[[eminences]]

Eminences

Protection: Anyone can gain the protection of their eminence.

Apply: Requires the 'Dreaming:Apply' skill. You may use this once per day and once per night per rank. (OOC: resets for this power (and any other 'per day' skill are at dawn and dusk). This takes 5 seconds of appropriate roleplay

Intuitive synthesis: Requires 'Conjunctional Synthesis' skill. Each rank gives you 2 trances to spend on 'intuitive synthesis' abilities per day and per night. This takes 30 seconds of appropriate roleplay without which the Spiritual Health cost is doubled.

Note that if you gain Manoeuvres from Applying an Eminence, using Intuitive Synthesis, or using an Aspect, you must still have a relevant Weapon Skill and an appropriate crafted weapon to be able to make use of them unless the power explicitly states otherwise.


Please note that using any Intuitive Synthesis to target a Z'bri automatically costs triple SH; therefore someone targeting a Z'bri with Intuitive Force and not spending thirty second to reach the required trance state would need to spend 6SH to call “Synthesis 1” against the Z'bri. Using Synthesis on yourself shortly before, or while facing a Z'bri does not incur this penalty.

Certain Synthesis powers require you to present the target with a “show-me” lammie outlining their effects. As such, these powers cannot be used in combat (although using them shortly beforehand is fine).

Protection

Bravery (Jackers) You may spend one Spiritual Health immediately upon encountering an unamplified Atmosphere or other roleplaying effect that would otherwise cause you to be afraid, and instead respond with a conspicuous display of bravery.
Capriciousness (Agnite) You may spend one Spiritual Health immediately upon encountering any Atmosphere or roleplaying effect that would make you fall under another’s influence, and instead respond with a conspicuous display of capriciousness.
Conflict (Magdalite) You may spend one Spiritual Health immediately upon encountering an unamplified Atmosphere or roleplaying effect that would cause you to give up a conflict, and instead respond with a conspicuous display of opposition.
Conviction (Lightbringer) You may spend one Spiritual Health immediately upon encountering an unamplified Atmosphere or roleplaying effect that would cause you to break or defy your beliefs, and instead respond with a conspicuous display of conviction.
Death (Yagan) You may spend one Spiritual Health immediately upon encountering an unamplified Atmosphere or roleplaying effect that would make you celebrate life, health or wellness, and instead respond with a conspicuous display of frailty or weakness.
Devotion (Joanite) You may spend one Spiritual Health immediately upon encountering an unamplified Atmosphere or roleplaying effect that would make you act contrary to the object of your devotion, and instead respond with a conspicuous display of that devotion.
Empathy (Evan) You may spend one Spiritual Health immediately upon encountering an unamplified Atmosphere or roleplaying effect that would make you vulnerable to manipulation by another, and instead respond with a conspicuous display of empathy and understanding.
Fate (Yagan) You may spend one Spiritual Health immediately upon encountering an unamplified Atmosphere or roleplaying effect that would make you behave in a way other than that which you believe to be pre-destined, and instead respond with a conspicuous display of following Fate’s demands.
Force (Child of Lilith) You may spend one Spiritual Health immediately upon encountering an unamplified Atmosphere or roleplaying effect that would make you physically weaker, and instead respond with a conspicuous display of energy and physicality.
Freedom (Herite and Child of Lilith) You may spend one Spiritual Health immediately upon encountering an unamplified Atmosphere or roleplaying effect that would make you submit to mental domination, and instead respond with a conspicuous display of freedom.
Fury (Joanite) You may spend one Spiritual Health immediately upon encountering an unamplified Atmosphere or roleplaying effect that would make you calm down, and instead respond with a conspicuous display of fury.
Illusion (Dahlian) You may spend one Spiritual Health immediately upon encountering an unamplified Atmosphere or roleplaying effect that would make you see things other than how they truly are, and instead respond with a conspicuous display of evasiveness.
Inspiration (Agnite) You may spend one Spiritual Health immediately upon encountering an unamplified Atmosphere or roleplaying effect that would dull your thoughts, and instead respond with a conspicuous display of inspiration.
Life (Evan) You may spend one Spiritual Health immediately upon encountering an unamplified Atmosphere or roleplaying effect that would make you suffer from a disease, and instead respond with a conspicuous display of health and well-being.
Motion (Dahlian) You may spend one Spiritual Health immediately upon encountering an unamplified Atmosphere or roleplaying effect that would make you slow down, relax or stop moving, and instead respond with a conspicuous display of motion and physicality.
Mystery (Doomsayers) You may spend one Spiritual Health immediately upon encountering an unamplified Atmosphere or roleplaying effect that would make you reveal a secret, and instead respond with a conspicuous display of mysteriousness.
Recognition (Herite) You may spend one Spiritual Health immediately upon encountering an unamplified Atmosphere or roleplaying effect that would make you see something other than how it truly is, and instead respond with a conspicuous display of perspicacity.
Sensuality (Magdalite) You may spend one Spiritual Health immediately upon encountering an unamplified Atmosphere or roleplaying effect that would make you unable to sense things, and instead respond with a conspicuous display of your connection to your senses.
Shadows (Doomsayer) You may spend one Spiritual Health immediately upon encountering an unamplified Atmosphere or roleplaying effect that would make you bring anything about yourself to light, and instead respond with a conspicuous display of obfuscation and evasiveness.
Truth (Tera Sheban) You may spend one Spiritual Health immediately upon encountering an unamplified Atmosphere or roleplaying effect that would make you believe something false, and instead respond with a conspicuous display of honesty and integrity.
Unity (Lightbringers) You may spend one Spiritual Health immediately upon encountering an unamplified Atmosphere or roleplaying effect that would make you act against your allies, and instead respond with a conspicuous display of unity.
Vengeance (Jackers) You may spend one Spiritual Health immediately upon encountering an unamplified Atmosphere or roleplaying effect that would make you forgive or forget a wrong done to you, and instead respond with a conspicuous display of vengefulness.
Wisdom (Tera Sheban) You may spend one Spiritual Health immediately upon encountering an unamplified Atmosphere or roleplaying effect that would make you act rashly or without thought, and instead respond with a conspicuous display of wisdom.

Apply

Bravery (Jackers) You may use any two Prowess Manoeuvres in the current battle. You must have the relevant Weapon Use skill, and a crafted weapon of the appropriate type, for the Manoevres you choose. You may only Apply Bravery when you are outnumbered in battle.
Capriciousness (Agnite) You can reveal that a crafted item was actually a different sort of crafted item all along as long as they are of a similar size. Equally you can reveal that up to five doses of one drug were in fact a different sort of drug or one sack of material was actually a different sort of material. This is a permanent effect.
Conflict (Magdalite) You can ask a Guide to identify any conflicts between people within your line of sight (that we know about!)
Conviction (Lightbringer) You can dedicate an object to be recognised as belonging to a particular group, taking the form of a roleplaying effect which imparts knowledge of the group’s name and a very simple description (10 words or less) of the group’s purpose. The effect persists on the item for one day per Spiritual Health spent.
Death (Yagan) You can communicate with a nearby spirit
Devotion (Joanite) You can imbue an item with a single Manoeuvre or Ability you know (excluding those from the Dreamer, Conjunctional Synthesis, or Ritual skills), that can be used only once, when wielded for a stated cause within the next hour
Empathy (Evan) You can calm or inflame one person’s emotions for the next five minutes. You must touch them to do this. This will take the form of a roleplaying effect on the person you target, which you inform them of by presenting them with a “show-me” lammie.
Fate (Yagan) You can read portents, asking a Guide the likely outcome of a specific course of action
Force (Child of Lilith) You may use any one Prowess Manoeuvre. You must have the relevant Weapon Use skill, and a crafted weapon of the appropriate type, for the Manoevre you choose.
Freedom (Herite and Child of Lilith) You may apply the Protection of Freedom to one other person for the next hour, allowing them to respond with a conspicuous display of freedom to all Atmospheres or other roleplaying effects that would otherwise cause them to submit to mental domination which they encounter in that time.
Fury (Joanite) You may use any one Prowess Manoeuvre, except Dodge or Turn Aside. You must have the relevant Weapon Use skill, and a crafted weapon of the appropriate type, for the Manoevre you choose.
Illusion (Dahlian) You may use any two Subterfuge Abilities over the course of the next hour.
Inspiration (Agnite) You may discover the purpose of an item you are holding, by asking a Guide.
Life (Evan) You count as having appropriate drugs, and being in the appropriate surroundings, for any one use of the Medicine skill.
Motion (Dahlian) You may extend the Protection of Motion to one other person, allowing them to respond with a conspicuous display of motion and physicality to all Atmospheres or other roleplaying effects that would otherwise cause them to slow down, relax or stop moving which they encounter in that time
Mystery (Doomsayers) You may make one person within conversational range confused for the next five minutes. This will take the form of a roleplaying effect on the person you target, which you inform them of by presenting them with a “show-me” lammie.
Recognition (Herite) You may see through one use of a Subterfuge skill by asking a Guide – if your target isn’t under the effect of such a skill, you’ve still Applied this Eminence
Sensuality (Magdalite) You may ignore the effects of having been reduced to zero Health in one category for five minutes (but you automatically suffer two Critical/Deep Wounds when you’re treated, at the Guides' discretion)
Shadows (Doomsayer) You may hide in shadows so no one can see you for the next five minutes – you cannot move while you are hiding, however. This is signified with a hand in the air.
Truth (Tera Sheban) You can determine if an item was used in a certain way, such as a weapon for a particular attack, by asking a Guide
Unity (Lightbringers) You can designate a goal that you’re working towards with at least two allies up to a maximum of eight – you are all immune to any Atmospheres or roleplaying effects that would get in the way of achieving that goal for the next hour
Vengeance (Jackers) You may determine who wronged you or where they are (consult with a Guide!)
Wisdom (Tera Sheban) You gain the use of any one Lore-type Education skill (no languages) for the next five minutes

Intuitive Synthesis

Bravery (Jackers) For each point of Spiritual Health you spend, you can grant one other person the protection of Bravery for one hour, allowing them to respond with a conspicuous display of bravery to all Atmospheres or other roleplaying effects that would otherwise cause them to be afraid which they encounter in that time.
Capriciousness (Agnite) For each point of Spiritual Health you spend, you can make one person doubt their beliefs or behave in a rebellious manner for one hour. This will take the form of a roleplaying effect on the person you target, which you inform them of by presenting them with a “show-me” lammie.
Conflict (Magdalite) For each point of Spiritual Health you spend, you can make one person support or oppose a specified cause or goal for one hour. This will take the form of a roleplaying effect on the person you target, which you inform them of by presenting them with a “show-me” lammie.
Conviction (Lightbringer) For each point of Spiritual Health you spend, you can give one other person the Protection of Conviction for the next hour, allowing them to respond with a conspicuous display of conviction to all Atmospheres or other roleplaying effects that would otherwise cause them to break or defy their beliefs which they encounter in that time.
Death (Yagan) You must indicate a single target within line of sight and hearing. You may spend up to your current total Spiritual Health, inflicting that many points of Physical Health damage to your target with the call “Synthesis (x),” where (x) is the number of Spiritual Health you spent. If you reduce your Spiritual Health to 0 in this manner, you are immediately incapacitated and must begin your bleed count. You may not reduce your Spiritual Health below 0 in this or any other manner.
Devotion (Joanite) For each point of Spiritual Health you spend, you can create a bond between any two people, or add an additional person to an existing bond (there is no maximum number of people who can be part of a single bond). This can include you if you wish it to. People bound together in this way may respond with a conspicuous display of their devotion to all Atmospheres or other roleplaying effects that would otherwise cause them to act contrary to that devotion (i.e. the other people they are bound to) which they encounter in that time but only when they are in the presence of at least one other person bound to them. This effect lasts until the next full moon.
Empathy (Evan) For each point of Spiritual Health you spend, you may make one person within conversational range feel a specific emotion of your choice for the next five minutes. This will take the form of a roleplaying effect on the person you target, which you inform them of by presenting them with a “show-me” lammie.
Fate (Yagan) For each point of Spiritual Health you spend, one person within conversation range may receive a symbolic vision of the future (described to them in private by a Guide). The number of recipients of the vision can be increased by spending more Spiritual Health - each will get a different vision.
Force (Child of Lilith) You must indicate a single target within line of sight and hearing. You may spend up to your current total Spiritual Health, inflicting that many points of Physical Health damage to your target with the call “Synthesis (x),” where (x) is the number of Spiritual Health you spent. If you reduce your Spiritual Health to 0 in this manner, you are immediately incapacitated and must begin your bleed count. You may not reduce your Spiritual Health below 0 in this or any other manner.
Freedom (Herite and Child of Lilith) For each point of Spiritual Health you spend, you may break one lock, chain or bar within touching range.
Fury (Joanite) For each point of Spiritual Health you spend, you may send one person into a blind fury, doubling the number of Manoeuvres they are able to make (based on their Prowess skill only, not Manoeuvres from from other sources) in the next hour but filling them with rage that makes it hard for them to distinguish between friend and foe. This takes the form of a roleplaying effect. They still require a crafted weapon of the appropriate type, as well as the relevant Weapon Use skill.
Illusion (Dahlian) For each point of Spiritual Health you spend, you can apply a Disguise to a willing subject (per the Subterfuge skill) for the next 24 hours
Inspiration (Agnite) For each point of Spiritual Health you spend, you may ask a Guide one piece of advice about a particular problem
Life (Evan) For each point of Spiritual Health you spend, you may restore one point of Physical Health to a touched target
Motion (Dahlian) For each point of Spiritual Health you spend, you may make one other person within conversational distance move in a particular direction at full speed for 15 seconds by calling Repel and indicating the direction.
Mystery (Doomsayers) For each point of Spiritual Health you spend, you can compel one person within conversational range to reveal one secret to you (you may specify a topic if you have one in mind; if you do not, the target gets to choose which secret is revealed). This will take the form of a roleplaying effect on the person you target, which you inform them of by presenting them with a “show-me” lammie.
Recognition (Herite) For each point of Spiritual Health you spend, you may learn either the location of one stated item, learn one fact about the purpose or history of an artefact you’re holding, or determine whether one person within conversational range is under any Synthesis or Sundering effects, including whether someone is Tainted. An extra Spiritual Health will tell you what Synthesis or Sundering effects they are under, and/or the strength of any Taint. You must ask a Guide for the answers to these questions!
Sensuality (Magdalite) For each point of Spiritual Health you spend, you may either Apply Sensuality to another person, or heighten or dampen their physical sensations (this will take the form of a roleplaying effect on the person you target, which you inform them of by presenting them with a “show-me” lammie). If you Apply Sensuality to another, you also suffer two Deep/Critical Wounds (at the Guides' discretion).
Shadows (Doomsayer) For each point of Spiritual Health you spend, you may travel invisibly from one shadow to another within ten feet, putting your hand in the air to signify that you’re out of character as you travel.
Truth (Tera Sheban) For each point of Spiritual Health you spend, you can render one person unable to lie for one minute (although they don’t have to tell the truth, either!). This will take the form of a roleplaying effect on the person you target, which you inform them of by presenting them with a “show-me” lammie.
Unity (Lightbringers) For each point of Spiritual Health you spend, you can make one person within conversational distance focus on a particular goal that you have specified. This will take the form of a roleplaying effect on the person you target, which you inform them of by presenting them with a “show-me” lammie.
Vengeance (Jackers) For each point of Spiritual Health you spend, you may use any one Manoeuvre (except Dodge or Turn Aside) in combat against someone who has wronged you personally. You must have the relevant Weapon Use skill, and a crafted weapon of the appropriate type, for the Manoevre you choose.
Wisdom (Tera Sheban) For each point of Spiritual Health you spend, you may delve one piece of information from the ancient past (up to and including the Liberation, but nothing more recent) from the River of Dream (consult with a Guide)
eminences.txt · Last modified: 2015/12/14 13:56 by joe
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