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Mage Cond. Cards

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João Nachtigall
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0% found this document useful (0 votes)
378 views14 pages

Mage Cond. Cards

Uploaded by

João Nachtigall
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Credits

Writers: Chris Allen, Dave Brookshaw, N Conte, Danielle


Lauzon, David A Hill Jr., Matthew McFarland, Neall Raemonn
Price, Lauren Roy, Malcolm Sheppard, John Snead, Travis Stout,
Tristan J Tarwater, Stew Wilson, Filamena Young, Eric Zawadzki
Developer: Dave Brookshaw
Editors: Dixie Cochran, Ellen P Kiley

© 2016 White Wolf Publishing AB. All rights reserved. No part of this publication may be reproduced,
stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying,
recording or otherwise, without the prior written permission of White Wolf Publishing AB. Reproduction
prohibitions do not apply to the character sheets contained in this book when reproduced for personal use.
White Wolf, Vampire and Chronicles of Darkness are registered trademarks of White Wolf Publishing AB.
All rights reserved. Night Horrors: Unbidden, Vampire the Requiem, Werewolf the Forsaken, Mage the
Awakening, Storytelling System, and Ancient Bloodlines are trademarks of White Wolf Publishing AB.. All
rights reserved. All characters, names, places and text herein are copyrighted by White Wolf Publishing AB.
The mention of or reference to any company or product in these pages is not a challenge to the
trademark or copyright concerned.
This book uses the supernatural for settings, characters and themes. All mystical and supernatural
elements are fiction and intended for entertainment purposes only. Reader discretion is advised.
Check out White Wolf online at http://www.white-wolf.com
Check out the Onyx Path at http://www.theonyxpath.com

2 Mage: the awakening Second Edition Condition Cards


CONDITIONS CONDITIONS CONDITIONS

CONDITIONS CONDITIONS CONDITIONS

CONDITIONS CONDITIONS CONDITIONS


Your character cannot see. Any rolls requiring Your character enjoys the protection of magical good Your character suffers from an addiction. She is
sight may only use a chance die. If another sense can fortune. This may spare her from serious injury, ensure that unable to get her fix, however, leaving her irritable,
be reasonably substituted, make the roll at –3 instead. she meets someone whose acquaintance will be valuable anxious, and unable to focus. Remove one from her
CHARMED

In a combat situation, she suffers the drawbacks of the to her later, guarantee that she isn’t the one who gets the Stamina, Resolve, and Composure dice pools. This

DEPRIVED
Blinded Tilt (see p. 319). This Condition may be tem- short straw, or help her win an important game of chance. does not influence derived traits; it only influences dice
(PERSISTENT)

porary, but that is usually the result of a combat effect, You may invoke this twist of fate at any time as a reflexive pools that use these Attributes.
BLIND

in which case the Blindness Tilt would apply. action. If used to avoid injury, resolving this Condition Resolution: Your character indulges her ad-
CONDITION

CONDITION

CONDITION
Resolution: Your character regains her sight. reduces the damage to 1. Otherwise, neither you nor the diction.
Beat: Your character encounters a limitation or mage knows the exact nature this good fortune will take Beat: n/a
difficulty that inconveniences her. when it manifests — only that it will have a significant impact.
Possible Sources: This is commonly the effect
of a boon granted by Fate magic.
Resolution: Your character narrowly avoids
some misfortune or enjoys a lucky break; the Condition
is resolved as described above.
Beat: n/a
Your character is missing a portion of her memory. Your character has established an extensive bond Your character has been beaten in the Duel Arcane,
An entire period of her life is just gone. This causes with a specific animal. She gains +2 on any rolls to humiliated, and made completely open and exposed to
massive difficulties with friends and loved ones. influence or persuade her bonded animal. It may add an enemy. For the duration of this Condition, the charac-

DEFEATED
Resolution: You regain your memory and learn the your Animal Ken to any rolls to resist coercion or fear ter cannot spend Willpower or use magic in any way to
AMNESIA

BONDED

truth. Depending on the circumstances, this may constitute when in your character’s presence. The animal may harm the mage she was defeated by. Further, the mage
(PERSISTENT)

a breaking point. add your character’s Animal Ken to any one die roll. who won the Duel has Strong sympathy with the loser.
Resolution: The bonded animal dies or is other- Resolution: This Condition lingers until the
CONDITION

CONDITION

CONDITION
Beat: Something problematic arises, such as a
forgotten arrest warrant or old enemy. wise parted from the character. character can greatly humble himself in public at great
Beat: n/a personal cost, or until the winner of the Duel takes
advantage of the sympathy in a way that injures or
abuses the loser. Take a Beat.
Beat: Take a Beat whenever your character is
abused or humiliated as a result of her defeat.
Your character is addicted to something, whether Whatever you did or saw, something inside you Your character has made inroads with a specified
drugs, gambling or other destructive behaviors. Some snapped. You can barely muster up the will to do your group. While she has this Condition, she gets a +2 to

CONNECTED
addictions are more dangerous than others, but the job anymore, and anything more emotionally intense all rolls relating to that group. Alternately, she can shed
ADDICTED

nature of addiction is that it slowly takes over your life, than a raised voice makes you flinch and back down. this Condition to gain a one-time automatic exceptional

BROKEN
impeding functionality. If you are addicted, you need to Apply a –2 to all Social rolls and rolls involving Resolve success on the next roll to influence or otherwise take
(PERSISTENT)

(PERSISTENT)

(PERSISTENT)
indulge your addiction regularly to keep it under control. and a –5 to all use of the Intimidation Skill. advantage of the group. Once Connected is resolved,
A specific addiction should be chosen upon taking this Resolution: Regain a dot of Integrity or Wisdom, the character is considered to have burned her bridges
CONDITION

CONDITION

CONDITION
Condition; characters can take this Condition multiple lose another dot of Integrity or Wisdom, or achieve an and is no longer an accepted member. The character
times for different addictions. Being unable to feed your exceptional success on a breaking point or Act of Hubris. may be able to regain Connected with the specified
addiction can result in the Deprived Condition. Beat: You back down from a confrontation or fail group per Storyteller approval.
Resolution: Regain a dot of Integrity or Wisdom, a roll due to this Condition. Example Skills: Politics, Socialize
lose another dot of Integrity or Wisdom, or achieve an Resolution: The character loses her membership
exceptional success on a breaking point or Act of Hubris. or otherwise loses her standing with the group.
Beat: Your character chooses to get a fix rather Beat: The character is asked to perform a favor
than fulfill an obligation. for the group that inconveniences her.
CONDITIONS CONDITIONS CONDITIONS

CONDITIONS CONDITIONS CONDITIONS

CONDITIONS CONDITIONS CONDITIONS


The character is in the second stage of soul loss. Her You have been reminded of the power of humanity, Your character has been blackmailed, tricked,
instinctive efforts to shore up her Willpower by giving and your arrogance and pride crumble away. Any sym- convinced, or otherwise leveraged into doing what
LEVERAGED
ENERVATED

into her urges have failed, her Integrity has gone, and bol or person that triggered this feeling in you creates another character wishes. You may have the Leveraged
HUMBLED

her Willpower is now fading. In addition to the effects of a feeling of admiration that you are highly protective Condition multiple times for different characters. Any
Soulless, she can no longer regain Willpower through of. You cannot bring yourself to harm the source of time the specified character requests something of you,
(PERSISTENT)

her Virtue, only her Vice. your humbling, and treat it or him as a source of great you may resolve this Condition if your character does
Indulging herself brings diminishing returns — wisdom and solace. as requested without rolling to resist.
CONDITION

CONDITION

CONDITION
whenever she does so, her permanent Willpower drops Possible Sources: Extreme sacrifice on your Resolution: Your character may either resolve
by one dot before she regains Willpower points to the behalf. Certain Sleepwalker Merits. the Condition by complying with a request as above,
new maximum. Mages lose a dot of Gnosis every time Resolution: The character sacrifices of himself in or if you apply the Leveraged Condition to the specified
their Willpower drops, to a minimum of 0. dramatic fashion in the name of the person or symbol character.
Resolution: This Condition is only removed if the that humbled him in the first place. Beat: n/a
character regains her soul. Beat: Any time the character might act with hubris
Beat: You lose a dot of Willpower or arrogance, if the player chooses to take a dramatic
failure on that roll rather attempt it, take a Beat.
Your character has a secret from his past that Your character is experiencing deep-seated Your character is deeply inspired. When your
could come back to haunt him. If this secret gets out, feelings of guilt and remorse. This Condition is com- character takes an action pertaining to that inspiration,
he could be ostracized or maybe even arrested. If monly applied after a successful breaking point roll (p. you may resolve this Condition. An exceptional success
EMBARRASSING

it becomes known, this Condition is exchanged for 299). While the character is under the effects of this on that roll requires only three successes instead of five

INSPIRED
Notoriety (p. 317). Condition, he receives a –2 to any Resolve or Com- and you gain a point of Willpower.
GUILTY
Resolution: The character’s secret is made public, posure rolls to defend against Subterfuge, Empathy, Resolution: You spend inspiration to spur
SECRET

or the character does whatever is necessary to make or Intimidation rolls. yourself to greater success, resolving the Condition as
CONDITION

CONDITION

CONDITION
sure it never comes to light. Resolution: The character confesses his crimes described above.
Beat: n/a and makes restitution for whatever he did. Beat: n/a
Beat: n/a
Your character has limited or no ability to walk. Her Something terrible happened. Rather than deal Your character has a breadth of research infor-
Speed trait is effectively 1. She must rely on a wheelchair with it or let it break you, your mind shuts it out. You are mation based on the topic she investigated. When you
or other device to travel. A manual wheelchair’s Speed prone to blackouts and lost time. Whenever circum- make a roll relating to the topic, you may choose to

INFORMED
DISABLED

is equal to your character’s Strength and requires use of stances become too similar to the situation that led to resolve this Condition. If you resolve it and the roll fails,
her hands. Electric wheelchairs have a Speed of 3, but your gaining this Condition, the player rolls Resolve + it is instead considered to have a single success. If it

FUGUE
(PERSISTENT)

(PERSISTENT)
allow the free use of the character’s hands. Composure. If you fail the roll, the Storyteller controls succeeds, the roll is considered an exceptional success.
An injury can cause this Condition temporarily, in your character for the next scene; your character, left The roll that benefits from the Informed Condition
CONDITION

CONDITION

CONDITION
which case it is resolved when the injury heals and the to his own devices, will seek to avoid the conflict and can be any relevant Skill roll. For example, a character
character regains mobility. get away from the area. with Informed (Werewolves) might gain its benefits when
Resolution: The character’s disability is cured Resolution: Regain a dot of Integrity or Wisdom, using researched information to build a silver bear trap
by mundane or supernatural means. lose another dot of Integrity or Wisdom, or achieve an with the Crafts Skill. Combat rolls cannot benefit from
Beat: Your character’s limited mobility inconve- exceptional success on a breaking point or Act of Hubris. this Condition.
niences your character and makes her slow to respond. Beat: You enter a fugue state as described above. Resolution: Your character uses her research
to gain information; the Condition is resolved as de-
scribed above.
Beat: n/a
CONDITIONS CONDITIONS CONDITIONS

CONDITIONS CONDITIONS CONDITIONS

CONDITIONS CONDITIONS CONDITIONS


Your character cannot speak. Any communication Something’s on your character’s mind and she Your character has seen something supernatural
must be done through writing, gestures, or hand signs. just can’t shake it. She gains the 9-Again quality on all — not overt enough to terrify her, but unmistakably
Illness, injury, or supernatural powers can inflict this rolls related to pursuing her obsession. On rolls that otherworldly. How your character responds to this is up
OBSESSION

Condition on a temporary basis. are unrelated to her obsession, she loses the 10-Again to you, but it captivates her and dominates her focus.

SPOOKED
Resolution: The character regains her voice quality. Obsession can be a temporary quality per Resolution: This Condition is resolved when
(PERSISTENT)

(PERSISTENT)

through mundane or supernatural means. Storyteller approval. your character’s fear and fascination causes her to do
MUTE

Resolution: The character sheds or purges her something that hinders the group or complicates things
CONDITION

CONDITION

CONDITION
Beat: Your character suffers a limitation or com-
munication difficulty that heightens immediate danger. fixation. (she goes off alone to investigate a strange noise, stays
Beat: Character fails to fulfill an obligation due up all night researching, runs away instead of holding
to pursuing her Obsession. her ground, etc.).
Beat: n/a
Your character is consumed by her own aptitude. Whether or not your character actually did some- Something has severely frightened your character.
MEGALOMANIACAL

She sees greatness in her every action, and that sense thing heinous in the past, the wrong people think he did Any time your character is taking an action where that
of greatness breeds righteousness. She cannot see her and now he’s ostracized by the general public. Your fear might hinder her, you may opt to fail the roll and
NOTORIETY

behavior as hubris, and she refuses to acknowledge character suffers a –2 on any Social rolls against those resolve this Condition. This Condition can be imposed
any failings. After all, she’s mastered the forces of the who know of his notoriety. If using Social maneuvering by undergoing a breaking point roll.

SHAKEN
universe, right? (p. 215), the character must open one extra Door if his Resolution: The character gives into her fear and
Your character automatically fails any actions target knows of his notoriety. fails a roll as described above.
CONDITION

CONDITION

CONDITION
using the Empathy Skill. As well, she gains an additional Resolution: The story is debunked or the char- Beat: n/a
“Selfish” Vice and a “Dominate Others” Obsession that acter’s name is cleared.
replaces one of her current Obsessions so long as she Beat: n/a
maintains this Condition.
Resolution: Hurt someone important to you in
such a way that it risks further Wisdom loss.
Beat: N/A

MYSTERY COMMANDS
Your character saw or did something that jarred Your character hears the voice of the Exarchs, Your character is reckless and forceful with her
her loose from reality. This isn’t a mental illness born of sees their words scrawled in her mind, and otherwise magic. She will not hesitate to use it to solve any minor
brain chemistry — that, at least, might be treatable. This receives commands from deep within her Oneiros. Her problem. If your character has a reasonable magical
madness is the product of supernatural tampering or Exarch’s will becomes an additional Obsession, with solution to a problem, to use a mundane solution requires
MADNESS

RAMPANT
witnessing something that humanity was never meant all according benefits. a point of Willpower. This Willpower does not add to
(PERSISTENT)

(PERSISTENT)
to comprehend. The Storyteller has a pool of dice The Storyteller will occasionally give commands as the dice roll. As well, she gains a “Wield Magic Indis-
equal to 10 – (character’s Integrity or Wisdom). Once part of this Merit. Additionally, your character can take criminately” Obsession that replaces one of her current
CONDITION

CONDITION

CONDITION
per chapter, the Storyteller can apply those dice as a actions in the name of her Exarch and reverse-engineer Obsessions so long as she maintains this Condition.
negative modifier to any Mental or Social roll made messages out of the context. Most any action that aligns with Resolution: Suffer a Paradox.
for the character. her Exarch’s basic whims should apply to this Condition. Beat: n/a
Resolution: Regain a dot of Integrity or Wisdom, Resolution: Your character cuts off ties to her
lose another dot of Integrity or Wisdom, or achieve an Exarch. Traitors are not tolerated, and other characters
exceptional success on a breaking point or Act of Hubris. with this Condition will be sent to punish her, or kill her
Beat: The character fails a roll because of this if she will not return to the Throne’s service.
Condition. Arcane Beat: Your character faces meaningful
setback, danger, or sacrifice on account of the commands.
CONDITIONS CONDITIONS CONDITIONS

CONDITIONS CONDITIONS CONDITIONS

CONDITIONS
Your character is attracted to someone and is The character has fully succumbed to the effects of
vulnerable where they are concerned. He may have soullessness. She may not spend Willpower points for
the proverbial “butterflies in his stomach” or just be any reason, may not use her Defense in combat, may not
SWOONED

constantly aware of the object of his affection. A char- spend Experiences, and suffers all the effects of the Broken
acter may have multiple instances of this Condition, Condition (see p. 314) as well. Mages can no longer cast
THRALL
(PERSISTENT)

reflecting affection for multiple characters. He suffers spells. The player should only continue playing a character
a –2 to any rolls that would adversely affect the spec- with this Condition if she stands a chance of regaining a soul.
CONDITION

CONDITION

ified character, who also gains +2 on any Social rolls Resolution: Regain a soul.
against him. If the specified character is attempting Beat: Gain a Beat whenever the character is
Social maneuvering on the Swooned character, the victimized as a result of her Condition.
impression level is considered one higher (maximum
of perfect; see p. 215).
Resolution: Your character does something for his
love interest that puts him in danger, or he opts to fail a
roll to resist a Social action by the specified character.
Beat: n/a
Your character has narrowly avoided Integrity loss
SOUL SHOCKED

Your character has been killed while on a sojourn


due to witnessing magic. Take –1 to resist the next time outside her physical body, resulting in a shocked sense
you suffer a breaking point and must roll. If you have the of self. Upon gaining this Condition, roll her current
Strained Merit, you may opt to not roll, and the Condition Willpower points (not dots) as a dice pool. Ignore
STRAINED

will build: each consecutive time you avoid rolling a 10-Again on this roll, and do not roll a chance die if
breaking point contributes an additional –1 to your next she has no Willpower left. She keeps one Willpower
breaking point roll, to a maximum of –5. After –5, you can point per success, and immediately loses the remainder.
CONDITION

no longer push the horror away, your character snaps, CONDITION While this Condition is in effect, your character does
and you automatically roll for the breaking point at –5. not regain Willpower from Virtue, Vice, or equivalent
Resolution: The character suffers Integrity loss. traits. She still regains Willpower from rest, surrender,
Take an additional Beat atop that of the breaking point. and any other means of regaining Willpower.
Beat: n/a Resolution: Regaining full Willpower.
Beat: n/a
Your character is confident and resolved. When The character is in the first stage of soul loss. Without a The character has won a Duel Arcane and her
you’ve failed a roll, you may choose to resolve this soul, she is more susceptible to possession — any dice pools triumph radiates through her Nimbus for any Awakened

TRIUMPHANT
to resist being taken over or possessed by another entity are
STEADFAST

Condition to instead treat the action as if you’d rolled to sense. Until the Condition is resolved, the character

SOULLESS
a single success. If the roll is a chance die, you may at a –2 die penalty. The effects on Wisdom and Willpower, gets an exceptional success on three successes rather
choose to resolve this Condition and roll a single reg- though, are more severe. For as long as she has this Condition, than five on any Social rolls with anyone in Awakened
she does not regain Willpower through surrender or rest, and

(PERSISTENT)
ular die instead. society aware of the victory.
her use of Virtue and Vice is reversed. She may regain one
Resolution: Your character’s confidence carries Resolution: The first time you fail a Social roll
CONDITION

CONDITION

CONDITION
Willpower point per scene by fulfilling her Virtue without having
him through and the worst is avoided; the Condition is to risk herself, and regains full Willpower once per chapter with a member of Awakened society, take a Beat, and
resolved as described above. by fulfilling her Vice in a way that poses a threat to herself. the Condition ends.
Beat: n/a Regaining Willpower through Vice, though, is now a Beat: Gain a Beat any time you throw your
breaking point against Integrity with a –5 penalty unless the success in someone’s face, even if it risks making him
character has reached Integrity 1, or an Act of Hubris (roll 1 angry or resentful.
die) unless she has reached Wisdom 1 for mages.
Resolution: Regain a soul.
Beat: You lose Wisdom or Integrity because you
indulged your Vice.
NUMINA NUMINA CONDITIONS

NUMINA NUMINA NUMINA

NUMINA NUMINA NUMINA


The entity may torture its victim’s mind via psychic The entity accelerates the natural processes of This Numen grants a mortal a vision of a task the
assault. This Numen costs one Essence. The activation decay in a target. This Numen costs three points of entity wishes him to accomplish as well as a mystical
roll is contested by the victim’s Intelligence + Gnosis. Essence. The activation dice pool is resisted depending determination to see it through. The entity pays two
If the entity succeeds, the victim suffers the Insane Tilt on the subject of the Numen — living creatures penalize Essence and rolls Power + Finesse. On a success, the
ENTROPIC

(p. 322) for the rest of the scene. the roll by Stamina, ephemeral entities by Resistance, subject receives a short vision of whatever the entity

IMPLANT
DEMENT

while inanimate objects use Durability. Each success on wishes him to do and is under the Obsessed Condition

MISSION
the activation roll inflicts one point of lethal damage. regarding carrying that mission out.
DECAY
NUMINA

NUMINA

NUMINA
The entity may wound opponents at a distance. The entity sends out a wave of powerful — and The entity may create an illusion experienced by

HALLUCINATION
Range is equal to 10 yards per dot of Power and the distracting — emotion. This Numen costs one Essence a single target: It can be anything from a sight or sound
entity does not suffer range penalties. If the activation and lasts for a scene or until the entity uses another to an imaginary person who holds a conversation. The
EMOTIONAL

roll succeeds, the Blast wounds as a +0L firearm. The Numen. The activation roll is made once but anyone Numen costs one Essence and is contested by the victim’s
entity may increase the lethality of its Blast by paying coming within 5 yards of the entity must make a Resolve Wits + Composure + Gnosis.
BLAST

Essence — every two Essence spent increases the + Composure + Gnosis roll. If the activation roll has
“weapon” by +1L. The maximum weapon bonus is equal more successes, the victim suffers a –2 die penalty to all
NUMINA

NUMINA

NUMINA
to the entity’s Rank. actions as long as the aura remains. If the victim gains
AURA more successes, he is immune to the aura unless the entity
uses the Numen again.
The entity causes terror in anyone who can see it. The entity can steal Essence or Willpower (chosen The entity causes flammable materials to combust.
The Numen costs three Essence and activation is con- at activation) from a material being. The activation roll This Numen costs one Essence and causes one small fire
tested individually with Presence + Composure + Gnosis is contested by Stamina + Resolve + Gnosis. Whichever to break out per activation success within the entity’s

FIRESTARTER
by anyone looking at the entity. Anyone gaining fewer character — entity or target — gains the most successes Power in yards.
successes than the entity is unable to move or speak for receives points of Willpower or Essence equal to the
a turn. If the entity gains an exceptional success, the number of successes, while the other party loses the

DRAIN
AWE

effect lasts three turns. same number.


NUMINA

NUMINA

NUMINA
NUMINA NUMINA CONDITIONS

NUMINA NUMINA NUMINA

NUMINA NUMINA NUMINA


This Numen allows an entity to know the quickest The entity accelerates into a blur of movement. The entity can manipulate objects without using
route to a destination. The fastest route isn’t always the The entity chooses whether to spend two or four points a Manifestation Effect. This Numen costs one Essence.
safest, of course; the Numen doesn’t reveal any dangers of Essence when activating this Numen. Spending two Successes on the activation roll become the entity’s
TELEKINESIS
PATHFINDER

on the way, only a set of directions to the target. If the Essence doubles its Speed for the remainder of the “Strength” when attempting to lift or throw an item. Fine
destination is the subject of the Safe Place Merit, the scene, while spending four Essence triples it. motor control is impossible using this Numen.
SPEED

activation roll is contested by the lowest Resolve + Gnosis


among any owners. The Numen costs one Essence and
NUMINA

NUMINA

NUMINA
lasts for a scene. If the destination is too far away to
reach that quickly, the entity must use the Numen again.
This Numen disguises a Materialized entity as a The entity can sense the presence of suitable Con- The entity appears armored, and uses Resistance
MORTAL MASK

human and can be used at the same time as the Ma- ditions from a distance. The base range is two miles per as its Defense score instead of the lower of Power or
terialize Manifestation Effect. Using the Numen costs Rank; entities may spend one Essence to multiply this Finesse.

STALWART
one point of Essence and the human seeming lasts for by 10. By making a successful Finesse roll, the entity
activation successes in hours. The human “costume” becomes aware of the direction and distance to the
is flawed — witnesses may make a Wits + Compo- nearest suitable Anchor or Resonant Condition.
sure – Finesse roll to realize that something is wrong.
NUMINA

NUMINA

NUMINA
SEEK
Characters able to sense the entity in Twilight do not
suffer a penalty to the roll.
The entity positions itself over a device, touching The entity can use Essence to heal bashing and The entity creates messages or images in any
it if Manifest or moving its Twilight form to superimpose lethal wounds on its Corpus. This Numen does not require media — it can write in the condensation on cold glass,

REGENERATE
LEFT-HANDED

over it. Once in position, the entity disables the device by a roll to activate, but costs one point of Essence and produce images on computer screens, and send audible
paying one Essence. The device must be a human-man- heals one point of bashing or lethal damage — the entity messages via phone lines. The Numen costs one Essence
ufactured object with at least three moving parts. If the must reactivate the Numen each turn to heal more severe to activate, and if successful creates a single message.
SPANNER

activation roll succeeds, the device malfunctions for a wounds. Bashing damage is healed first, then lethal.
number of turns equal to the successes rolled. Using this

SIGN
NUMINA

NUMINA

NUMINA
Numen in combat requires the entity to grapple and
gain control of the object, and so can’t be used this
way in Twilight unless the target is in Twilight as well.

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