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Current W:tF Spirit Pact rules
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===Electricity=== '''T1:'''<br/> ''Aspects:''<br/> Electrical Sense (1 PP)- You may observe electrical currents visually, as well as sense their general presence within (Pact Dots * 10) feet. This sense is blocked by particularly dense or thick walls such as those made of concrete. Battery (1 PP)- All devices that require electricity to function (and do not require a particularly obscene amount, such as some sort of laser cannon) are always active and charged while within 3 feet of you. They do not require batteries or any source of electricity aside from your own presence. ''Numina:''<br/> Influence Electricity (2 PP)- (Cost: 1 essence, Action: instant, Duration: Lasting); Roll (Pact Dots + Wits). Success allows you to manipulate a source of electricity within 30 feet. If this ability is used to inflict damage, it is equal to the number of successes on the roll provided the source used has a sufficient amount of electricity. '''T2:'''<br/> ''Aspects:''<br/> Electromagnetic Sense (1 PP, must have Electrical Sense)- Improves your existing Electrical Sense such that it is no longer impeded by barriers of any kind (although it is still subject to interference). Additionally, you may now observe electromagnetic fields in addition to electric currents. ''Numina:''<br/> Conductive Weave (4 PP)- (Cost: 1 essence, Action: instant, Duration: Lasting); You may manipulate conductive materials from a distance of (Pact Dots * 20) feet. Manipulating non-flexible materials requires a (Pact Dots + Resolve) roll at a difficulty proportional to the material. Particularly delicate or detailed manipulation requires a (Pact Dots + Wits) roll at a difficulty proportional to the complexity of the manipulation. Materials with very little conductivity may impose a penalty. Black Out (4 PP)- (Cost: 1 essence, Action: instant, Duration: Lasting); You may drain the electricity from a target with a (Pact Dots + Wits) roll, rendering it without power. Even if the target has a continuous source of electricity, it will be unable to sustain itself for (Pact Dots) minutes. Batteries are completely drained. Extremely large electrical sources may require more essence to stymie. If the target is somehow sapient, it may resist with a (Resolve + Power Stat) roll. '''T3:'''<br/> ''Aspects:''<br/> Agility (6 PP)- You gain an additional dot of dexterity for the duration of the pact. Think Fast (6 PP)- You gain an additional dot of wits for the duration of the pact. Center of Attention (6 PP)- You gain an additional dot of presence for the duration of the pact. ''Numina:''<br/>
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