MATERIAL BEIGNS (GREMLINS)

By Anders Sandberg

These beings lack their own bodies, and when they manifest in a physical form, they animate dead matter. Using their powers, they can make otherwise rigid objects bend and move, and they can control machines. For example, a being can animate a marble statue, giving it the power to move and act. It is still hard marble, but the marble changes shape when it moves. A being possessing a car can make it move as it wishes, override what the driver does, lock the doors and possibly make it crunch together. A being possessing a knife can make it jump through the air at a target, and burrow into its flesh.

An Entity doesn't see the world very well (except using the senses of the possessed object, if it has such). They see it from an Umbral level, noticing mostly life and magickal things but having great trouble distinguishing material things. They are attracted to strong negative feelings like fear, pain and death, and seek out sources of them directly. On the other hand, they feel Paradox as pain, so they try to avoid sources of paradox.

Nephandi sometimes use these beings to attack their enemies, defend their labyrinths or just set them loose in the world to cause suffering. Often they appear in large schools, hunting together. They are not very bright, and don't understand much. They follow orders to the letter, often without any imagination at all. Subtlety is above them, and they prefer blunt, direct approaches. As soon as their victim begins to feel negative emotions (like fear when glass shards start to creep around), they will zoom in on the source, often causing even more negative emotions (like combined fear and pain when the shards pierce the flesh). This makes them even more active, and they will continue trying to cause more negativity as long as possible. When they cannot extract any more, they go dormant if there is no other sources in the vicinity. Dormant entities can remain so for a long time, but often succumb to the paradox they have garnered during the wait.

Arete: 3

Animate matter (Matter 3): the being can animate a material object and make it change shape to move, or control its actions. Most beings can't use the more subtle functions (like reprogramming a computer), and prefer simple physical actions (like strangling a victim with the power cord).

[ The number of successes will equal the beings physical traits, modified by the nature of the animated object. For example, a statue will increase strength and stamina with 2, a car strength, dexterity and stamina with 4 and a pane of glass decrease the stamina with 2. ]

Mind 2: The being can feel sources of negative emotions in the vicinity.

Mind 1: The being will always understand the capabilities of any object it possesses. If it becomes a car, it will know all functions of the car (but no traffic rules).