• Light
This gift allows a shifter to fill an area with pale silvery light, akin to moonlight. The light seems to emanate from the surroundings, allowing characters to move and act in the illuminated area without penalty. This gift has another use: by focusing the light, the shifter can use it to distract or daze foes.
Cost: One essence point.
Dice Pool: Stamina + Physics.
Action: Immediate.
Roll Results
Botch: The shifter suffers bashing damage equal to the level on the botch roll. Ie -1 botch, 1 damage; -2 botch, 2 damage, etc. All essence spent is lost.
Failure: No light is created, and all essence spent is lost.
Success re: Illumination: For each success rolled, one cubic meter of space is illuminated, centered on the shifter. The light lasts for a number of turns equal to the character's essence.
Success re: Focusing: The light lasts only a single turn, but does bashing damage equal to the number of successes to anyone that happens to be looking at it.
•• Bend Light
By exerting his will and manipulating Light, the shifter can bend the light around his body instead of reflecting it, resulting in a powerful form of camouflage. This gift can only be used on the user, or things/people the user is carrying.
Cost: One essence point.
Dice Pool: Manipulation + Physics.
Action: Immediate.
Roll Results
Botch: The number of levels rolled on the botch decreases the difficulty of any perception rolls or ranged attacks directed against the character for the rest of the scene. Ie -1 botch, -1 difficulty; -2 botch, -2 difficulty, etc. Melee attacks are unaffected. Any essence spent is also lost.
Failure: The shifter fails to manipulate the light. All essence spent is lost.
Success: The number of successes rolled increases the difficulty of any perception rolls or ranged attacks directed against the character for the rest of the scene. Melee attacks are unaffected.
••• Phantasm
This gift allows a character to create ghostly images that perform a rote set of actions as directed by the creator. Note that the shifter cannot create more images than he has dots in wits.
Cost: One essence point.
Dice Pool: Intelligence + Artistic Expression. The difficulty depends on the complexity of the creation. A single, simple form would be difficulty 7, while a large group would be 9 or more.
Action: Immediate.
Roll Results
Botch: Static images from the creator's own thoughts manifest for all to see, for the remainder of the scene. All essence spent is lost.
Failure: No images are created, and all essence spent is lost.
Success: The number of successes determines how many actions can be programmed. Once this is decided, the illusions will perform the set actions over and over for a day. Extra days can be "bought" by expending additional essence at the cost of one per day.
•••• Illusion
This gift is a more advanced form of Phantasm, allowing the character to create images that seem completely real until touched. These illusions can be altered and moved at the creator's whim. Note that the shifter cannot create more images than he has dots in wits.
Cost: Two essence points.
Dice Pool: Intelligence + Artistic Expression. Difficulty is determined by the complexity of the illusion. A stationary object such as a table would be 7, a mobile object such as a thrown rock would be 8, while a complex, living being might be 9.
Action: Immediate.
Roll Results
Botch: Mobile images from the creator's own thoughts manifest for all to see, for the remainder of the scene. All essence spent is lost.
Failure: No illusions are created. All essence spent is lost.
Success: The illusion is successful. In addition, the number of successes rolled become the illusions dice pool, should it be needed. The illusions last for a scene, or until they leave the shifter's line of sight.
••••• Coherent Light
This gift is a more advanced form of Illusion, allowing the character to create images that are now solid, and are destroyed after taking a single point of damage. Note that the shifter cannot create more images than he has dots in wits.
Cost: Three essence points.
Dice Pool: Intelligence + Artistic Expression. Difficulty is determined by the complexity of the illusion. A stationary object such as a table would be 7, a mobile object such as a thrown rock would be 8, while a complex, living being might be 9.
Action: Immediate.
Roll Results
Botch: Mobile images from the creator's own thoughts manifest for all to see, for the remainder of the scene. All essence spent is lost.
Failure: No illusion is created. All essence spent is lost.
Success: The illusion is successful. In addition, the number of successes rolled become the illusions dice pool, should it be needed. The illusions last for a turn per success.