Spirit Powers

## Common Powers

The lower the Veil rating in an area, the more powers and effects are unlocked for a Spirit. For powers available to Afflicted, Spirits may spend Vigor instead of Essence.

### 20

* **Dematerialised-** The Spirit can not physically interact with the material world an has no dice on physical rolls
* **Silence of Death-** The Spirit is unable to express themselves by common means
* **Gifts of the Afterlife (2)-** *When a lifeform dies, their spirit will usually have a special connection to the way it died. They may channel this connection to take controll over what caused their demise. For instance a spirit that burned to death may cause or controll fire; while one that died from ulcers or diseases may cause these in their targets.* The Spirit may manipulate or controll an element associated with their death. To do so they must make a roll with (2) dice. In combat this requires all of the Spirits Initiative and can never cause more *Physical* or *Mental Damage* then their amount of dice they have.

### 19-17

* **Dematerialised-** The Spirit can not physically interact with the material world an has no dice on physical rolls
* **Spectral Blow (2)-** *Allows the Spirit to perform ghostly attacks damaging other spirits and causing immense pain to mortals and Undead.* They must spend a point of Vigor and 5 points of Initiative and make a roll with (2) die. For every success they cause a point of *Mental Damage*.
* **Gifts of the Afterlife (3)-** *When a lifeform dies, their spirit will usually have a special connection to the way it died. They may channel this connection to take controll over what caused their demise. For instance a spirit that burned to death may cause or controll fire; while one that died from ulcers or diseases may cause these in their targets.* The Spirit may manipulate or controll an element associated with their death. To do so they must make a roll with (3) dice. In combat this requires all of the Spirits Initiative and can never cause more *Physical* or *Mental Damage* then their amount of dice they have.
* **Ghostly Whispers-** The Spirit can express speech through almost inaudible whispers
* Illusion: Drown the Echo
* Prospection: Attuned Senses, Minds Eye (1)

### 16-14

* **Fey Touch-** The Spirit can project little amounts of physical force onto their surroundings, enough to move/lift light objects or make their presence felt physically
* **Spectral Blow (3)-** *Allows the Spirit to perform ghostly attacks damaging other spirits and causing immense pain to mortals and Undead.* They must spend a point of Vigor and 5 points of Initiative and make a roll with (3) dice. For every success they cause a point of *Mental Damage*.
* **Gifts of the Afterlife (4)-** *When a lifeform dies, their spirit will usually have a special connection to the way it died. They may channel this connection to take controll over what caused their demise. For instance a spirit that burned to death may cause or controll fire; while one that died from ulcers or diseases may cause these in their targets.* The Spirit may manipulate or controll an element associated with their death. To do so they must make a roll with (4) dice. In combat this requires all of the Spirits Initiative and can never cause more *Physical* or *Mental Damage* then their amount of dice they have.
* Illusion: Spook, Drown the Echo
* Prospection: Minds Eye (2), Attuned Senses

### 13-11

* **Fey Touch-** The Spirit can project little amounts of physical force onto their surroundings, enough to move/lift light objects or make their presence felt physically
* **Spectral Blow (4)-** *Allows the Spirit to perform ghostly attacks damaging other spirits and causing immense pain to mortals and Undead.* They must spend a point of Vigor and 5 points of Initiative and make a roll with (4) dice. For every success they cause a point of *Mental Damage*.
* **Gifts of the Afterlife (5)-** *When a lifeform dies, their spirit will usually have a special connection to the way it died. They may channel this connection to take controll over what caused their demise. For instance a spirit that burned to death may cause or controll fire; while one that died from ulcers or diseases may cause these in their targets.* The Spirit may manipulate or controll an element associated with their death. To do so they must make a roll with (5) dice. In combat this requires all of the Spirits Initiative and can never cause more *Physical* or *Mental Damage* then their amount of dice they have.
* Illusion: Spook, Drown the Echo, Hypnos
* Prospection: Minds Eye (3), Attuned Senses

### 10-8

* **Materialise (3)-** The Spirit can project considerable amounts of physical force onto their surroundings, enough to move/lift light objects or injure others. They may perform physical attack with a dicepool of 3 and cause damage equal to the margin. Should they possess something, the may add these dice onto their physical pool.
* **Spectral Blow (5)-** *Allows the Spirit to perform ghostly attacks damaging other spirits and causing immense pain to mortals and Undead.* They must spend a point of Vigor and 5 points of Initiative and make a roll with (5) dice. For every success they cause a point of *Mental Damage*.
* **Gifts of the Afterlife (6)-** *When a lifeform dies, their spirit will usually have a special connection to the way it died. They may channel this connection to take controll over what caused their demise. For instance a spirit that burned to death may cause or controll fire; while one that died from ulcers or diseases may cause these in their targets.* The Spirit may manipulate or controll an element associated with their death. To do so they must make a roll with (6) dice. In combat this requires all of the Spirits Initiative and can never cause more *Physical* or *Mental Damage* then their amount of dice they have.
* **Possess Animal** (Contested Roll)
* Illusion: Spook, Drown the Echo, Mirage, Hypnos
* Prospection: Minds Eye (4), Attuned Senses

### 7-6

* **Materialise (4)-** The Spirit can project considerable amounts of physical force onto their surroundings, enough to move/lift light objects or injure others. They may perform physical attack with a dicepool of 4 and cause damage equal to the margin. Should they possess something, the may add these dice onto their physical pool.
* **Spectral Blow (6)-** *Allows the Spirit to perform ghostly attacks damaging other spirits and causing immense pain to mortals and Undead.* They must spend a point of Vigor and 5 points of Initiative and make a roll with (6) dice. For every success they cause a point of *Mental Damage*.
* **Gifts of the Afterlife (7)-** *When a lifeform dies, their spirit will usually have a special connection to the way it died. They may channel this connection to take controll over what caused their demise. For instance a spirit that burned to death may cause or controll fire; while one that died from ulcers or diseases may cause these in their targets.* The Spirit may manipulate or controll an element associated with their death. To do so they must make a roll with (7) dice. In combat this requires all of the Spirits Initiative and can never cause more *Physical* or *Mental Damage* then their amount of dice they have.
* **Create Shade-** The Spirit may create a Shade at the expense of two points of Vigor.
* **Possess Animal**
* **Possess Corpse**
* Illusion: Spook, Drown the Echo, Mirage, Swing the Mood, Hypnos
* Prospection: Minds Eye (4), Attuned Senses, Project Senses

### 5

* **Avatar of Umbra (6)-** The Spirit can´t exert physical force but shape their umbral enviroment to their advantage, using (7) dice to do so.
* **Spectral Blow (7)-** *Allows the Spirit to perform ghostly attacks damaging other spirits and causing immense pain to mortals and Undead.* They must spend a point of Vigor and 5 points of Initiative and make a roll with (7) dice. For every success they cause a point of *Mental Damage*.
* **Create Shade-** The Spirit may create a Shade at the expense of two points of Vigor.
* **Spiritual Nesting-** Once per time unit the Spirit may establish a umbral node attached an object or small area. When moving close to the node they may teleport to any other node they created.
* **Possess Shade**
* **Possess Animal**
* **Possess Corpse**
* **Possess Human**
* Illusion: Spook, Drown the Echo, Mirage, Swing the Mood, Hypnos
* Prospection: Minds Eye (5), Attuned to Death, Dead Sight
* Distortion: Traveler of Eons

**Mist**: *When surrounded by Mist the Spirit will find it much easier to form a semi-physical form.* The Spirit gains the *Materialise* effect and doubles their dice no matter the Veil rating.