Crack. Suck. Kiss.

Sarraya
Abilities
Dread Powers
MIRACLE - Dread Power
The monster is capable of performing miraculous feats at the request of humans. Miracles include, but aren’t necessarily limited to:
- Removing (or applying) any Condition or Tilt (or similar affliction not modeled by these mechanics.
- Granting any Merit, Skill, or Attribute at 5 dots.
- Causing someone to die.
- Fulfilling an Aspiration of the victim.
The Horror cannot do any of these things unless explicitly asked to by a living human being. Some Horrors can grant vir- tually any wish imaginable, others might only be able to grant one very specific request. Sometimes it’s not the monster itself that grants the wish, but a part of its body; demon blood might cure all sickness, while the bile that seeps from the bandages of the One-Eyed King ensures that you’ll never be poor again. Most Horrors can only grant one to three wishes to a given person, and wishing for more wishes is, of course, verboten.
Finally, all magic of this sort comes with a price. When the Horror grants a victim’s wish, one of the victim’s Aspirations is destroyed utterly. The character will never be able to fulfill it or replace it with another Aspiration.
Numina
Emotional Aura (Reaching) - Numen
The entity sends out a wave of powerful — and distracting — emotion. This Numen costs one Essence and lasts for a scene or until the entity uses another Numen. The activation roll is made once but anyone coming within 5 yards of the entity must make a Resolve + Composure + Gnosis roll. If the activation roll has more successes, the victim suffers a –2 die penalty to all actions as long as the aura remains. If the victim gains more successes, he is immune to the aura unless the entity uses the Numen again.
Innocuous - Numen
The spirit is very good at being overlooked. Perception rolls to notice the spirit suffer a –2 penalty. This Numen does not require a roll to activate and has no cost.
Regenerate - Numen
The entity can use Essence to heal bashing and lethal wounds on its Corpus. This Numen does not require a roll to activate, but costs one point of Essence and heals one point of bashing or lethal damage — the entity must reactivate the Numen each turn to heal more severe wounds. Bashing damage is healed first, then lethal.
Telekinesis (Reaching, Numen) - Numen
The entity can manipulate objects without using a Manifes- tation Effect. This Numen costs one Essence. Successes on the activation roll become the entity’s “Strength” when attempting to lift or throw an item. Fine motor control is impossible using this Numen.