone else.
Working in direct opposition to Dissilutio, this power can repair its damage or create its victims anew, though it shares some of Dissilutio's simplicity. It also has a much greater affinity with life, with effects ranging from regeneration to resurrection. It is the essence of things created anew, reveling in wonder and the inspiration to create.
Presence: A being or thing passing inside a Procreatio elemental may be Recreated or Healed at normal cost. Plants around them are affected as per Grow (Terra Aspect Elemental.)
Enchant: Person(s)
Description: Instill target being with feelings of wonder and the desire to create. You may target more than one person with this power, up to your rank in Procreatio Aspect Emotion.
System: The subject gains +1 die to any roll dealing with creativity, and cannot botch such rolls until the end of scene.
Enchant: Self
Description: This power grants you a greater capacity to understand, though it does not grant knowledge to fill it.
System: Gain a number of intelligence equal to your rank in Procreatio Aspect Enhance until the end of the scene. May not be used while in effect.
Description: Any Dissilutio power which targets you is automatically resisted by this power. You may also take an action and spend a point of positive Karma to attempt such a resistance against any Dissilutio spell. The source of this counter-magic will be obvious.
System: Roll a number of dice equal to your rank in Procreatio Aspect Counter. Each success reduces the casters success by one, or stops the power altogether if it required no roll.
Enchant: Self
Description: By activating this power you may alter the color, and to a limited degree, texture, of a non-living object at any place upon it you can touch. The ability to do this lasts until the end of the scene.
System: Attempting to create any meaningful coloration, such as writing, requires an intelligence + ability roll appropriate for the situation.
Ability: Repair (8)
Description: Recreates that which has been damaged.
System: Roll intelligence + repair, diff. 8; if the roll is successful, the object is restored to its original condition.
Ability: Intimidation (6)
Description: You may increase or decrease the mass, and therefore most likely size, of any non-living object you may touch.
System: Make an intelligence + intimidation roll, with the mass and size of the object increasing or decreasing by approximately 10% per success.
Ability: Performance (7)
Description: Attempts to create a simple non-living object of no more than one part and material.
System: Roll intelligence + performance, diff. 7; if the roll succeeds, the desired object is created.
Enchant: Self
Description: Until the end of the scene, you may push and squeeze on any non-living object as if were made of soft clay.
System: No roll is required.
Ability: Leadership (7)
Description: With a touch, you may alter any single property of a non- living object. You may change color, texture, and to a more limited aspect, more fundamental qualities such as density or temperature; neither may be affected by more than minor amounts.
System: Roll intelligence + leadership, diff. 7; if the roll succeeds, the alteration occurs.
Ability: Crafts (8)
Description: Attempts to create a fairly simple non-living object with a few moving parts of different, uniform materials.
System: Roll intelligence + crafts, diff. 8; if the roll is successful, the desired object is created.
Ability: Enigmas (8)
Description: With a touch, you may completely change the physical configuration of a non-living object, but not its material(s) in any way. Essentially, you may turn any object into another object made of the same material(s), and of the same mass.
System: Roll intelligence enigmas, diff. 8; if the roll succeeds, the object is reshaped.
Ability: Expression (9)
Description: Attempts to create non-living object of any known complexity and reasonable size. (known means of existing technology, though extensions are possible at storyteller discretion.) This power may create computers, cars, etc..
System: Roll intelligence expression, diff. 9; if the roll succeeds, the desired object is created.
Ability: Etiquette (9)
Description: Change attempts to take any non-living mass you are touching and turn it into a different object, having the same mass, but whatever different properties you desire. The object is limited in terms of its complexity, you may only turn something into an object you know how to make by yourself. You don't need the skill in manufacture, just understanding of how it works; if you don't understand how to make a computer chip you cannot make any object including a (working) computer chip.
System: Roll intelligence + etiquette, diff. 9; if the roll is successful the object is transformed.
Ability: Mythlore (5+S)
Description: The S above is the level of the desired artifact, and is limited to five. This power allows you to create artifacts; however powerful ones are very difficult to create.
System: Roll intelligence + mythlore, difficulty of 4 + the desired level of artifact; a net success indicates the desired artifact was created.
Description: Regenerate allows you to quickly reconstruct you own body.
System: Regain one non-aggravated health level.
Ability: Medicine (6)
Description: Mends damaged tissue.
System: Roll medicine; the subject regains one non-aggravated health level per success.
Enchant: Self
Description: Allows you to favorably alter you body.
System: Until the end of the scene, you gain one dot in one attribute. Like Aspect Enhance, these bonuses only affect normal rolls, not magic casting, for instance.
Ability: Investigation (7)
Description: Completely restores a living body to its natural condition, healing all health levels, including aggravated.
Description: Make an intelligence + investigation roll, diff. 7. If the roll succeeds, the target is restored.
Ability: Subterfuge (S)
Description: Attempts to alter the body of yourself or another. You may cause the gain of a path of the beast power, with the cost of this being the normal cost of the power. You may also attempt one of the more harmful variations listed under Ignis Aspect Chaos for that Mutate power.
System: Make an intelligence + subterfuge roll; difficulty is six for yourself, the targets willpower for anyone else. At least two successes indicates success.
Ability: Survival++ (7)
Description: Create a plant. The material is useful for anything dead plant material is good for but it is not given life by this power.
System: You begin creating a plant of any of any size: up one one cubic foot of material per success on an extended intelligence + survival roll, diff. 7.
Ability: Science++ (7)
Description: Begin creating the body of an animal, though this power does not instill it with life.
System: Make an extended intellilgence + science roll, diff. 7; each roll does not require an additional expenditure, but does require at least one minute to perform. Each success gives the body one point in an attribute, limit to five in a single attribute. Thus, at least nine success are generally needed to be successful.
Ability: Empathy (8)
Description: Instills life into an organism. This may return a recently dead person, who has been dead for no more than half an hour at maximum, to life. This does not remove the cause of death; the Heal power will often have to be used first (or the subject will instantly die upon return.) If the person has been dead too long, or the body is new, the intelligence of the person brought to life will be that of a new-born.
System: Make an intelligence + empathy roll, diff. 8, to determine success or faliure. This power will grant only life, not sentience, to newly created bodies or those dead over one half hour. The raised dead will recover all of their former mental facilities, except for the indicated memories.
Time dead (minutes) | Extent of memory loss |
0-1 | No memory loss. |
1-5 | Prior events of this scene forgotten. |
5-10 | Last day to week forgotten. |
10-20 | Last month to year forgotten. |
20-30 | Amnesia: own identity forgotten. |
30+ | Total blank: knowledge of newborn. |
Description: Instill in a non-sentient, living animal the ability of self-awareness. This does grant any actual extra knowledge or ability, except the quality of self-awareness.
System: No roll is required.
Ability: Occult++ (8)
Description: Allows you to recall the consciousness of a person into a living, non-sentient body. You or someone else participating in the ritual must have known the person somewhat well.
System: Make an extended occult roll, difficulty eight, attempting to score ten successes. A roll may be made for every consecutive hour you perform the ritual, which must not be interrupted.
The champion of Goodness, nemesis of Corruptio -- purifier, protector, deliverer of justice to the impure. Laugh while you can at its stubborn innocence as it rises to watch you fall. Pray that in its kindness Purgatio extends its able hand.
Presence: Any food or drink passing within a Purgatio elemental is automatically Purified. Any evil person contacting it may be Absolved at normal cost. A field of Sanctuary surrounds it.
Enchant: Person(s)
Description: The target being is overcome with feelings of honesty and innocence until the end of scene. She gains two dots of willpower to resist temptations. You may target more than one person with his effect, up to your rank in Purgatio Aspect Emotion.
System: In order to do something dishonest or aggressive, the subject must make a willpower roll, scoring at least as many successes as your rank in Purgatio Aspect Emotion, (or spend the willpower point to cancel Honesty.) When a person becomes affected with Honesty, she must make an bad Karma check; if this is successful, she is paralyzed with guilt until she makes an unsuccessful check, makes a willpower roll (same as above), or spends the willpower point to cancel Honesty.
Enchant: Self
Description: Gives you a greater capacity to adjust to your surroundings and your problem-solving abilities.
System: You gain a number of wits equal to your rank in Purgatio Aspect Enhance until the end of the scene. May not be used while in effect.
Description: Any Corruptio power which targets you is automatically resisted by this power. You may also take an action and spend a point of positive Karma to attempt such a resistance against any Corruptio spell. The source of this counter-magic will be obvious.
System: Roll a number of dice equal to your rank in Purgation Aspect Counter. Each success reduces the caster's successes by one, or stops the power altogether if it required no roll.
Description: Subjected food or drink becomes completely edible, free of any poisons or rot, etc., not to mention low fat.
System: No roll is required.
Description: Relieve the Burdened Mind allows subjects to forget their troubles and rest easier.
System: In addition to feeling better, if subjects have uninterrupted sleep afterwards, they may either remove one point of bad Karma or regain one point of willpower. Multiple castings have no effect; only one point of willpower or one point of Karma may gained/lost per night.
Ability: Empathy (6)
Description: Cleanses targets of their sins. This experience causes a glorious feeling of goodness to wash over them, though most evil persons will be disgusted with the experience.
System: Removes a number of bad Karma equal to your successes on a wits + empathy roll from an evil victim. If cast against a good aligned person, it destroys only one point.
Ability: Medicine (6)
Description: All poisons or other impurities are removed from the subject.
System: Also make a wits + medicine roll. If the subject has any wounds caused by Corrupt the Body, one is healed for each success on the roll. If there are more successes than the number of wounds caused by Corrupt the Body (often zero), then for each remaining success one aggravated wound will turn into a normal wound, and you may spend 1 positive Karma per remaining success to heal one normal health level.
Description: No one may initiate a hostile action towards another while either is in a field of sanctuary.
Karma spent | Effect |
1 | Target being has a field of sanctuary about them as long as you concentrate. |
3 | The place or room you occupy has a field of sanctuary as long as you concentrate. |
10 | The place or room you occupy has a permanent field of sanctuary. |
Abilities: Melee/(special) (6)
Description: Attempts to weaken and crumble a weapon.
System: Roll wits + an appropriate ability (firearms for a gun, explosives for a bomb, etc.) or melee. Each success reduces the weapon's damage or damage bonus to strength by one, crumbling the item to dust if this reaches zero. If you attempt to decay an artifact, roll occult opposed by the artifact's level instead. Each net success reduces the artifact's level by one (curbing power appropriately), turning it into a normal item if the level reaches zero, which may then be decayed normally.
Enchant: Person
Description: The target being is surrounding by a revealing Aura of Essence. This gives others an impression of the person's true intentions, thus a well meaning, if not charismatic, person will be treated well, but a con-artist would be driven out of business.
System: No roll is required.
System: No roll is required for normal use, but if any such damage remains after the soak, a person with Corruptio Aspect Counter may roll a a number of dice equal to their score in this power, with each success reducing one such damage to non-aggravated
Karma spend | Effect |
1 | Remove a derangement gained through recent trauma. Roll wits + enigmas, difficulty of the target's willpower; if the roll succeeds, the derangement is removed. |
5 | Remove any derangement from the subject. The roll is the same as above. This takes some time to perform. |
Enchant: Self
Description: This is a more self-righteous version of Sanctuary.
System: Any person who casts a harmful spell against you has the spell instead cast at them. Any damage intentionaly done to you is instead done to the person causing the damage.
Description: You may remain awake without penalty for up to twenty-four hours per activation.
System: The number of Karma that must be spent is equal to the number of days you have gone without sleep. The first time you would activate it would be after a day of normal activity, and it would cost one. To continue activity uninterrupted for the second day would cost two, etc. You will have to make up the sleep sometime, and must make up every hour of it with extended sleep at some point. You may only make up part of your required and then continue. This will reduce the cost to activate the power appropriately. For example, if you spent three days on Vigil, and then spent eight hours (a normal night's sleep), you would only need to spend four to stay up the fifth night from the first you skipped.
Description: You may take any or all negative Karma from a willing subject, transferring the burden of its penalties to yourself.
System: No roll is required.
Enchant: Self
Description: You will draw opponents to you, instead of others.
System: No roll is required. This will not affect anyone seeking out a specific target but those who are just looking to fight someone will be drawn to you.
Enchant: Other
Description: The target person (other than yourself) becomes 'guarded' by you until the enchantment is interrupted, one of you dies, or you decide to end it.
System: No roll is required. You may only be guarding one person at a time. You sense whenever the person being guarded is in danger or needs help.
Ability: Leadership (6)
Description: You may attempt to take damage intended for others. You may attempt to take damage from the person you are Guarding or from any person in sight.
System: Make a wits + leadership roll, with the number of successes being the maximum number of health levels you lose instead of the subject. The damage is transfered after she makes her soak roll; you do not get to make an additional soak roll.
Description: You may grant moral support to a person.
System: No roll is required. You transfer one of your temporary willpower points to the subject.
Description: You may let your deeds reflect upon another.
System: No roll is required. You transfer one point of Karma to the subject.
Description: You may transfer you very well being.
System: No roll is required. You lose one health level and the subject gains one.
Description: By paying three extra Karma when you Guard someone, he gains the ability to summon you whenever he wishes.
System: No roll is required. By only wishing that you were at his aid, you will be instantly aware of his need. You may delay the summons a few minutes to take care of 'compromising circumstances', but it must be obeyed. You will then be transferred instantly to the presence of the person in need.
Description: The ultimate sacrifice, this power allows you to die in another's stead.
System: When a person within sight or a person you are Guarding dies, you may activate this power. You die instantly and they are now have a same number of health levels as you did previously. You may activate this power without an action.
Though it indeed has stiff competition, Tempus ranks highly as one of the more potentially potent schools. Hardly limited to merely observing the past and future, it has means to displace its user and affect the flow of time itself.
-4 | Centuries |
-3 | Decades |
-2 | Years |
-1 | Months |
0 | Weeks |
1 | Days |
2 | Hours |
3 | Minutes |
4 | Seconds |
5 | Length: now; accuracy: exact |
Enchant: Person(s)
Description: Creates feelings of angst, worry, or regret in the subject until end of scene.
System: They are lost in thought and receive a penalty of +2 difficulty to all perception rolls as long as this power remains in effect. You may target more than one person in a single action, up to your rank in Tempus Aspect Emotion.
Enchant: Self
Description: Enhances your ability to pick out details.
System: You gain a number of perception points equal to your rank in Tempus Aspect Enhance until end of scene. May not be used while in effect.
Description: Any Tempus power which is cast in your presence and not by you is automatically resisted by this power. The source of this counter-magic will be obvious.
System: Roll one die per dot you possess in Tempus Aspect Counter. Each success reduces the casters success by one, or stops the power altogether if it required no roll.
Ability: Alertness (6)
Description: Allows you gain insight on the very near future.
System: You may see a number of turns into the future equal to your success on a perception + alertness roll. For each turn that you see, all characters must announce to you their intended actions for that turn, and you receive -2 difficulty for any reactionary roll (dodging, willpower checks, etc..)
Ability: Dodge (4)
Description: You may jump a few moments into the future, thus avoiding a bullet or blow from a weapon.
System: Make a perception + dodge roll, diff. four, treating the success as you would a normal dodge roll. This power may be activated any time a normal dodge may be used.
Ability: Empathy (S)
Description: Allows to sense recent events that occurred to or around a person or object you can touch or a scene you are in.
System: Make a perception + empathy roll, difficulty determined by how long it has been since the event occured. Each successs is a fact or 'snapshop' of the event(s) that may be obtained.
Difficulty | Time |
5 | An hour ago |
7 | Up to five hours ago |
9 | Up to a day ago |
10 | Up to a week ago |
Ability: Occult (S)
Description: This power is similar to Retrospect, except that it allows you to look in to the future of something. System: Make a perception + occult roll, difficulty as per Retrospect; each success is one fact or image obtained about future events.
Ability: Stealth (6)
Description: A more potent form of Phase, Forward allows to travel several turns into the future, but takes a complete action to activate.
System: Make a perception + stealth roll, with each success being one turn you appear to disappear from existence, as you jump to a few moments later.
Ability: Survival (6)
Description: The inverse of Forward, Rewind allows you to return your current consciousness to your body a few moments ago, allowing you to do second take on recent events.
System: Roll perception + survival, with the number of successes being the number of turns you back track.
Ability: Investigation (S)
Description: You may attempt to see into the past of a place, person, or object with which you are familiar.
System: Roll perception + investigation, difficulty of five minus the length rating (on the relative times chart) of how long ago the time you wish to view was. The number of successes is how close you got to the exact moment desired, on the relative times chart.
Ability: Enigmas (S)
Description: Allows you to see into the future.
System: As per Postcognition, but rolls are made on perception + enigmas.
Ability: Science (S)
Enchant: Self
Description: Attempt to move into the future, disappearing from the current time-space continuum for an amount of time equal the amount you stay in the other time. The future you visit will be the future without your effect on it, as you are not existing in the past while you are in the future.
System: Make a perception + science roll, difficulty of 6 minus the rank of your displacement into the future (found on the relative times chart). The number of successes is how close you get to your desired moment, by the relative times chart. Each hour you spend in the future causes you to expend one positive Karma, thus it is very difficult to maintain your presence there. Keep in mind that if you go to a point in the future at which there are no opposing Chosen in the area, your powers will become dormant.
Ability: History (S)
Enchant: Self
Description: As per Future Travel, but make your roll on perception + history instead of science. Keep in mind that in the past you will not have any powers you had not achieved by the point in time to which you go. Also, come the Armageddon, an equal number of persons will be chosen for each side, so killing people before they become Chosen is relatively ineffective.
System: No roll is required.
Ability: Athletics (6)
Enchant: Self
Description: You feel the effects of time at a hugely accelerated pace, experiencing the effects of months or even years in a manner of minutes. This affects only the 'ageing' of your body; you will eat and sleep normally, but things such as healing will be accelerated.
System: Make a perception + athletics roll, and note the success. Time may be experienced at a rate of up to ten to the power of your successes, to one. Thus, if you score two suceesses, you may experience the effects of time at up 100 times (10 squared) faster than normal. This grants you no additional actions, but you will heal faster relative to the normal time flow, etc.
Ability: Etiquette (6)
Enchant: Self
Description: You begin experiencing the effects of time at a greatly reduced rate.
System: Time may pass at a rate of up to ten to the power of your successes on a perception + etiquette roll, to one. Some of the effects this has are: you will barely appear to age, and you will heal extraordinarily slowly.
Ability: Performance (6)
Description: Others experience the effects of time faster than you. A raging inferno suddenly becomes more deadly to them than to you.
System: The turn in which you activate this power, all time excluding you is sped up at a rate of your successes on a perception + performance roll to one, thus causing others to age faster, etc.. Thus if you had three successes, everyone else would receive three actions to your one, or three years to your one.
Description: You may slow down the rate at which others experience time, allowing you to accomplish more than others in the same amount of 'time.'
System: You may slow down the flow of time, excluding yourself, by a rate of X to one. X is as many actions as you pay for. A second action costs two Karma, gaining a third action in addition to the second costs three Karma, a fourth above and beyond the third costs four, etc.
Upon activating this power, you immediately receive your first action, thus you may effectively disregard the normal one action activation time.
Enchant: Thing
Description: You may attempt to affect another being or object as per Advance.
System: If the subject is not willing, he rolls his willpower, with each success reducing success by one.
Enchant: Thing
Description: You may affect another being or object as per Transgress.
System: If the subject is not willing, then she makes a willpower roll, with each success reducing your successes by one.
Ability: Intimidation (S)
Description: You may attempt to cast Speed, with another person or thing being the point where time is not altered, effectively rendering it unable to do anything for several turns.
System: Make a perception + intimidation roll, difficulty of the victim's willpower if he is unwilling. The number of successes you score is the amount of positive Karma you must spend to attempt to slow him, and the net successes is the number of turns he will go with only one action among them.
Description: You may attempt to affect another person or thing with Slow, with her as the point where time is unaffected.
System: The cost to do this is the same. If she is unwilliing, she resists with her willpower, with each success reducing the number of extra actions she gains this turn by one.
Description: You are able to completely remove yourself and a small field around you from the flow of time; everything else appears to stop. Since the rest of time has completely halted, there's not a lot you can do, since everything except you and things on your person are able to experience the effects of time. You can, however, cover huge distances in the seeming blink of an eye to rest of the world.