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A Sourcebook for

the Chronicles of Darkness


By Chris Falco

InTroduction
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Credits
Author: Chris Falco
Developer: Chris Falco
Editor: Chris Falco
Artist: White Wolf art packs
Cover from https://pixabay.com,
Modified by Chris Falco

Special Thanks
Everyone who’s supported my work thus far!

© 2019 White Wolf Entertainment AB. All rights reserved. Vampire: The
Masquerade®, World of Darkness®, Storytelling System™, and Storytellers
Vault™ are trademarks and/or registered trademarks of White Wolf
Entertainment AB. All rights reserved. For additional information on White
Wolf and the World of Darkness, please, visit: www.white-wolf.com,
www.worldofdarkness.com and www.storytellersvault.com.

2 Ephemeral Influence
Table of
Table of
Contents
Contents
Introduction 5
Chapter One: Ephemeral Power 7
Influence Guidelines 7
Example Influences 11

Chapter Two: Material Tricks 35


Mortals 35
Vampires 36
Werewolves 39
Mages 40

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4 Ephemeral Influence
Introduction
Introduction
No true occultist, no actual expert on the supernatural can deny the power of
the ephemeral. Ghosts, spirits, mental constructs, clockwork angels, and
stranger beings still all seem to have a strange hold on the world. This is more
than just the individual powers (or Numina) that they develop, which give them
potent, but specific tricks to call upon, no, the true power of the ephemeral
comes from that hold on the world, the Influence they have over a part of it.
These Influences are unique compared to the powers of other supernatural
beings, flexible to an extent but not able to “mix” together like certain magics
of Mages and Vampires. They’re a pure, raw connection to some aspect of the
universe, representing the entity simply being that part of the world, and so
having some level of control over it.
Ephemeral Influence is a supplement that provides an expansion of the
Influence system, providing more options for Storytellers making use of them,
and further ways for player characters to call upon those purviews.
Chapter One: Ephemeral Power provides general guidelines for making the
best use of each level of an Influence, as well as over a dozen example Influences
and sample uses of each level of that purview.
“The place was Chapter Two: Material Tricks provides some brief advice for Mortals,
silent, and – Vampires, Mages, and Werewolves seeking to make use of Influences, whether
through communion with spiritual entities or by just directly channeling that
aware.” sort of power.
- P.C. Wren

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6 Ephemeral Influence
Chapter One:
Chapter One:
Ephemeral Power
Ephemeral Power
The primary users of ephemeral Influences are, of course, ephemeral beings
themselves. Different ephemeral beings, however, differ slightly in how they
make use of them. Spirits and Goetia have Influences for what they Resonate
with, using them to bring themselves more fully into the world and to feed on
the essence it generates. Angels gain Influences over some aspect of reality that’s
important to their mission, often having oddly specific or incredibly general
forms of it. Ghosts have Influence primarily over their Anchors and related
phenomena, but as they grow in power, these evolve to become more like
deathly reflections of spiritual resonance.
All of them, however, use the same mechanical system. Covered in Chronicles
of Darkness, Mage: the Awakening, Werewolf: the Forsaken, and The God-
Machine Chronicles (as well as its free Rules Update), the effects vary from
strengthening their purviews to outright creating groups of new manifestations
of it. What follows, then, are general guidelines on how to use each level, as well
“All that spirits desire, as specific examples of different purviews found among ephemeral beings in the
spirits attain.” aforementioned sources, and new ways to make use of them.

- Khalil Gibran
Influence Guidelines
The Influence mechanics are fairly open, but there are some commonalities
between how the different levels work, the extent they work, and the mechanics
behind it. As such, some “universal” uses of Influence, or at least those that
might apply to large subsets of different types, can be found below, which act as
guidelines for the “balance” behind different uses of it. Note that this is not
meant to be all-encompassing, just to provide an idea of the level of power
offered by each level.

Chapter One: Ephemeral Power 7


Alteration
Strengthen (•) Make minor changes to the appearance of a
Degradation physical purview, such as removing scars from a
person temporarily, or slightly changing the color (or
With certain Influences (like Entropy or rather, the shade) of an object.
Destruction), or those opposing a given purview (such
as Peace against a weapon), perform the opposite of Degradation
Enhancement or Resilience (below), subtracting dice,
As with Strengthen, but it may be used on the
durability, armor, or other traits equal to Rank. This
purview itself, rather than one directly opposed.
won’t do direct damage, however.

Enhancement Guidance
Use the entity’s Rank as a dice bonus or penalty to
Add the entity’s Rank to an object’s equipment
actions within or directly opposed to the Influence’s
bonus under their purview, up to a maximum of +6
purview.
(just barely above the mundane cap). Alternatively,
add the entity’s Rank to a weapon’s damage (capped Manipulation
at 5), or add appropriate tags up to Rank.
For living/sentient beings, the Rank can instead be “Retarget” a mundane condition, so for instance an
split between adding to a creature’s Attributes or to emotional influence could cause Swooning to have a
Skills they have at least 1 dot in already, up to their different person as the target of affection.
normal maximum.

Escalation Control (•••)


Change a minor condition or tilt to a more blatant Command
version of it, such as causing Shaken to become
Frightened. Alternatively, inflict a new, minor Take full command of a physical instance of a
condition appropriate to the purview, so long as purview, able to make it do anything it’s naturally
there’s some basis for it already; create Swooning in capable of (or simply prevent it from doing a named
someone already attracted to someone else with thing, instead). This can go so far as to give a self-
Influence (Lust), for instance. These conditions destructive command to a living being, but this
generally won’t be persistent, in either case. generally provides a bonus to the resistance roll, at
Storyteller discretion.
Opening
Strengthen an existing (matching) “base”
Manifestation condition, such as Resonant, Anchor,
or Infrastructure, to Open for the duration.

Resilience
Add the entity’s Rank to their purview’s health,
defense, structure, durability, or armor for the
duration. Raising health or structure doesn’t heal
damage, however, just raises the amount that could
be taken.

Manipulate (••)

8 Ephemeral Influence
Controlling Temporarily inflict a “base” Manifestation
condition of the Influence’s purview on an
Upgrade the Open condition to Controlled for the appropriate source, like Resonant, Infrastructure, or
duration. Anchor.

Disguise Creation
Radically alter the appearance of a physical Create a brand new example of a physical purview.
purview, such as making an old house look pristine, Typically, it will be a fairly average member of its kind,
or changing the apparent model and color of a seeming fairly new or young, but this can be altered
vehicle. It shouldn’t entirely change it beyond the (in either case) depending on the resonance favored
aesthetics, however. by the ephemeral entity using the Influence. A spirit
of reliable, 1960’s vehicles with Influence (Cars) likely
Redirect produces what look like pristine classic cars, for
instance, not a modern convertible. Note that with
With less physical purviews, such as emotions or some Influences where you don’t have “single
other abstract comments, conditions, tilts, or other instances,” per se, like Water or Shadow, it creates an
conceptual manifestation of the purview might be amount of it of equivalent Size to the entity.
shifted to another. Influence (Emotions) could
change Swooning to Spooked, for instance, or might Manifestation
be retargeted or altered in how it’s applied to the
character similarly. They can also be enhanced to an Less physical purviews can be created, imposing
extreme degree, allowing for persistent conditions even persistent or supernatural conditions and tilts,
and similar effects, such as turning Shaken into the where appropriate, as relevant to the purview.
Broken condition. Of course, they’re not truly Influence (Fear) can cause Frightened in even the
persistent if the duration isn’t permanent. most steadfast individual (even removing the
Steadfast condition in the process), and Influence
Repair (Thoughts) might impose Mesmerized (Vampire: the
Requiem, pg. 305).
Perform temporary repairs on the purview, such as
healing health levels or structure damage, but this Remake
only lasts as long as the duration, as normal; Numina
are better suited for permanent reparations. This can The entity can more completely reshape something
also remove appropriate conditions or tilts, but again, physical within its purview, so long as it’s still covered
this only suppresses them for the duration. In either by it, turning a banged up broken down car into a
case, if the damage would naturally be gone by the Lamborghini, for instance, by essentially “recreating”
time the influence ends, it remains gone. it in the new form.

Tilts Tilts
With the right Influences, environmental Tilts can Appropriate environmental Tilts can be caused
be placed on an area where the substance already even if the conditions and area aren’t appropriate for
present; Influence (Water) could turn still snow into them, although this will generally be fairly localized.
the Blizzard tilt, for instance, and Influence (Earth) An entity might cause Heavy Rain over a single office
could cause the Earthquake tilt. Generally, the area building with Influence (Water), for example.
for this is fairly small, at most causing it over an area
equivalent to a large home and its property. Mass Create (•••••)
Create (••••) Conditioning
Conditioning Permanently inflict a “base” Manifestation
condition of the Influence’s purview on an

Chapter One: Ephemeral Power 9


appropriate source, like Resonant, Infrastructure, or
Anchor. Alternatively, temporarily inflict it a number
of times equal to the entity’s Rank.

Creation
Permanently create a brand new example of a
physical purview, as with Create, or create Rank
instances of that purview.

Manifestation
Less physical purviews can have their effects applied
to larger groups, up to Rank individuals.
Alternatively, they can permanently affect a single
being; note that while Influences cannot permanently
alter the thoughts of a sentient being, conditions of
any kind are inherently fragile and so can be applied
until resolved normally.

Remake
The entity can more completely reshape something
physical within its purview permanently, or alter
Rank instances of it at once.

Tilts
Appropriate environmental Tilts can be applied as
with Create, but can affect a much larger area, up to
perhaps a large neighborhood in size.

Wide Effect
Use any of the options available for Strengthen,
Manipulate, or Control on up to Rank targets at
once, or a larger area (usually up to the size of a large
neighborhood or so).

10 Ephemeral Influence
Example Influences Strong Wind (•)
The following Influences have been pulled from In an area where the Heavy Winds Tilt is present,
various sources, listed for different sample beings. For the entity is capable of raising the severity of it. The
each influence, several examples of ways that each of “grade” of the Wind is raised by the entity’s Rank.
the levels can be used will follow, which might differ Alternatively, this can turn a light breeze into a grade
somewhat from the general examples above. As usual, one Heavy Winds Tilt.
the Storyteller and players (with access to these
powers) should feel free to come up with other Calm (••)
creative uses beyond those listed here.
If an Influence use is noted as being contested, even A Heavy Winds Tilt or equivalent source of wind
if not “altering the thoughts or emotions of a sentient in an area has its severity, grade, or other
being,” the same roll of Resolve or Composure + representation of its strength lowered by the entity’s
Supernatural Tolerance is used. Rank for the duration.
Instantaneous: Some effects are listed as
“instantaneous,” this means that the effect happens Directional Guidance (••)
immediately and then doesn’t repeat, even over the A character or vehicle relying on air based
course of a long duration, and so additional duration propulsion can have its direction guided somewhat at
(with higher Influence levels) has no effect on it. the entity’s whims. If they fail a Dexterity + Athletics
roll with a penalty equal to the entity’s Rank, their
Anchors heading on a given turn can be changed by up to 90
degrees in any direction.
Anchors deserve a special note; typically, Influence
(Anchors) can be used on any of a ghost’s anchors, Gust (••)
and the exact effects depend on what those anchors
are. As such, while they’re often limited in the actual The air can be manipulated a small amount, even if
targets, many of these effects will follow after the calm, allowing papers to be blown off a desk or similar
example of different physical purviews below. An minor effects, for the duration.
anchor of a power station might allow some of the
effects of Influence (Electricity) inside it or in Aerokinesis (•••)
connected systems, for example, in addition to those With condensed applications of air pressure, a
for Influence (Location). clumsy sort of “telekinesis” can be managed by the
entity in any area with a significant amount of air to
Air it. This force has a Strength equivalent to the entity’s
Rank, and can be used for any Strength based actions
Breathe Easy (•) (add the entity’s Rank again, or the user’s own skill,
if a skill is normally added).
A targeted character finds the air better able to
sustain them. Add the entity’s Rank to the character’s Dispersal (•••)
Stamina for the purposes of needing to hold their
breath, endurance, or any similar roll wherein the air Through manipulation of the air in an area, more
quality might be a factor. dangerous substances can be pushed away. This
allows environmental Tilts and other effects that take
Propulsion (•) the form of a vapor to be dispersed, such as Poor
Light representing fog, Poison (in the case of
With careful “thickening” of the air in key points poisonous gases or similar), or anything similar.
around a target, a character or vehicle relying on air
based propulsion (such as wing based flight, or a Wind Storm (•••)
sailboat) has its speed increased by the entity’s Rank.
Even the calmest area can be turned windy by an
entity at this level, allowing the Heavy Winds Tilt or

Chapter One: Ephemeral Power 11


an equivalent effect to be inflicted in an area at a level five Extreme Environment due to the extreme
grade equal to the entity’s Rank. pummeling force of the winds and any debris.

Air Pocket (••••) Authority


Whether underwater or in a vacuum, the entity can
create enough air for a typical size 5 creature to Commanding Presence (•)
breathe comfortably in for the duration, so long as it’s
For the duration, the entity’s Rank is added to any
all kept in place around them.
social rolls by a given individual that benefit from
Incredible Speed (••••) having a higher Status or other representation of
authority over another character, as their position
The continuous generation of new currents of air seems that much more important and demanding
can greatly increase the speed of any character or respect than it otherwise might.
vehicle using an air based propulsion system; their
Speed is multiplied by the entity’s Rank. Confidence in Leadership (•)
Pressure (••••) For the duration, when a targeted character is
leading a teamwork roll and has some level of
By forcing air where it shouldn’t go, causing recognized authority over the other characters
immense pressure on an area or even within a person, involved, the supporting characters gain a dice bonus
damage can be done. The targeted character or object equal to the entity’s Rank to their rolls.
takes bashing damage equal to the entity’s Rank each
turn if there’s any sort of “pocket” within them the I Can Be Here (•)
air could get into and start expanding. This can be
Add the entity’s Rank to a character’s effective
contested normally.
Status or similar social merit for the duration, for the
Air Drag (•••••) sake of what resources they’re able to make use of
within a group and what areas they can access. For
The density of the air in an area up to the size of a instance, a Status • police officer might not have
large neighborhood can be greatly increased. In access to the evidence locker unsupervised, but if an
addition to any other effects of the air pressure, it entity raises their effective status by 3 points they
causes a loss of Speed equal to the entity’s Rank due might be able to. Other characters can contest this
to air friction, and a similar penalty to any actions illusion of authority as if it were directly targeting
that would be affected by the same. them.

Permanent Fuel (•••••) Distrusted Leader (••)


A given object, creature, or similar target is The entity’s Rank is removed from the effective
permanently altered to effectively provide their own Status or similar merit of an individual for the sake of
air, allowing a creature to breathe clean air in any resources they can access and areas they’re allowed in,
conditions, an object requiring it as fuel to be able to as suspicion is cast on if they truly belong there, or
burn it in any circumstance, or for an enclosed flame may be compromised. Other characters can contest
to never choke. A living creature never needs to hold this distrust as if it were directly targeting them.
their breath and becomes impossible to asphyxiate,
short of removal of their respiratory system itself. Don’t you Dare (••)
Tornado (•••••) Any hostile actions, or other actions involving
working against a targeted character, by those of lower
A tornado is created from nothing, even in an area Status (or equivalent merits) are penalized by the
typically lacking air (like deep underwater or outside entity’s Rank for the duration.
a space station). This acts as a grade five Heavy Winds
Tilt in a large area (at least the size of a large
neighborhood or equivalent space), and also acts as a

12 Ephemeral Influence
Supporting Member (••) Overarching Command (•••)
A character’s authority in a given group is given a Similar to Supporting Member, this allows a
bit of leeway towards areas they might not normally character’s Status and similar levels of authority to
be meant for, but that’s close to their original apply anywhere within the overarching group for the
position. For instance, a medical doctor might be duration. A medical doctor might be allowed to alter
allowed to assist with surgery, for the duration. Other maintenance plans within a hospital, for instance.
characters can contest this illusion of authority as if it Other characters can contest this illusion of authority
were directly targeting them. as if it were directly targeting them.

Different Orders (•••) You Will Listen (•••)


A character’s thoughts are altered, making them A character who has been given an order by
thing that they were given a different order from a someone with some authority over them is targeted
character in authority than they actually were. This by this effect, which forces them to do as they’ve been
could be anything that makes sense within the told as quickly and efficiently as they can manage it,
purview of that boss; an IT Administrator might if they fail to contest the Influence, so long as it’s
think they were told to grant access to the network to something said authority gives them the right to ask.
a complete stranger, but they can’t be made to think (Those with access to Vampire: the Requiem can use
they were ordered to take a club and beat their co- the Dominated condition on the target for any
worker’s head in. This also doesn’t force them to obey character with authority giving them an order).
the perceived order inherently, although You Will
Listen (below) can make them do so. Authority is Authority (••••)
A character’s Status merit is changed to apply to
another group entirely; Status (Police) could be

Chapter One: Ephemeral Power 13


changed to Status (Local Gangs), for instance, Universal Recognition (•••••)
although this gives the character no inherent
knowledge of that group’s workings. Whenever that The targeted character is recognized by any
lack of knowledge would cause them trouble, character that fails the normal contested roll as
characters in the new group can contest the Influence having authority over them, for the duration. They
as if it directly targeted them, seeing through the ruse might justify it as being part of a group they’re in, see
if they roll more successes. This will not change them like a parental figure, or just have an urge they
mundane status into supernatural status, however. can’t place that they need to obey the character.
Mechanically, the target’s treated as if they have
Dark Demand (••••) Status or similar merits at 5 dots for the purpose of
giving orders, accessing resources, or otherwise for
A character targeted by this Influence acts as if
any group, even for characters that aren’t actually part
another chosen individual (which can be the entity
of any such organization.
itself) has unyielding authority over them if they fail
to contest the Influence, giving them the Fugue
condition for the duration, which is triggered Death
whenever they try to go against orders given to them
by the chosen individual. If they do black out, they try Accelerate Injury (•)
to complete those orders as efficiently as possible,
although will not commit self-destructive actions. Add the entity’s Rank to any damage dealt to a
target character for the duration, to a maximum of
Initiation (••••) doubling the initial damage, if they fail to contest the
roll. The additional damage is of the same type as the
A character is granted dots of the Status merit at a original source.
level equal to the entity’s Rank, or multiple Statuses
are granted with the Rank split between their levels, Forbid Healing (•)
although this gives the character no inherent
knowledge of that group’s workings if they don’t have Any roll to attempt to deliver first aid, intensive
it already. Whenever that lack of knowledge would care, or otherwise heal or keep a targeted character
cause them trouble, characters in the group can away from death suffers from an “equipment penalty”
contest the Influence as if it directly targeted them, equal to the entity’s Rank. This does affect rolled
seeing through the ruse if they roll more successes. supernatural abilities.

Anarchy (•••••) Quicken Expiration (•)


Anyone within an area of up to about the size of a A single point of damage is done to a character
large neighborhood refuses to recognize the authority whose health track is already filled with lethal damage
of anyone else, thinking themself above it, if they fail and that hasn’t been stabilized yet, if they fail to
to contest the Influence. Status bonuses don’t apply, contest the roll, causing them to inch towards their
and any social maneuvering on anyone affected demise that much more quickly. This is an
within the area must break through additional Doors instantaneous effect.
equal to the entity’s Rank. Other social rolls relying
on any level of authority suffer a similar penalty.
Efficient Toxin (••)
A substance that’s dangerous, but not consumed in
Repeated Orders (•••••) a quantity that would normally cause damage to a
A number of individuals equal to the entity’s Rank character, can be made to maneuver through the
will order all of their underlings to perform a task target’s system more “efficiently,” thus acting as a
(within their normal purview) defined by the entity, poison with Toxicity equal to the entity’s Rank.
if they fail to contest the Influence. This provides no Generally, a substance with an equivalent danger to a
guarantee that the underlings will do what they’re single shot of 80 proof alcohol is enough to act as a
told, but any social roll used to convince them to basis for this effect.
gains a bonus equal to the entity’s Rank.

14 Ephemeral Influence
Stabilize (••) Expiration (••••)
By slowing the approach of death, the character is A target (living) character suffers aggravated damage
stabilized, ceasing them from bleeding out or from equal to the entity’s Rank if they fail to contest the
similar effects that worsen over time for the duration. Influence roll, which appears in the form of
This does not stop the imposition of new effects or unnatural rotting wounds on their body. This effect
further damage, however. is instantaneous.

Open Wound (••) Undead Might (••••)


A stable character that still has their health track An undead being’s body is added to, their physical
filled with lethal damage can be made to worsen, form fueled with deadly energy for the Influence’s
immediately taking a point of damage and then duration. The entity’s Rank is split between
continuing to “bleed out” again, taking damage as additional dots of physical attributes that are applied
normal, if they fail to contest the Influence. This to the character; these can go 1 above their normal
effect is instantaneous. maximum.

Upgrade Injury (•••) Fuel (•••••)


A number of wounds a character is suffering equal The entity creates a deathly energy that can be used
to the entity’s Rank are upgraded to the next more by any sort of Undead creature; targeting a Vampire,
severe type, if they fail to contest the Influence; it would grant Vitae, for instance. A number of points
bashing damage becomes lethal, for instance, starting is created up to the entity’s Rank, and this costs
with the least severe damage if there’s a mix. If the additional Essence equal to the number of points
character is only suffering aggravated damage, they made. Obviously, the entity cannot benefit from such
instead take additional bashing damage. This is an energy themself. The effect is instantaneous.
instantaneous effect.
Mercy (•••••)
Torpor (•••)
Within an area of up to about the size of a
Vampires and other walking dead sometimes need neighborhood, Death is nearly halted. Injuries
a reminder of their true state. If they fail to contest automatically stabilize, any damage taken is reduced
the Influence, they end up in a state akin to Torpor by the entity’s Rank, and conditions that get worse
for the duration (see Vampire: the Requiem, pg. 105; over time like poison and disease are halted, for the
lacking this supplement, simply treat them as being duration.
unconscious, even if normally immune to that), as
they’re brought that much closer to actual death. Miasma (•••••)
Malfunction (•••) An unnatural toxin overtakes an area, bringing all
those within rapidly closer to death. An area the size
Living bodies are notoriously frail and prone to of, at most, a large neighborhood is inflicted with the
“malfunctioning” in minor ways, whether due to Poisoned Tilt (grave), as if it were environmental, and
disease, exposure, or just quirks of the nervous all those that remain within must resist it each turn
system. A target character is made to suffer such a for the duration.
random failure, and has the Sick Tilt (grave) applied
to them for the duration, if they fail to contest the
Influence.
Dogs
Obviously, many of the examples given here for
Deadly Resonance (••••) Dogs (one of the standard examples in the rulebooks)
can be applied to most other animals with minor
The entity creates the Anchor condition on a target
alterations.
or small area (like a family cemetery), even if they’re
not a ghost themself, and it can be used by any ghost Best in Show (•)
that’s aware of it.

Chapter One: Ephemeral Power 15


The target dog gains a number of physical Attribute like a completely different member of its breed or like
dots equal to the entity’s Rank, spread however it a similar/diluted breed.
desires, for the duration. This cannot bring the dog
above its normal attribute maximums. Unique Breeding (•••)
Enduring Breed (•) By completely controlling the gestation of a
pregnant dog (and the Influence must last for at least
The target dog gains a number of additional health the first day or so of it), the entity can determine just
levels equal to the entity’s Rank, which last for the about any factor for it that could theoretically be
duration. This does not heal any existing wounds. possible with the parents the new puppy has. A mixed
breed might look entirely like one parents lineage or
Guard Dog (•) the other, recessive genes might meet, and genetic
disorders can be entirely prevented (or in the case of
The target dog gains a number of dots of Brawl or
a cruel entity, made plentiful). The result is
Athletics (or mix) equal to the entity’s Rank, up to its
permanent for the newly formed puppy, barring other
normal skill maximums, so long as it has at least 1 dot
factors.
to begin with (most should), which last for the
duration. New Puppy (••••)
Grooming (••) The entity creates a puppy of any breed (or mix
thereof), with whatever characteristics it desires that
A slight manipulation of the physical makeup of a
are statistically possible for a natural birth. The new
target dog causes their appearance to change. It
creation lasts for the duration, before disappearing.
remains the same basic size and shape, but might have
a slightly different color coat, different markings, a New Tricks for an Old Dog (••••)
more or less groomed appearance, or similar minor
cosmetic tweaks, which last for the duration. A targeted dog is entirely “remade,” allowing the
entity to rearrange its attributes skills, appearance,
Instincts (••) and any other facet of it that could statistically be
possible. It might change to an entirely different
The entity is able to trigger a target dog’s instincts,
breed, becomes the strongest or fastest of its kind, or
which it will react to normally; a flight instinct usually
elsewise. These changes, of course, only last for the
leads to running, of course, but the canine is able to
duration.
determine how exactly it follows its drive. It remains
in the triggered stated for the duration. Canine Swarm (•••••)
Receptive (••) The entity puts out a “call” within an area of about
the size of a large neighborhood, which any dog will
The target dog becomes more receptive to training
respond to as if they’d heard the anguished screams
and communication; any rolls (usually Animal Ken)
of someone or something it cares about. Not all will
to train the dog or attempt to communicate an idea
actively rush towards the source, but enough do that
to it (such as a desire for it to do a trick) gains a dice
it can cause a fair bit of chaos, or at least a large
bonus equal to the entity’s Rank, for the duration.
amount of noise.
Do a Trick (•••) Permanent Pal (•••••)
By directly taking control of a target dog, the entity
The entity creates a puppy of any breed (or mix
can make it do whatever it wishes for the duration,
thereof), with whatever characteristics it desires that
even to the extent of clearly self-destructive behavior.
are statistically possible for a natural birth, and the
creation lasts permanently. Created for a given
New Coat (•••) character, it can even be “pre-trained,” acting as a
The target dog has its appearance altered more Retainer with a rating up to the entity’s Rank.
significantly for the duration; it might change to look

16 Ephemeral Influence
Disease virulent or chronic illnesses it likely resurges at the
end of the Influence’s duration.
Deadly Strain (•) Immediate Threat (•••)
A given instance of illness becomes much more A target character suffering from a disease must
dangerous; a target character who’s currently immediately roll to resist its Toxicity, no matter how
suffering from a disease must deal with it as if its much longer they’d normally have until the next roll,
Toxicity had the entity’s rank added to it, starting at and this does not “reset the clock,” either.
the next resistance roll. In combat, this also turns the
moderate Sick Tilt into the grave version. Symptomatic Alteration (•••)
Efficient Strain (•) The symptoms manifested by a disease a character
is currently suffering from (and has not entirely
A targeted character suffering from a disease must resisted the Toxicity of) are altered to anything at least
deal with a sudden increase in the disease’s efficiency, somewhat related to those being suffered. For
as it works its way through their system that much instance, watery eyes could turn into near blindness
more quickly. Divide the time between rolls to resist (inflicting the appropriate condition), but could not
Toxicity by (Rank + 1). be changed into a digestive issue. This is contested
normally by the target.
Resilient Strain (•)
The targeted disease is much harder to cure. Any Mutation (••••)
Medicine rolls or other rolls meant for the treatment The disease being suffered by a target character is
of the disease suffer from an “equipment” penalty entirely changed for the duration. Ebola can be
equal to the entity’s Rank. remade into a common cold, for instance, or vice
versa.
Spread (••)
A given disease becomes a bit more virulent than Patient 0 (••••)
normal. Any roll to resist the onset of it when exposed A target character is infected with a given disease.
suffers from a penalty equal to the entity’s Rank, and The Toxicity of the created illness can be up to twice
the “range” that it might travel through air or other the Rank of the entity, and if the duration’s long
mediums is multiplied by Rank as well. enough for the disease to start multiplying, enough of
it will remain after the Influence’s end for the sickness
Dormancy (••) to remain.
A disease a target character is infected with goes
into dormancy for the duration of the Influence; add Symptoms (••••)
the Influence’s duration to the time before the next The targeted character, if they fail to contest the
resistance roll. influence, suffers from the symptoms of a chosen
disease, as if it had just barely gotten to the point of
Vaccine (••) being recognizable, but lack any actual microbes
Through careful manipulation of minor microbes, infecting them. This does make it impossible to cure
an individual can be made more able to resist diseases mundanely, although the symptoms of course vanish
by training their body against it. The character as soon as the Influence ends.
targeted can add the entity’s Rank to any rolls to resist
a disease or its effects. Immunity (•••••)
A given character becomes entirely and
Cure (•••) permanently immune to a type of disease chosen by
A character targeted is cured of a disease as an the entity. Any mundane infections fails to take hold,
“instantaneous” effect, although for particularly and a supernatural one must defeat the entity in a
Clash of Wills.

Chapter One: Ephemeral Power 17


Impossible Illness (•••••) crafting. Any roll made to craft equipment with those
materials gains a bonus equal to the entity’s Rank.
The entity creates an illness (of any Toxicity) that is
continually “reinforced” by their spiritual power, Trip (••)
making it utterly impossible to mundanely defeat.
The earth shifts just enough to cause trouble; a
Rolls to resist it, if successful, will never actually cure
character standing on that patch of earth must roll
it or cause the disease to run its course, nor will any
Dexterity + Athletics - the entity’s Rank or else suffer
sort of anti-microbial medication or medical
from the Knocked Down Tilt. This is an
procedure; only a supernatural cure has any chance of
instantaneous effect.
working, and even then, it must defeat the entity at a
Clash of Wills. Earthquake (•••)
Outbreak (•••••) An area of earth about the size of a small room
starts to shake and quiver unnaturally, causing the
A small neighborhood or similar area is infected
Earthquake Tilt to be imposed on the area for the
with a chosen disease; anyone that enters (or is
duration.
already inside) the area must roll to resist the onset of
that infection, or else suffer through it normally. Natural Weapons (•••)
Earth A patch of earth reaches out unnaturally and
attacks a character, perhaps in the form of
stalagmites, tossed spiky rocks, or something similar.
Harden (•) The Influence is penalized by the opponent’s defense,
The durability of a patch of earth (which can rather than being contested, and is instantaneous.
include natural stone and similar areas) is increased
by the entity’s Rank for the duration. The area can be Shape (•••)
about the size of a small room.
Stone or other craft-able earthen material is shaped
into appropriate equipment for the material, with a
Nutrition (•) maximum equipment bonus equal to the entity’s
A given natural patch of dirt or soil, about the size Rank. The effect is instantaneous.
of a large room in area, is made increasingly suitable
for life. Any roll to tend to a garden or grow plants in Materials (••••)
the area gains an equipment bonus equal to the
Earthen material of any natural sort is created,
entity’s Rank.
which is of the highest quality for its kind (if
appropriate to the entity), and lasts for the duration.
Strengthen (•)
Stonework or other natural formations of earth Pin (••••)
gain a bit of extra solidity to them, adding the entity’s
With a well-placed growth of the Earth, a character
Rank to their maximum structure for the duration.
can be Immobilized by a growth of stone or even just
packed dirt, if they fail to contest the Influence. The
Dig (••) durability is as appropriate for the material created.
The earth becomes easier to move, and at times
even seems to do so on its own. The rate at which a Reshape (••••)
hole can be dug, a tunnel cleared out, or anything
A given earthen material is changed into another,
similar is multiplied by the entity’s Rank.
for the duration, turning stone into clay or dirt into
slate, for instance.
Malleability (••)
A given patch of natural earthen materials, like clay
or stone, is made particularly easy to shape and
resistant to mistakes, making it well suited for

18 Ephemeral Influence
Encase (•••••)
If a target character fails to contest the Influence,
they’re permanently trapped inside an encasement of
earth with a durability equal to the entity’s Rank
(until the encasement is broken). Often, this leads to
asphyxiation and death, but certain targets, like
undead creatures, might simply be very annoyed until
they’re unearthed again.

Massive Quake (•••••)


This works as with Earthquake, above, but the area
targeted can be up to the size of a large neighborhood,
with lesser quakes likely felt even outside of that
range.

Riches (•••••)
High quality earthen material is permanently
created in an attractive form, giving it an effective
Availability equal to the entity’s Rank, if sold.

Electricity
Efficiency (•)
For the duration of the Influence’s use, an
electronic device or other object running off of
electricity does so more efficiently, using less power.
Multiply the amount of “battery life” or divide the
power consumption by the entity’s Rank.

Lethal Shock (•)


Upgrade the damage level of a given source of
electricity, dealing additional bashing damage per
turn equal to the entity’s Rank for the duration.

Overclock (•)
Certain devices can run more quickly or with more
power if more power’s available. Such a device
(typically a computer of some sort) has its equipment
bonus improved by the entity’s Rank for the
duration, up to a maximum of +6.

Malfunction (••)
An electronic device targeted by the influence starts
acting up; blue screens are more common, programs
freeze, and so on. The device’s equipment bonus is
lowered by the Rank of the entity for the duration,
and this can bring it into negative values.

Chapter One: Ephemeral Power 19


Spark (••) ignoring durability. This effect is typically
instantaneous, although a longer duration might
A source of electricity momentarily shifts, causing a cause continuous, cascading destruction over larger
shock to someone or something within a few feet of buildings or a small power grid.
it (perhaps more for larger sources of electricity); this
does a turn’s worth of electricity damage. This is an Electrical Assault (••••)
instantaneous effect.
An individual or an object susceptible to sudden
Startup/Shutdown (••) jolts of electricity is attacked with a sudden jolt of
electricity from nowhere. This deals bashing damage
With a quick stirring and a minor leap or spark of equal to twice the entity’s Rank, and causes the
electricity maneuvered in a strange way, an electronic Stunned tilt. There’s no inherent defense against this,
device that’s off can be turned on. This can even go as it needn’t get through any external materials,
so far as to start a car or crank up a mechanical although certain supernatural powers might provide
machine. However, this does rely on a power source some protection. The effect is instantaneous.
being present unless another source of electricity is
tapped into (and brought close). Similarly, this can Perpetual Power (••••)
also turn off a device the same way. In the case of
An electronic device is powered for the duration
devices with physical switches that aren’t in the
even lacking any sort of power source, allowing
correct position, the device will only remain on/off
uncharged phones to run, computers that aren’t
for the duration; otherwise, the effect is
plugged into an outlet to be turned on, and for even
instantaneous.
heavy machinery to work on its own.
Call Lightning (•••) Magnetism (••••)
If the conditions are appropriate for it, the entity
With clever application of electrical currents
can call down bolts of lightning with the Influence
through a ferrous object, the entity is able to turn it
and target them directly. This effect is instantaneous,
into a fairly powerful electromagnet for the duration.
happening one time, and is treated like a ranged
The effective “Strength” of this magnet, for the sake
attack; defense only applies if the character could
of attracting, lifting, and holding onto magnetic
apply it against firearms. This is treated as a “fatal”
objects is equal to the entity’s Rank.
source of electricity (10 bashing damage, by default).

Electronic Puppet (•••) Grid Control (•••••)


An entire connected power grid is under the
An electronic device is under the control of the
entity’s control for the duration, allowing some places
entity for the duration, able to do anything that the
to lose power, others to gain it for “free,” and still
manipulation of electronic signals and software can
others to have their breakers blown and home set on
accomplish; this can allow a computer’s software to
fire through sudden surges. This doesn’t allow for
navigate itself, for instance, but wouldn’t cause the
micromanagement of individual connected devices,
monitor to start moving unnaturally, or for the case
however, working more on a larger scale.
to come undone (unless either has an electro-
mechanical circuit allowing for such a thing). Group Effort (•••••)
Power Failure (•••) The entity takes control of a large number of
electronic devices and animates them towards a
A target electronic device with a power source or
specific, synchronized purpose for the duration,
connection is utterly destroyed, as electricity flows
allowing them to be “teamworked” with each other,
where it shouldn’t, short circuiting the entire device.
using the entity’s dice pool with their equipment
This even works on the wiring within a building,
bonus added on for each base pool. This can allow
potentially starting fires in addition to killing power
for a synchronized hacking attempt or perhaps simply
and blowing fuses or circuit boxes. If exact damage
distributed computing.
matters, one structure damage is done per success,

20 Ephemeral Influence
Thunderstorm (•••••) So long as a character is currently under the effects
of the emotion being manipulated by the entity’s
This works akin to Call Lightning, above, but the Influence, they find it easier or more difficult to
entity may reflexively call down lightning a number of perform certain rolls that are appropriate to it,
times equal to Rank over the duration, which needn’t causing a dice penalty or bonus equal to the entity’s
happen immediately at the initial activation. Rank. For instance, the effect might cause a
Swooning character to suffer a penalty to resist any
Emotions action done by the target of the condition. This can
be contested with the normal roll.
Most entities don’t cover the entirety of Emotions
as an Influence purview, but it’s theoretically possible Resistant (••)
for certain high ranking ones. Still, for the most part,
A character is made more able to resist a certain
these examples are designed to work under the
emotion, gaining a bonus to contest any attempts to
assumption of a more specific emotion being chosen,
inflict or utilize it equal to the entity’s Rank.
acting as a general “template” for it. A very common Alternatively, they might simply gain a condition
emotional Influence, Fear, can also be found below, opposed to the emotion in question; Informed for
providing a look at what more specific Influence “Confusion,” for instance.
effects might look like.

Emotional Encouragement (•) Clear Thoughts (•••)


The entity can remove conditions from a target
A targeted character gains an equipment bonus
representing a given emotion, or emotions directly
equal to the entity’s Rank on any action that would
opposed to it. Like any “healing,” they only go away
fall under the purview of the Influence, such as
for the Influence’s duration, however, unless they’d
providing a bonus towards seduction for “desire.”
have faded naturally by the time it would end.
Heightened Emotion (•) Controlled Reaction (•••)
A minor instance of an emotion is heightened to
A target that fails to contest the Influence can have
the point of inflicting an appropriate, temporary,
their reaction to an emotion they’re suffering within
mundane condition on a character for the duration
the Influence’s purview dictated. A character
(or until resolved), if they fail to contest the roll.
suffering Swooning might be forced to attempt to ask
Alternatively, this might heighten an emotional
their target out, for instance, even if they normally
condition to a more severe one, although both should
never would. This can never force blatantly self-
still be temporary and mundane in nature.
destructive reactions to an emotion unless the
character would normally be susceptible to such a
Susceptibility (•) reaction.
A targeted character, if they fail to contest the
Influence, becomes more susceptible to a given Prohibition (•••)
emotion, causing other characters leveraging it A slightly less severe version of the above, the
against them or trying to inflict it on them to gain an character that fails to contest this, if suffering from
equipment bonus equal to the entity’s Rank to the the influence’s purview, can simply be made unable
attempt. to perform certain types of actions. Someone
Swooning might simply be unable to leave the target’s
Alter Emotion (••) presence, for instance.
The exact source of a character’s emotions is slightly
altered for the duration if they fail to contest the roll. Emotional Manifestation (••••)
For instance, the subject of a Swooning or Spooked
A condition that in some way fits within the
condition could be changed.
emotion’s purview is applied to a target that fails to
contest the roll, which can include temporary,
Emotional Guidance (••) persistent, mundane, or generic supernatural

Chapter One: Ephemeral Power 21


conditions as appropriate. An Influence of desire
might inflict a persistent version of Obsession on a Condition: Frightened
character relating to a given desire, for instance.
Something’s scared you to the point where you
Raw Emotion (••••) lose rational thought. Maybe you’ve just looked
down at a hundred-story drop, or seen a tarantula
The character suddenly suffers from an emotion the size of your fist crawling up your leg. Whatever
they weren’t in any way feeling before, to the extent the case, you need to leave right now. Your only
of it having an effect on what they’re doing. This priority is getting the fuck away from the thing
might cause a bonus or penalty to their actions equal that’s frightened you — the hell with your stuff,
to the entity’s Rank, or perhaps even apply certain your friends, and your allies. If someone tries to
dice tricks like 8-again, as appropriate. stop you from escaping, you’ll fight your way past
them. You can’t approach the source of your fear
Social Maneuvering (••••) or act against it — and if the only way out involves
Social maneuvering can be altered through specific going near the source of your fear, you’ll collapse
applications of the emotion. If the emotion is suitable on the ground in terror. Supernatural creatures
to the goal of the maneuvering, Doors equal to the prone to loss of control, including vampires, must
entity’s Rank can automatically be opened if the roll to avoid frenzy and similar states. This
target fails to contest it, and remain open for the Condition lasts until the end of the scene;
duration (if this would be enough to complete the suppressing its effects for a turn costs a point of
maneuvering, the character acts appropriately, as if Willpower.
getting the idea out of nowhere). Alternatively, Doors Possible Sources: Emotional Influences and
might be closed instead. other powers, coming face to face with a phobia.
Resolution: The character escapes from the
Herd Mentality (•••••) source of his fear.

An appropriate emotional condition is placed on a Alternatively, a character already suffering from the
number of individuals equal to the entity’s Rank, if Shaken or Spooked condition can have it upgraded
they fail to contest the Influence, and they to Frightened for the duration (or until it resolves
immediately move to act on it in a way appropriate to normally), if they fail to contest the use of the
the emotion. If there’s further individuals around, Influence. The “target” of the condition is the same
they may take on a minor version of the condition or as what caused the original condition.
react in a lesser way, simply because of the close
contact. Heightened Paranoia (•)
A character’s heightened sense of fear and paranoia
Lingering Emotions (•••••) sharpens their senses a bit. They gain an “equipment
A large area is infected with the emotion, up to the bonus” equal to the entity’s Rank to any rolls to
size of about a warehouse or similar area. Any detect an ambush or other danger, or to escape a
character that enters the area must contest the source of their fear (but not confront it).
Influence or immediately suffer from an appropriate
condition, for the duration. Intimidation (•)
The target character becomes more susceptible to
Fear fear. Any situational or equipment bonus to an
attempt to intimidate or otherwise use fear against the
Frighten (•) character is raised by the entity’s Rank for the
duration, to a maximum of +6, if the character
The Shaken or Spooked condition is inflicted on a doesn’t contest the influence. This includes rolls to
character that’s already suffering from some level of Force Doors in Social Maneuvering.
fear about something, even if it’s fairly minor in
scope, if they fail to contest the Influence.

22 Ephemeral Influence
Hesitance (••)
So long as a character has at least a small amount
of fear or worry about something, they can be made
to have difficulty resisting it. They suffer a penalty
equal to the entity’s Rank to any roll where any sort
of fear is involved, whether it’s the target of a Shaken
or Spooked condition, a breaking point trigger, or
even a more casual fear such as being creeped out by
spiders present in the scene.

Redirected Fear (••)


Change the “source” of a Spooked or Frightened
condition for a character that fails to contest the
Influence, for the duration.

Steadfast (••)
A character who’s acting bravely and facing their
Distrust (••••)
fears can be made more able to resist them and press A subtle distrust and paranoia about the motives of
onward, gaining the Steadfast condition for the another individual are imposed in a character’s mind.
duration. Any roll for them to see through that character’s lies
or other social manipulations gain the rote action
Clarity (•••) benefit, and they have an additional number of doors
equal to the entity’s Rank in Social Maneuvering
Control of fear means the ability to dampen and
attempts from that person. However, any actions they
remove it. With this Influence, a target character’s
take that are directed or influenced by the individual,
Shaken, Spooked, Frightened, or other condition
such as an order to a squad-mate or a cultist being
representing or imposed by fear in some way is
asked to carry out a mission, are penalized by the
removed, as are any other effects not using conditions
entity’s Rank.
that do the same; supernatural abilities require a
Clash of Wills to successfully remove, however.
Interrogation (••••)
Fear Frenzy (•••) This Influence use forces open the Doors of a given
character in Social Maneuvering if they fail to contest
A character suffering from the Frightened
the roll, as they’re filled with fear manifesting out of
condition can have their “flight” instincts controlled
nowhere that terrible things will happen to them if
if they fail to contest the ritual, allowing the entity to
they don’t perform a specific task; this doesn’t even
define how they try to escape the source of the fear.
need to be something already in progress. This won’t
Instead of running downstairs they might jump out a
work to make them do something that Social
window, for instance. This control ends as soon as the
Maneuvering wouldn’t be able to make them do in
Frightened condition does.
the first place.
Untouchable (•••) Terror (••••)
If a character has the Shaken condition, or
Terrible fear is manifested directly in even the
Spooked targeted towards a given subject (which can
bravest sort of character. If the target fails to contest
be the entity itself), they find themselves unable to
the Influence roll, they suffer the Frightened
attack or attempt other hostile actions on them if not
condition for the duration, “targeted” however the
attacked first, the fear in their might preventing them
entity wants, and also are unable to gain the benefits
from taking on that risk for the duration, if they fail
of any condition representing strength of will,
to contest the roll.
bravery, or similar states of mind (like Steadfast).

Chapter One: Ephemeral Power 23


for mortals, and may cause equivalent effects in other
Herd Instinct (•••••) creatures; Changelings might take Clarity damage, for
instance. Vampires and others that suffer from
The Frightened condition is placed on a number of
supernatural fear states don’t suffer detachment, but
individuals equal to the entity’s Rank, if they fail to
do need to roll to resist frenzy (or any equivalent),
contest the Influence, and they immediately move to
with a penalty equal to the entity’s Rank. This effect
escape the area. If there’s further individuals around,
is instantaneous.
they suffer the Spooked condition because of the
sudden retreat of so many people. Often times,
nameless characters in such a case will take to running Fire
or retreating as well.
Heat (•)
Lingering Fear (•••••)
The heat of a fire raises by one step; it could go from
A large area is infected with a supernatural fear, up Candle to Torch, for instance.
to the size of about a warehouse or similar area. Any
character that enters the area must contest the Raging Fire (•)
Influence or immediately suffer from the Spooked
A given source of fire has its size increased by one;
condition, for the duration.
it could go from Bonfire to Inferno, for instance.
Mass Trauma (•••••) Resistant Flames (•)
An effect akin to a Breaking Point trigger is inflicted
A given fire becomes much harder to put out; any
as if from a terrible, mind-shattering fear in a number
roll to do so suffers from an “equipment penalty”
of individuals equal to the entity’s Rank, if they fail
equal to the entity’s Rank.
to contest the roll. This causes a Breaking Point roll

24 Ephemeral Influence
Contain (••) A flame is created, which has the size of a torch and
the heat of a candle, but both the entity’s Rank can
The spread of flames is halted, preventing a fire be split between raising the size or heat by a step each
from getting any bigger, even if right up against other time. A rank 4 entity might create a fire of the size of
combustible materials, for the duration. an inferno and the heat of a Bunsen burner, for
instance.
Dampen (••)
Spontaneous Combustion (••••)
The heat of a given flame is lowered for the
duration, going from Torch to Candle, for instance. The Burning Tilt is applied to a character as they’re
suddenly lit aflame, with a heat damage modifier
Spark (••) equal to the entity’s Rank - 1 (which can put it above
the normal maximums).
A source of fire “sparks” in an unusual way,
allowing embers to leap to a nearby combustible Forest Fire (•••••)
source, letting the fire spread where it normally might
not be able to. A number of flames equivalent to the mechanics of
“Create Fire” above are brought into being equal to
Fireball (•••) the Rank of the entity, which can spread and cause
damage normally. Placed properly, this can cause
A small source of fire, even as tiny as a lighter, is damage on a very large scale, inducing forest fires or
used to create a sudden gout of flame of size equal to causing large buildings to crumble.
a bonfire, and heat equal to the source, which can be
launched anywhere within the entity’s line of sight, Fuelless Fire (•••••)
dealing damage as appropriate to those caught within,
and perhaps even causing the Burning Tilt (Hurt A fire is created that lasts indefinitely, with size and
Locker, pg. 143). heat as defined by “Create Fire” above. It cannot be
Burning (Summary): The Burning Tilt causes put out by mundane means, although any flames
damage each turn equal to 1 + the heat modifier, and spread from it are mundane in nature and work
can have its heat lessened by 1 per turn when an normally. Supernatural attempts to put out the fire
attempt is made to dampen it with an instant action, require winning a Clash of Wills against the entity to
by the character or others. The character also suffers do so.
from Blinded for the Tilt’s duration.

Protection (•••) Information


An “aura” of control is placed around a character, Clarity (•)
effectively giving them an Armor rating equal to the
A library or repository is made easier to understand
entity’s Rank against damage from fire, as it’s
and sift through by those that make use of it over the
maneuvered away from the character. This does stack
duration. This improves the dice bonus of either by
with other forms of protection that apply against
an amount equal to the entity’s Rank, to a maximum
flames.
of +6.
Shape Inferno (•••) Pierce Occlusion (•)
The targeted fire can be made to spread and move
The entity gains a Clash of Wills against a
in unnatural ways, forming strange shapes, avoiding
supernatural attempt in the area or on a target to hide
certain targets, or even temporarily moving over
information from them for the duration. This doesn’t
normally incombustible materials for the duration,
dispel or undo the power, simply lets the entity see
under the entity’s control.
the information that’s hidden. It could be a book
Create Fire (••••) with an illusion meant to make it look blank, or a
telling scar a Vampire’s using Obfuscate to hide, but
it generally won’t simply act as an “anti-invisibility”

Chapter One: Ephemeral Power 25


charm; blatant information of some kind needs to be Blocked Thoughts (•••)
hidden behind it.
The entity is able to control how someone’s able to
Recollection (•) access information they already know. If they
successfully defeat the target’s contested roll, the
A target sentient individual gains the Eidetic
target character loses a number of mental skill dots
Memory merit if they lack it, which lasts for the
equal to the entity’s Rank for the duration.
duration, as they find the information stored within
their mind coming to them far more easily. If they Rewrite (•••)
already have the merit, the bonus for recalling minute
details increases by the entity’s Rank, to a maximum Information stored in any form can be rewritten for
of +5. the duration, completely changing the contents of a
book or even encrypted data in a hard drive. This can
Inspiration (••) cause actions relying on that information heavily to
be reduced to a chance die, or else given the 8-again
A target individual gains a number of bonus dice
equal to the entity’s Rank on any roll over the course benefit (if instead made more accurate). Less directly
of the duration aimed towards research or otherwise affected actions but that still make use of that
gathering information. This must be an active information instead just suffer a penalty equal to the
attempt, so won’t apply towards reflexive rolls to spot entity’s rank, or gain the 9-again benefit.
something, defense against ambushes, or anything
similar.
Library (••••)
The entity is able to create a repository or library
Secrets (••) with a dice bonus equal to their Rank on an
appropriate medium; blank notebooks could allow
The entity makes it more difficult to comprehend
for a physical library, whereas blank space on a
or even find a given source of information for the
computer hard drive might allow for an electronic
duration. When used on that source, whether a
repository, for instance. This lasts for the duration, as
locked computer, hidden shelf of books, or buried
symbols beneath the floorboards, any attempt to find, normal, before disappearing.
understand, or make use of that information is
penalized by the entity’s Rank for the duration.
No Dead Ends (••••)
By filling in the blanks for a character, an
Misdirect (••) investigation can be worked through more easily.
The entity is able to make minor changes to a When using the Investigation system, this causes a
source of information for the duration, just enough number of Incomplete or Tainted clues equal to the
to make it difficult to use properly. A name might be entity’s Rank to lose those tags, as the target manages
a syllable off (which can be disastrous for binding to work through the inconsistencies with the help of
rituals), or an address sends someone a few houses the influence. This is an instantaneous effect; the
duration doesn’t need to cover the entire
down. The exact effects are up to the Storyteller, but
could potentially impose a dice penalty equal to the investigation.
entity’s Rank on related actions, if lacking a more
direct intention.
Understanding (••••)
By creating information where there was none
Babel (•••) before, a character’s understanding of the world can
be increased. For the duration, the target gains a
By manipulating someone’s understanding of
information, they can affect their perception of number of bonus dots to mental skills equal to the
language itself. This can either make a character entity’s Rank, allocated as the entity desires, up to 1
above the target’s normal maximums.
utterly unable to understand spoken or written
languages, or can instead allow them to understand
any language, for the duration. This is contested as
normal.

26 Ephemeral Influence
Red Herrings (•••••) gaining durability or maximum structure equal to the
entity’s Rank.
The entity can corrupt an entire Investigation.
Unless uncovered with a supernatural power that Security (•)
defeats the entity in a Clash of Wills, any Clue
The location benefits from the Safe Place merit at a
uncovered for a specific investigation defined by the
rating (or additional rating) equal to the entity’s Rank
entity is inherently Tainted and Incomplete.
for the duration, to a maximum of 6.
Shared Vision (•••••) Confusion (••)
Anyone that comes within line of sight of the entity
The appearance of the place just doesn’t seem quite
for the Influence’s duration inherently becomes
right, and even those that normally know the place
aware of a certain fact or piece of information that the
might have difficulty finding their way around it.
entity initially chooses. This might cause an
Characters suffer a penalty equal to the entity’s Rank
emotional reaction in some, applying appropriate
to any rolls to navigate or move through the area
conditions.
(including in a chase).
Zone of Truth (•••••) Like New (••)
By providing an inherent ear for the truth to
The location looks substantially better or worse
anyone in a large area (about the size of a large
kept than normal; a new building might be made to
neighborhood), the entity can make it nearly
look decrepit and moldy, for instance, or an unkempt
impossible to tell lies, as everyone gains an inherent
park might look freshly mowed and tended, for the
“hunch” that information given to them is false. Any
duration.
mundane rolls meant to conceal the truth are brought
to a chance die unless the character beats the entity’s Minor Action (••)
successes with a Resolve or Composure +
Supernatural Tolerance roll, and any supernatural Parts of the building (or other location with moving
attempt must defeat the entity in a Clash of Wills to parts) can be maneuvered by the entity in ways they
be successful. normally could with minimal outside force applied;
doors can be closed or opened, lights turned on and
Location off, and so on, for the duration.

As with other generic Influences, Location is rarely Different Place (•••)


the actual Influence of an entity, more often it’s a
The area can be substantially changed in its
specific location or a specific type of location. It also
appearance, looking like a similar sort of location, but
provides many possible benefits for the Anchors
with very different features. A gas station might have
influence when applied to a given locale.
fewer or more pumps, which might be in different
Protected (•) places, or a park might have trees rearranged.

Any character acting to protect the location, while Phantom Limb (•••)
present within it, gains an equipment bonus equal to
The physical structure of an area can be
the entity’s Rank to any rolls to do so if they in any
maneuvered in unnatural ways for the duration,
way take advantage of the location in the process
acting with a dice pool as if it were a Retainer of rating
(even so much as ducking behind corners of it for
equal to the entity’s Rank. A statue at the center
cover in a firefight).
could grab someone, a closet could try to pull them
Resilient Construction (•) in, and rope attached to the wall might tie others up.

The walls, floors, ground around the area, and any Sealed (•••)
other solid part of the location is strengthened,
The building (or a similar area that can be closed
off) is sealed off to an unnatural level, all entrances

Chapter One: Ephemeral Power 27


and exits locking themselves up to the extent that no apply up to its Rank in new features and additions
mundane means past utterly destroying a section of like with the Additional Features usage, above.
the area can get them in or out, and the effective
durability of the place is increased by the entity’s Duplicate (•••••)
Rank. Supernatural means must defeat the entity in a
The entire location is permanently duplicated for
Clash of Wills.
the duration; how exactly this works depends on the
Additional Features (••••) specifics in question. A building might simply have
itself added as “extra floors” above it, for instance, or
The entity can create additional features in keeping a park might be duplicated into unused areas
with the location’s nature, which are added to it surrounding it.
“wholesale” for the duration. For instance, a library
might have an extra room added onto the building
with a new author being represented, or a park might
Time
have statues or fountains crop up.
Perfect Timing (•)
Expanded Territory (••••) The target character gains an utterly perfect sense
The area becomes larger for the duration, usually of the passage of time for the duration. In addition to
any narrative benefit, any roll that would benefit from
by a good 50% or so, but doesn’t truly affect the
outside area when not in the location itself. Indeed, a perfect sense of timing gains an “equipment bonus”
equal to the entity’s rank.
it does cause a “bigger on the inside” sort of effect
because of it.
Place in Time (•)
Massively Expanded Territory (•••••) The targeted character, object, or small area gains
some semblance of temporal permanence for the
As with Expanded Territory, but the area effectively
duration. Any supernatural effect that would slow
triples in size, and can have that extra space altered to

28 Ephemeral Influence
down, speed up, or otherwise alter the character’s Deceleration (•••)
perception of, movement through, or current
location in time must defeat the entity in a Clash of The opposite of the above, slowing down
Wills to be effective. This does include beneficial individuals instead, a character that fails to contest
effects too, however. the Influence has their Speed divided and time taken
for extended actions multiplied by the entity’s Rank,
Time Grinds On (•) they go last in Initiative, and any actions performed
that rely on speed and reaction time suffer from a
A targeted character becomes painfully aware of the
penalty equal to Rank.
passage of time. Any extended roll or any single roll
that has an action taking a half hour or longer suffers Repetition (•••)
a penalty equal to the entity’s Rank as everything
seems to slow down to a crawl to the character’s A character is made to repeat an action they’ve
perception, making it hard to concentrate on getting performed in the past on their next turn (which they
things done. can attempt to contest if unwilling), causing them to
repeat it exactly, to the point of having the same
Efficiency (••) number of successes if the conditions are comparable,
without actually needing to roll. If the conditions are
The character works just a little more quickly or
not quite the same, the Storyteller might reduce the
slowly than normal for the duration of the Influence
number of successes to account for the difference;
if they fail to contest it, adding or subtracting the
bulls-eying a target at 10 meters is a fair bit different
entity’s Rank from Initiative, Speed, or Defense
from sniping one at a distance of 4 miles.
(decided by the entity on activation).

Fate (••) Another Chance (••••)


By “remaking” a bit of the timeline that just
By urging the timeline towards a desired outcome,
occurred, the entity can undo events that it wishes to
nearly any sort of action (specified when activating
alter. If the influence use is successful, the entity more
the influence) can be marked as suiting or not suiting
or less goes back in time up to the effect’s duration,
said outcome, causing a penalty or bonus equal to the
inhabiting their past self (which must exist at the time
entity’s Rank for the target affected for any relevant
for this to be used), at which point they may act
rolls, if they fail to contest the Influence, for the
differently or otherwise attempt to alter the timeline
duration.
up until the present.
Temporal Alteration (••) Technically, this effect is “instantaneous,” as to
present perception this all happens in an instant, and
The flow of time is just barely altered around a so is permanent once they’ve “caught up” again.
given target, increasing or decreasing initiative or However, if, when “creating” their alternate present,
speed by Rank, or granting an equivalent dice bonus some other temporally aware entity in that time
or penalty to an action that requires any sort of period somehow undoes the effect, the changes are
consistent timing, for the duration. This can be cancelled.
contested with the normal roll.
Make some Time (••••)
Acceleration (•••)
Time is “created” for a target character, allowing
The targeted character moves blindingly fast them to act in their own little pocket bubble of time
through time, multiplying their Speed and dividing even as the world around them remains unchanging.
the time taken by extended actions by the entity’s They cannot affect the world around them through
Rank, and guaranteeing they go first in Initiative any means (except in the case of other beings “outside
(Clashing with other powers that do the same). They of time” somehow), but they could take the time to
may still only take 1 action in a given turn, but if it’s research through already-visible materials, use
an action that would benefit from the higher speed, supernatural powers on themself, or (if the duration
they gain a dice bonus equal to the entity’s Rank as is long enough) to simply rest, recover, and heal.
well.

Chapter One: Ephemeral Power 29


Prophecy (••••) can be entirely undone by recreating the timeline as
it was, permanently fixing it in the process. Note,
The entity can declare a given action or event as however, the entity must be aware of both the state of
destined to happen, placing it within the timeline’s the timeline before and after the change, to know
future and dragging the present towards it for the what they’re “fixing,” they can’t blindly “undo”
duration. This targets (and is contested by) only one temporal travel.
individual, technically, depending on the focus of the
event, but affects anyone interacting with it. Any dice
rolls made in the individual’s presence or relating to
Vice
the individual gains the entity’s Rank as bonus dice It’s rare that a given entity will cover all of Vice as a
or a dice penalty, if it supports or goes against the whole; this entry instead is generalized, able to cover
prophesied event, respectively, and these stack with any named Vice from Pride, to Envy, to less
any other dice modifications. Temporal shielding of archetypical sorts like “Impetuous.” Obviously, more
any sort (such as Place in Time) can Clash with this specific applications for individual Vices exist as well.
effect to avoid the dice alterations.
Buildup (•)
Convergence (•••••)
A character who’s already succumbing to a Vice can
Alternate timelines of the target are traversed at be made to suffer from a related, mundane condition
once, if the Influence isn’t contested. Each of these if they fail to contest the Influence. For instance, a
“duplicate” versions of the target, of which there’s a character succumbing to Lust might take Swooning
number equal to the entity’s Rank, may perform an towards the object of their desire; feel free to come up
action each turn that’s different but could have been with new Conditions to reflect a Vice lacking an
done by the same character with the same “starting” obvious choice.
conditions, such as their location, physical state, and
so on. All of these are rolled separately, and then at Diminish Virtue (•)
the end of the turn the entity chooses which of those
Choose a Virtue that acts in some way as an
actually happened, taking the results of any related
“opposite” to the Influence’s Purview. A targeted
rolls for that single duplicate, while anything else is
character acting in accordance with it gains only a
ignored.
single point of Willpower for fulfilling it if they fail to
For instance, if one duplicate attacked an opponent
contest the Influence, for the duration.
for 6 bashing damage, and another instead brought
that opponent (or another one) into a grapple, if the Temptation (•)
entity decides it prefers the damage, the other
character would not end up actually grappled. The entity makes a given Vice seem all the more
tempting to a character. If the character’s Vice (or
Fortified History (•••••) equivalent trait) in some way aligns with the
Influence’s, the character will regain 2 points of
The entity fortifies the timelines of multiple
Willpower instead of one if they act in accordance
individuals, even from indirect alterations. A number
with it, for the duration of the Influence.
of targets equal to the entity’s Rank are protected for
the duration; any temporal alteration that would Diminish Vice (••)
change the timeline in a way that would affect those
characters in any way up to the present must defeat If they fail to contest the roll, a targeted character
the entity in a Clash of Wills to be successful, for the gains no Willpower from fulfilling a Vice or similar
duration. anchor related to the Influence’s purview, for the
duration.
Repair Timeline (•••••)
Direction (••)
Strange entities can alter the timeline, but those
that have protection from those alterations may see A character targeted by this Influence immediately
the inconsistencies in the world around them. With becomes aware of a potential source of the Vice
this effect, a given temporal change the entity is aware nearby, and if it’s something they’d normally be

30 Ephemeral Influence
tempted by (or if they share the Vice), they suffer the once. They take the Madness condition at that point,
Obsession condition (non-Persistent) towards lasting for the Influence’s remaining duration,
pursuing it, if they fail to contest the Influence. although the penalties never apply if they have not in
any way acted according to the Vice in a given
Shift (••) chapter.
A character with a Vice (or equivalent trait) related Vice-Ridden (••••)
to the Influence’s purview in some way has that Vice
shifted to fully match the Influence, if they fail to A targeted character that fails to contest the
contest the roll, for all mechanical purposes, for the Influence gains the Vice-Ridden merit (Chronicles of
duration. Darkness, pg. 46) for the duration, with the
additional Vice in some way matching the Influence’s
Forced Fulfillment (•••) purview. This applies even to those normally lacking
a Vice.
A targeted character with a Vice or similar trait
close to the Influence’s purview is forced to fulfill it Den of Sin (•••••)
in a way defined by the entity, if they fail to contest
the roll. They do gain Willpower normally for this. A fairly large area, about the size of a neighborhood,
finds its inhabitants drawn towards the Influence’s
Redirect Temptation (•••) purview. Anyone within the area can regain
Willpower by fulfilling the chosen Vice, even if they
The targeted character can have a condition
don’t have it, or don’t have Vices altogether.
relating to the Influence’s purview redirected or
changed into another, related condition for the Overwhelming Pleasure (•••••)
duration, if they fail to contest the roll. For instance,
the purview of Gluttony might change Addicted A number of characters equal to the entity’s Rank
(Alcohol) into Addicted (Heroin). This can who have Vices (or equivalent traits) that at least
potentially affect supernatural conditions with a partially align with the Influence’s purview are
Clash of Wills. overwhelmed by the sheer guilty pleasure associated
with fulfilling the Vice. This causes a debilitating Tilt
Vice Superiority (•••) if they fail to contest it; Insensate is most common,
but Sick and even Poisoned are also options, among
A character with a Vice that in some way matches
other possibilities.
the purview, if they fail to contest the Influence, has
the effect of their Virtue and Vice “flipped;” that is, Redefine Vice (•••••)
they can regain all of their Willpower by fulfilling
their Vice once per chapter, and one Willpower by A targeted character, if they fail to contest the
fulfilling their Virtue once per scene. Influence, permanently has their Vice (or equivalent
trait) altered into a new form that matches the
Consuming Desire (••••) Influence’s purview. This does work on non-human
characters; a Vampire might gain a Dirge of
The targeted character is overwhelmed with a desire
Authoritarian with an Influence of Pride, for
to fulfill the Influence’s purview, even if it’s not one
instance.
that matches their own. They take the Addicted
condition for the chosen Vice for the duration, if they
fail to contest the Influence. Water
Punishment (••••) Deadly Flood (•)
If a targeted character (that failed to contest the A Flooded area becomes more dangerous than
Influence) fulfills a Vice, or similar trait, that aligns normal. The rolls to resist the effects of the Tilt all
with the Influence’s purview, they find that doing so suffer an additional penalty equal to the entity’s
shatters their mind, as all of the worst possible guilt Rank, and the penalty to physical actions treats the
and regret associated with Vice floods their mind at

Chapter One: Ephemeral Power 31


height of the water as a number of feet higher equal
to Rank.

Phase Resistance (•)


A small pool of water or so is made resistant to
temperature changes, making it so it will remain
liquid for much longer than normal even in very hot
or very cold circumstances. The amount of time it will
take for the water to evaporate or freeze is multiplied
by (the entity’s Rank + 1).

Surface Tension (•)


The surface tension of the water becomes
unnaturally difficult to break through. It has an
effective Durability equal to the entity’s Rank, for the
duration. This can easily cause falling damage to
those that attempt to jump into it.

Alter Flow (••)


A flow of water can be altered to move in a way
that’s possible for it to do naturally, but that it wasn’t
already. For instance, water being poured over a
pyramid can be made to flow solely down one side,
but not to flow back up it again. This control lasts for
the duration.

Efficient Consumption (••)


A character needs less water due to a sort of
“efficiency” imbued in their primary source of it. So
long as a character primarily drinks from the altered
source, for the duration of the Influence the amount
of water they need to survive is divided by (the entity’s
Rank + 1).

Guided Swimming (••)


A character swimming or otherwise moving
through water can be targeted with this, having their
Speed reduced or increased by the entity’s Rank for
the duration (which they can contest if they wish to),
or having the Rank added to/subtracted from any
rolls involved in maneuvering through the water.
Small ships might also be affected, but larger
commercial boats are likely not phased by such
comparatively minor alterations.

32 Ephemeral Influence
Pool (••••)
A body of water about the size of a small swimming
pool is created from nothing, which lasts for the
duration. This might fill in watertight containers,
submerging those inside, and causing other potential
complications.

Ice Bank (•••••)


A large amount of water, spread incredibly thin, is
created within a cold area, up to the size of a large
neighborhood. This causes the Ice Tilt over the entire
area. This may work to create a similar representation
of the Tilt with liquid water on a slippery surface in
warmer environments.

Inevitable Drowning (•••••)


A living character that fails to contest the Influence
has their lungs permanently filled with water, which
cannot, through any mundane means, be removed.
Drown (•••) Supernatural means of removing the water must
A body of water can be made to effectively surround defeat the entity in a Clash of Wills to work.
and asphyxiate a character, blocking off their air.
Treat the Influence successes as a grapple roll of sorts;
if successful on a given turn, the character is unable
to breathe; in combat, a character can generally hold
their breath for their Stamina in turns before they
start taking lethal damage each time.

Flood (•••)
A significant source of water is used to impose the
Flooded Tilt on the area; the exact nature of its depth
will depend on the area it’s moved to and the source
it’s taken from. For instance, a swimming pool
brought into a small room might be able to bring the
flood waters above everyone’s head, imposing the
appropriate mechanics for the Tilt.

Relocate (•••)
A body of water can be moved in unnatural ways,
allowing it to flow from one container to another, for
instance, even if one container is above the other with
no real way to flow between them.

Downpour (••••)
A localized downpour can be created, imposing the
Heavy Rains Tilt on an area about the size of a small
building for the duration.

Chapter One: Ephemeral Power 33


34 Ephemeral Influence
Chapter Two:
Chapter Two:
Material Tricks
Material Tricks
While ephemeral beings are where Influences originate, and were likely the
first to ever have such power over the world, they’re not the only ones who have
learned to alter it in such ways in modern times. Werewolves are part-spirit and
can learn to command aspects of the elements, emotions, or other resonances
they learn to tap into. Mages can tap directly into spirits, ghosts, and goetia with
ease, calling upon their power that way. Even mortals can learn to take on these
powers, whether through a base manipulation of Essence or the patronage of
“It is time, therefore, something more powerful than themselves.
that you should The following brief chapter provides some advice for gaining access to
Influences for mortals, Vampires, Werewolves, and Mages, as well as at least one
apply for aid to such new merit or power for each. The Storyteller should feel free to use these as
helpful Spirits. But guidelines for further methods of letting players gain access to such abilities,
will you have the which are often seen as a bit more freeform and granting more utility than
typical powers. As a general rule, a single dot of an Influence should be a little
strength of mind, the more difficult and a little costlier than expenditures of “affinity” powers for a
courage to endure the given type of supernatural being, if they don’t have other Influence-granting
abilities to compare to already.
approach of Beings
so different from
mankind?” Mortals
For the most part, Mortals gain access to Influence through alliance,
- William Beckford, subjugation, or servitude to ephemeral beings. The Retainer merit can be used
to represent ephemeral entities fairly easily (1-3 dots are Rank 1, 4-5 dots are
The Episodes of Rank 2, and it gets 1 Numina per 2 dots of the merit, rounded up), but there’s
Vathek also more specialized Supernatural Merits available to them, like Invoke Spirit
(Hurt Locker, pg. 74), which offers a comparatively more potent entity in
exchange for the drawback and prerequisites.
Beyond that, the primary means for a Mortal to gain access to Influences is to
become a Channeler, which are described in the Borrowed Power supplement;
they’re individuals who learn to tap into various flavors of essence to fuel
supernatural abilities, including Influences and, in rare cases, Numina.
Of course, one can always give themself over to something else more fully,
either becoming Claimed, serving a Thing That Should Not Be as a Reality
Blasphemy (see Second Sight: Third Eye), or simply offering their servitude to
such a being, as described in the merit below.
Typically, Mortals see Influences as a form of blatant “magic,” power
channeled from elsewhere that’s drawn forth with strength of will and perhaps
strange rituals and procedures or invocations that allow them to tap into it.

Chapter Two: Material Tricks 35


learned by modern Vampires as well, allowing access
New Merit: to the world of spirits and to eventually even claim
their powers as their own, and is described below.
Servitude (••• or •••••; Supernatural) Typically, Kindred that gain access to Influences
Prerequisite: Mortal (non-supernatural) recognize them as the purview of something else. Not
Effect: Your character has given up a small part of even the slowest-minded Gangrel could confuse the
themself to an ephemeral entity (of at least Rank 3), instinctive feeling of calling upon their Disciplines
serving them in exchange for access to a small portion with the strange sensation of channeling the effect of
of their power. With the 3 dot version of this merit, an Influence into the world. It’s very clearly an ability
you gain access to 1 dot of one of the entity’s being granted to them by (or stolen from) another.
Influences. With 5 dots, you gain 2 dots of Influences
(which can include the second dot of the first
Influence). Willpower is spent instead of Essence,
Blood Tenebrous
over multiple turns if need-be, and the dice roll Many say the Beast is an entity unlike any other.
becomes Presence + Wits. Some point to the Strix, to ancient beasts, or to divine
Drawback: If you ever act against the wishes of the beings as the clear origin, but others point to the
entity, the Merit is blocked off, becoming unusable Shadow, the realm of spirits, where predator/prey
until your character makes amends somehow, or relationships are the rule of the night and everything
finds a new patron. is a quest for food, as a more likely source. Whether
that’s true or not, the Shadow’s ways resonate with
the Beast’s instinct, and Blood Tenebrous allows it to

Vampires draw the Kindred closer to that realm, and that realm
closer to himself. Once there, it’s up to the Kindred
to make sure he’s the one acting as the Predator.
Even more-so than supernaturally-inclined mortals,
Vampires typically focus on the terrestrial, and so While once known to a long-extinct clan (or
rarely find ways to utilize Influences in any perhaps simply a type of spiritual Vampires all their
appreciable manner. They can end up with ephemeral own), modern Kindred can learn Blood Tenebrous
beings as Retainers (see above for suggested rules), but the same way as they can any other “common” out-of-
have very few specialized merits and abilities of their clan Discipline. Usually a teacher is needed to tap
own for dealing with such things. into such strange power, but occasionally it can
Elder Vampires, and some of the more manifest in response to exposure to the spiritual
supernaturally inclined, however, do provide realms.
exceptions. Hollow Mekhet can take the Spectral
Communion merit (Thousand Years of Night, pg. 30 Resonant Sight •
and 85), and with the more amenable option might Before anything else, the Vampire must learn to
be able to draw the favors out of their Ka in the form perceive the Otherworlds that escape his senses. To
of uses of Influences. The Spectral Hunger book do so, he draws his senses not quite into the Spirit
covers a multitude of ways Vampires can interact with World, but into the state of Twilight, attuned to
different ephemeral beings, and in some cases even Ephemera and Resonance. This allows him to see
gain access to their abilities. Blood Sorcery: Rites of
spirits, ghosts, angels, Twilight Form Strix, and any
Damnation covers some rituals that provide other ephemeral creature.
communion with ephemeral beings and, at higher Cost: Varies; The base use requires nothing, but
levels, access to their abilities, especially for the studying spiritual phenomena more directly costs 1
Sangiovanni bloodline (a group of perverse Vitae
Necromancers). Other specialized bloodlines might Dice Pool: None, or Wits + Occult + Blood
similarly have such powers. Tenebrous
Another rare ability of Kindred, Blood Tenebrous Action: Instant
(originally found in the Book of Spirits in 1st
Duration: Scene
edition), thought by some to have been developed by With an instant action, the Kindred becomes able
a long-extinct Clan back when the world of spirit was to see, hear, and smell anything in Twilight, such as
much closer to that of flesh, can occasionally be Twilight Form spirits, ghosts, angels, and Strix, ghost

36 Ephemeral Influence
objects, and psychically projected beings (This may Dice Pool: None
require a Clash of Wills). This extra layer of Action: None
perception can be disorienting, so the Kindred takes Duration: Scene
the Distracted condition, which doesn’t end until he When using Resonant Sight, the Kindred may
stops using the power (this can be done reflexively at spend a point of Vitae to use this power. If he does,
any time). he loses the Distracted condition, by attuning his
While the Discipline is already active, the Kindred beast more closely with Twilight, but replaces it
can take another turn to study the area or a single instead with the Resonant condition with regards to
target, asking one of the questions below, or a similar any spirit, meaning any Influence can be used to push
spirit-oriented question, with a successful roll. the condition further for the duration of the
Roll Results Discipline.
Dramatic Failure: The Kindred’s senses are In addition to the Condition, the Kindred becomes
overwhelmed with the spiritual energy of the area, able to touch, attack and manipulate anything in
and he keeps the Distracted condition for an extra Twilight made up of Ephemera, and anything he’s
scene after he’d normally have ended the power. holding with a size of 2 or less when he activates the
Failure: Nothing not already obvious can be power can be used to do the same so long as he’s
perceived. holding it. For a gun, this applies to any ammunition
Success: The player can ask one question of the that’s already loaded.
Storyteller related to Spiritual conditions, resonance, This also lets Spirits benefit from the Kindred’s
essence, or phenomena, or about Twilight itself. The Vitae as if it were Essence, but only if he spills it
answers should reflect the resonant reactions of the (willingly or otherwise). Similarly, the Kindred can
Beast to the spiritual imagery. attempt to feed on Twilight form Spirits (But not
Exceptional Success: Ask two questions. ghosts, angels, or similar unless he has some other
Sample Questions means to subsist on their “blood”).
• Does this location or target have the
Resonant or Open condition to a nearby Spiritual Presence •••
spirit (or in general)? A feeling of heightened
At this level, the Kindred becomes good enough at
awareness. A translucent appearance to the target.
manipulating his form to resonate with the Spirit
• Is the target spirit utilizing a numina or
realms that he can apply it to his surroundings,
Influence? The appearance of the spirit’s face
bringing the area in tune with the Shadow. This
transplanted over a Sign. A charred smell to a
makes spiritual manifestation easier, and in the right
lighter under the Influence of Strengthen Fire.
locations can even provide a gateway to the Spirit
• Is this area a Locus? Raised hackles and a
Worlds.
tingling feeling. A slightly phase shifted version of
Cost: 2 Vitae
the area interposed over itself.
Dice Pool: Presence + Occult + Blood Tenebrous
• Does the location contain the Shadow Gate
Requirement: The Kindred must have the
condition? A glowing outline of the gateway. An
Resonant Condition as appropriate to nearby spirits
instinctual pull towards scented prey. (on either side of the Gauntlet), and drip a point of
• Is the target Possessed or Claimed? The
vitae in a circle around him (included in cost).
entity’s shadow replacing the target’s. An Ephemeral Hands works towards the first
ephemeral body interposed directly over them. prerequisite.
• Is the target acting as a Fetter? A silvery string
Action: Instant
connecting the object to a nearby spirit. Duration: Scene
Roll Results
Ephemeral Hands •• Dramatic Failure: The Kindred applies the Open
By further tuning himself to Twilight, the Vampire Condition to himself only, and draws the attention
can physically affect the state, pulling him a step of unsavory entities. The condition lasts for a scene,
closer than just perception. Using this, he may even if he ends whatever caused the original Resonant
combat spirits, allow spirits to influence him more condition.
easily, or simply manipulate ephemeral objects. Failure: Nothing happens.
Cost: 1 Vitae

Chapter Two: Material Tricks 37


Success: The Kindred immediately applies the Fettered Form •••••
Open condition to himself and his surroundings (the
same room or about Blood Potency x 10 At the peak of his capabilities, the Kindred becomes
yards/meters) with regards to all spirits. If this is so close to the world of the spirits that he becomes
performed at a Locus, he may also apply the Shadow able to draw one inside of him, as if he were being
Gate condition, which forms down the diameter of Claimed, though he retains more control over this
the circle he created. arrangement than a mortal would.
Exceptional Success: The vampire has control over Cost: 2 Vitae and 1 Willpower
his Open condition, applying it only to spirits he Dice Pool: Composure + Empathy + Blood
wants it to apply to. Tenebrous, vs Rank + Resistance if the spirit is
unwilling.
Essence Shield •••• Requirement: The Kindred must have the Open
Condition with regards to the target, or be in the
Once the Kindred has learned to make himself and
Shadow and touching the target physically.
his surroundings more habitable to the Spirits, he can
Action: Instant, possibly Contested.
more easily do the opposite; unmaking the conditions
Duration: Permanent, or until ended (see below)
and warding areas against intruders.
Roll Results
Cost: 1 Vitae
Dramatic Failure: The Kindred is claimed, but
Dice Pool: None, but see below.
retains no control over the process; the Spirit works
Action: Instant
entirely as if it had just possessed a corpse, although
Duration: One Night
it is expelled when one physical attribute is back to
Upon using this discipline, the Kindred’s blood
normal, instead of zero.
acts as a sort of “Universal Bane” for any spirit whose
Failure: The process fails.
Rank is equal to or lower than the vampire’s Blood
Success: On a success, the Kindred allows the target
Tenebrous, allowing it to be used to Ward against
spirit with Rank less than his Blood Tenebrous rating
spirits, scare them off, or harm them. This adds the
to Claim him as if he were Controlled and the spirit
following benefits:
used the Claim manifestation on him, even if the
• The Kindred’s Blood Tenebrous rating is
target spirit lacks that Manifestation. There are
added to any Exorcism, Abjuration, or
several differences from the normal process, however;
Warding rolls, so long as his blood is included
The Kindred retains his own mind, and thus never
somehow (dripping it on the ground while
moves past the Urged Condition’s mechanics,
speaking prayers to Longinus, smearing
meaning the spirit never has complete control even
windows with his spilled vitae, or similar).
after the “fusion period,” and in addition, the
• Since the Kindred is filled with and fueled by
Kindred adds his Blood Tenebrous to his resistance
Vitae, spirits need to spend willpower and roll
rolls related to that condition.
to come into contact with him like any other
He may not gain supernatural merits or dread
Bane. Ranged attacks and numina will still
powers, but does retain his Disciplines and gains
work as normal, however. This applies even if
access to the spirit’s Influences as normal, as well as
the Kindred has no Vitae left, as his body is
the increased attributes. The Kindred does gain an
already animated by it.
essence pool, Ban, and Bane, but doesn’t replace his
• Any other benefits of a bane, such as harming
Mask/Dirge with the spirit’s Virtue/Vice. Finally, the
fettered spirits, using it as a weapon by coating
roll for the spirit to attempt to separate from the
an object, allowing for warding rituals, and
Kindred is limited to once per day, with the Kindred
anything similar works normally.
adding his Blood Tenebrous to his rolls, and may be
Note: If this level of Blood Tenebrous is used
initiated by the Kindred instead, pitting his (base)
simultaneously with Fettered Form below, neither the
Resolve + Occult + Blood Tenebrous against the
Kindred himself nor the spirit he’s willingly let inside
spirit’s Power + Resistance. This is far less ‘scarring’
him are affected by the “Bane” property of his Vitae.
than the usual separation, but is mechanically the
same.
Exceptional Success: Any roll to resist the spirit’s
Urging, or to forcibly separate from the spirit, gains a
bonus equal to the vampire’s Blood Potency.

38 Ephemeral Influence
Werewolves
Of the three most populous types of supernatural
beings, Werewolves likely have the easiest and most
direct access to Influences. The Gift of the
Elementals, the Wellspring and Totemic
Empowerment Rites, Fetishes/Talens, and the
Sorceries of certain Lodges all allow them access to
certain purviews, and so it’s not too difficult for them
to channel them. In addition, they have a level of
dominion over the Hisil itself, and often find it easy
to negotiate or browbeat spirits into making use of
those abilities for them, too, or to more respectfully
beseech the aide of their Totems and other allies.
As spiritual beings themselves, Influences tend to
come fairly naturally to them, and feel like a proper
connection to the world that they’re simply taking
advantage of. There’s little difference beyond the
utility allowed between a usage of their Gifts and the
use of an Influence they’ve somehow mastered
“internally,” and in fact several Gifts simply provide
direct access to Influences, further blurring the lines.
A new Rite and a new Gift can be found below,
representing further ways they have to make use of
these varied abilities.

Wolf Rite:
Harnessing Ephemeral Power (•••)
The Uratha taps into the root of their ephemeral
power, enhancing the use of their Influences,
strengthening them or prolonging their effect on the
world.
Symbols: Supplication, determination, growth,
blood.
Sample Rite: The rite is performed outside, in a
location resonant with the Influence being enhanced.
The ritemaster takes on Dahlu form, and cuts
themselves with a blade while beseeching the spirits
to grant them more their power. They then draw
symbols of the influence in question, over every inch
of themself they can get to, using their own blood.
(Presence + Occult)
Action: Extended (20 successes, each roll
represents 10 minutes).
Duration: One day
Success: If successful the Uratha treats one
Influence they have access to through other means as
being 1 dot higher for the duration, to a maximum of
5. This does apply to those gained temporarily
through Fetishes and Talens, if the Rite’s attuned to
them.

Chapter Two: Material Tricks 39


Gift of Emotion Overwhelming Aura (Purity)
The Gift of Emotion allows Uratha to tap into the The Uratha can prey on the instinctual fear
most instinctive, base emotions known to not only humanity has for them, and for other predators
humankind, but most intelligent species, providing they’ve never truly risen fully above.
an influence over them in the same way the most base Cost: Varies
conceptual spirits manage. Dice Pool: Presence + Intimidation + Purity
The Uratha gains Influence (Fear) equal to her dots
Predator’s Allure (Cunning) in Purity, using the Dice Pool above. She can use this
Influence in the same way as a spirit.
Targeting the base desires of human instinct, the
Uratha is easily able to manipulate the minds of those Insignificance (Wisdom)
that succumb to it.
Cost: Varies Tapping into one’s view of the world, people can be
Dice Pool: Manipulation + Socialize + Cunning made to focus on the worst parts of them with key
The Uratha gains Influence (Desire) equal to her revelations, and the resulting depression can be
dots in Cunning, using the Dice Pool above. She can turned towards other uses.
use this Influence in the same way as a spirit. Cost: Varies
Dice Pool: Composure + Subterfuge + Wisdom
Fight Instinct (Glory) The Uratha gains Influence (Sadness) equal to her
dots in Wisdom, using the Dice Pool above. She can
The Fight or Flight instinct can easily be turned
use this Influence in the same way as a spirit.
towards the former with a bit of guidance, channeling
the animalistic rage of the masses into a palpable

Mages
force.
Cost: Varies
Dice Pool: Presence + Expression + Glory The Awakened, given the power and versatility of
The Uratha gains Influence (Anger) equal to her Arcana themselves, rarely need to make direct use of
dots in Glory, using the Dice Pool above. She can use Influences. Still, sometimes it can “fill out” the weak
this Influence in the same way as a spirit. points of a Spirit, Mind, or Death Mage’s repertoire,
and they certainly do have plenty of ways to do so.
Neutral Observer (Honor) The most reliable means would be to create a Fetish,
Sometimes one needs to remove all influence of which allows them to tap into the powers of a Spirit
emotion from their mind, allowing them to act as a directly, including their Influences. Death and Mind
neutral third party or simply to think clearly in an can create similar objects for ghosts and goetia,
unstable situation respectively, though these are more often called
Cost: 2 Essence “Fetters” and “Chimerical Items,” in turn. Beyond
Dice Pool: None that, of course, summoning and commanding these
Action: Reflexive beings to perform their Influences directly can be
The character can instantly remove one emotional effective in a pinch.
condition, tilt, or similar effect on their mind from In addition to simply asking or commanding
themself per dot of Honor they have. Conditions do ephemeral entities to do things for them, some less-
not count as resolved, they’re simply removed from than-Wise Mages have come up with a spell that
the sheet. Anything imposed by an active allows for a “living Fetish,” patterning an ephemeral
supernatural power is only removed if the Uratha being directly into a living creature’s body and giving
defeats its originator in a Clash of Wills, but they gain them direct access to that entity’s Influences. This is,
the rote action benefit to their own roll. in a way, a controlled version of a Claiming, wherein
the subject remains in command and is (mostly)
unaltered by the process.
When Mages use Influences, rather than feeling
like they’re channeling something else, something
external, like Vampires or mortals tend to, feel like

40 Ephemeral Influence
they’re tapping into the Fallen World. It’s not the The spirit is subsumed into the living character,
enlightened magic of the Supernal, it’s power drawn who gains access to dots of the entity’s Influences up
from the Lie, even a supernatural portion of it, and it to the spell’s Potency for the duration. The character
rarely feels as good to make use of them as it does to takes on the Open condition with regards to the
call upon one’s own Arcana. entity (and those with similar resonance), but the
spirit is unable to act on their own to make use of it.
Spell: Using the Influences requires a roll of Gnosis (or
other Supernatural Potency) + the casting Mage’s
Living Fetish (Life ••••, Spirit ••••) Spirit Arcana, and uses either the entity’s Essence or
Practice: Patterning another source the character has access to.
Primary Factor: Duration Substitute Spirit •••• with Death ••••: A
Withstand: Rank and/or Resolve ghost is merged with the character instead.
Suggested Rote Skills: Medicine, Occult, Survival Substitute Life •••• with Death ••••: A
A spirit is made to partially merge with a living Vampire or other undead creature is the target
character, but rather than Claiming them, per se, character instead of a living being.
they’re made a subservient source of power, akin to a Add Mind ••••: A goetia is granted the needed
“reverse possession,” in some ways. The Scale must Manifestation ability and merged with the character
account for both the spirit (or spirits) and living target instead.
(or targets).

Chapter Two: Material Tricks 41


Throughout the realms, ghosts, spirits, angels, and
goetic beings lurk, channeling strange abilities to allow
them to take control of parts of the wider world.

Ephemeral Influence provides Storytellers and players alike with example


uses of these strange Influences, and provides tools for other denizens of
the darkness to tap into these strange sources of power themselves. It
includes:
• General guidelines for each level of ephemeral Influences.
• Example Influences and a multitude of ways to use them.
• Merits and Powers for mortals, Vampires, Mages, and Werewolves to
allow them further access to these strange powers.

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