Professional Documents
Culture Documents
InTroduction
1
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
InTroduction
3
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
InTroduction
5
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.
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.
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
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
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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
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).
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
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.
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.
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
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.
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).