Test the Barrier •
See, hear, speak and physically interact with ghosts and objects in Twilight. Also, the Slayer has intimate knowledge of the workings in that realm. With scrutiny, the Slayer can check for signs of current or upcoming violence by examining an area (it is only the most likely future before the Slayer’s intrusion). More successes give more descriptive portents. (e.g. 1 success may make it appear that the foundation of a home is cracking, representing something bad is going to happen to a member of that family. Another success might show the cracks have razor builds sticking out of them, representing murder or suicide. Portents are symbolic.
Dice: Wits + Investigation
Duration: 1 scene
Action: Instant Cost: None
Torment: Also, the portents manifest in the mortal realm for all to see. Portents disappear at next dawn.
Haunting ••
Gauntlet strength determines the successes needed (e.g. graveyard = 1, mall = 5). The air in the mortal realm grows cold. Ghosts and spirits are drawn to
the area and each receives three points of essence from the closeness of the living realm. For the duration, ghosts actively haunt the area, and are compelled to affect the living realm (usually in disturbing ways). The Slayer may also use this closeness to physically step into (or out of) Twilight with a successful Willpower roll (this takes 5 actions).
Dice: Dexterity + Occult
Duration: 1 day per Paragon
Action: 1 minute to Evoke Cost: None
Torment: Also, Ghosts gain +2 dice for duration.
Ghost Travel •••
Physically cross into or out of Twilight. The Slayer may also “fly” while in the Twilight realm with this Evocation active. The flying; aspect does not
require wings and is at a speed of 1/12 mile a turn (100 mph). Flying does not work in combat, as the magical principle of this type of flight is related to
travel. But the Slayer has great maneuverability for navigating tight spaces while in flight.
Dice: Dexterity + Occult
Duration: 1 scene (duration relates to how long the Slayer may fly while in twilight)
Action: Instant Cost: None
Torment: Instead, speed is 300 mph, and causes a storm to rise in Twilight in the Demon’s wake, injuring ghosts.
Stand Between the Barrier ••••
Type of area (Gauntlet strength) determines successes needed. Phase between the material world and Twilight with ease. The Slayer appears as a translucent version of herself when viewed from the un-phased realm, making it easier to blend in or hide in the un-phased realm (2 automatic successes to stealth). The Slayer is not solid in the un-phased realm, and so is immune to physical damage. At will the Slayer me see and speak into both realms, or only in one. Switching realms is a reflexive action, but the Slayer cannot switch again until two turns from the switch.
Dice: Dexterity + Occult
Duration: 1 scene
Action: Instant (to Evoke) Cost: 1 Faith
Torment: Instead, the Demon may switch realms as a reflexive action now once each turn, but suffers a bashing damage each switch.
Pierce the Barrier •••••
A doorway between realms appears in the air for any to use. Gauntlet strength determines successes needed. The Twilight realm does 1 bashing per hour to any non-Slayers (cannot heal Bashing while in Twilight). Ghosts can use this gateway to manifest in the mundane world without the use of a Numina.
Dice: Intelligence + Occult
Duration: 1 scene
Action: Reflexive Cost: 1 Faith
Torment: Also, those nearby are pulled into Twilight. To contest, victims roll Strength + Athletics. Range is equal to yards in Torment.