Interact with the Dead •
See, hear, speak and physically interact with ghosts and objects in Twilight. Also, successes are contested against each ghost encountered during the duration of this Evocation to compel them to answer a number of questions equal to Paragon.
Dice: Presence + Intimidation Vs. Resistance
Duration: 1 scene
Action: Instant Cost: None
Torment: Also, after, the nearest ghost becomes hostile toward the living for days equal to Torment.
Compel the Dead ••
Force all or specific ghosts to come. Range is a radius of 30 yards x Paragon. Only a powerful ghost may try to contest with Resistance. Instead this power can grant 1 essence and heal 1 corpus with each success on a one for one basis, but can only affect a single ghost once in each period between dusk to dusk.
Dice: Manipulation + Intimidation
Duration: 1 scene (Essence & Corpus is permanent)
Action: Instant Cost: None
Torment: Also, afterward, the ghost(s) becomes hostile toward the living for days equal to Torment.
Command the Dead •••
Command a ghost to do anything within its power. The ghost receives a +2 to all dice pools for the duration, but this power can only affect each ghost once in each period between dusk to dusk.
Dice: Presence + Intimidation Vs. Resistance
Duration: 1 scene
Action: Instant Cost: None
Torment: Also, afterward, the ghost(s) becomes hostile toward the living for days equal to Torment.
Anchors of the Soul ••••
After a mortal dies, either anchor their soul to a physical object, or create a ghost from the mortal’s death (both cannot be done with the same mortal). Souls and ghosts are two different things. Ghosts are spiritual echoes with remnants of the mortal’s personality lingering on. The soul is the true essence of a mortal. The Slayer only has 7 minutes after a mortal’s death to perform this Evocation. If the soul is anchored to an object, the soul has no ephemeral body to interact in Twilight. Binding a soul to an object that has no relevance to their lives requires +2 successes, same goes for creating a ghost (and all ghosts must have at least one anchor). Range isyards equal to Paragon (must be near the body and the anchor). Objects with a soul trapped within are fused with a duality that gives them an extra effect in reality. The object now has a +3 modifier. Only one soul per object can be anchored. This power can also be used to destroy a ghost’s anchor.
Dice: Manipulation + Intimidation
Duration: Permanent (except the soul gets to make a chance roll at the end of each month of being trapped to break free and pass on, a dramatic failure makes them unable to make any further rolls.)
Action: Instant Cost: 1 Faith
Torment: Also, souls are maddened in the suffocating darkness and their anguish bleeds into the physical realm (ST discretion).
Restore the Dead •••••
Anchor a mortal soul to a soulless body (a soulless living body is a possibility, if it is a dead body, it restores it to life and full health but only if it died
within the past 24 hours; otherwise the body will irrevocably rot away like it was a corpse, despite there being a soul within). The Slayer must touch the body and the soul’s vessel. The memories of the mortal soul are intact, but their can also be lingering bits and pieces of memory from the body. Ghosts are usually only echoes of a soul (not a true soul itself) but they can be put into a body as well (with side effects that the ST decides).
Dice: Intelligence + Empathy
Duration: Permanent
Action: Instant Cost: 1 Faith
Torment: Also, the target is twisted by hate and pain. Mortals gain the Vice Wrath. They must spend a point of Willpower to avoid giving into the vice
when an opportunity presents itself.