Current W:tF Spirit Pact rules
Obtaining[edit | edit source]
To obtain a spirit pact involves more than simply expending XP (New Dots * 6 XP cost). Additionally, you must perform a favor for the category of spirit you wish to form a pact with, the degree of which corresponds to the dots of the pact you wish to obtain.
Upgrading[edit | edit source]
When upgrading the dots of an existing pact, a new favor of greater value than any previous favors is still required.
Other benefits[edit | edit source]
A pact also grants a bonus equal to its dots in all social rolls dealing with the type of spirit it corresponds to.
Activating[edit | edit source]
There are also caveats on activating a Spirit Pact. A Spirit Pact requires a spirit of (dots in the pact - 1) rank and of the appropriate type corresponding to the pact to be both within (dots in the pact * 5 miles) and willing to merge with the pact activator for however long the pact may be activated.
Sustaining[edit | edit source]
The activation of a pact is not without risks, as the activator is turning themselves, in effect, into a magath. A pact has no strict limit on how long it may be sustained, however, if a pact is sustained past 24 hours, every additional hour past the 24th, the activator must roll Harmony as per standard degeneracy (They may roll their full dice and gain derangements/lose Harmony upon failure as normal for degeneracy). A pact will not reset in how long it has been considered sustained until an amount of time equal to the duration the pact has been active for has passed with the pact not active.
Purchasing[edit | edit source]
Each dot of a spirit pact provides 5 Pact Points (PP) to distribute amongst aspects and numina as chosen upon activation of the pact (the powers chosen may differ between usages but may not be changed while the pact is still active, a separate invocation must occur). In addition, one additional PP is provided (thus a 3 dot pact provides 16 PP).
Powers that may be purchased for a pact are divided between passive abilities called aspects and activated ones called numina. They are further split into tiers, in order to purchase an aspect or numina at a given tier, the dots of the pact must be equal to or greater than the tier of the power you wish to purchase.
You are limited to Primal Urge+1 total pacts purchased at one time (pacts may be abolished at will, although no XP will be refunded), and no pact may exceed your Primal Urge+2 dots.
Aspects and Numina[edit | edit source]
On the subject of Influence[edit | edit source]
All pacts may purchase Influence with the concept the Pact represents as follows:
T1: 1 PP, 1 dot of Influence
T2: 3 PP, 2 dots of Influence
T3: 5 PP, 3 dots of Influence
T4: 7 PP, 4 dots of Influence
T5: 9 PP, 5 dots of Influence
Crows[edit | edit source]
T1:
Aspects:
Feather Light (1 PP)- You may choose to count yourself as 1/10 your actual weight at any time.
Mimicry (2 PP)- You may mimic any voice you have listened to for at least one minute to a great degree of accuracy. Make a (Manipulation + Subterfuge + 3) roll, opposed by a (Wits + Empathy) roll from each listener. The bonus to the roll may be enhanced by +1 per additional five minutes of listening to the voice you wish to mimic, up to a total bonus of +5.
Talon Dive (2 PP)- When striking from above your opponent with a brawl attack, you may add +3 damage dice if you successfully hit.
Speak with Crows (1 PP)- You may converse with crows as if you were both speaking your native language, although they may or may not actually have anything useful to say.
Numina:
Traces of Death (3 PP)- (Cost: 1 essence, Action: instant, Duration: 1 Scene); As per Grim Sight and Forensic Gaze (see Mage death arcana) combined, but without the ability to scrutinize resonance.
Echoes of Death (3 PP)- (Cost: 1 essence, Action: instant, Duration: 1 Scene); As per Speak with the Dead (see Mage death arcana) except additionally you may interact with ghosts as if they were manifested.
T2:
Aspects:
Glide (4 PP)- Instead of falling, you may instead choose to glide, moving your speed horizontally per round and falling at 1/4 the usual rate (cannot stop until you come in contact with some surface).
Unseen Watcher (4 PP)- You gain an additional dot of stealth and investigation for the duration of the pact.
On Odin's Shoulder (4 PP)- You gain an additional dot of occult and politics for the duration of the pact.
Numina:
Crow Chatter (4 PP)- (Cost: 1 essence, Action: instant, Duration: Lasting); You may make a a (Wits + Streetwise + 2) roll, furthermore, this roll takes a trivial amount of time (under a minute) no matter the result, only the amount of information varies. Finally, you need not actually speak with anyone to make the roll, as you are tapping into the conversations of local crows and attempting to ferret out information from it.
Blast (6 PP)- As per the existing numina. Consists of a mix of razor sharp feathers and death essence.
On Shadowed Wings (6 PP)- (Cost: 1 essence, Action: instant, Duration: 1 Scene); As per Animate Shadows (see Mage death arcana), speed determined by Primal Urge+Pact Rank+the number of successes gained on a (Pact Dots + Manipulation) roll made upon first invoking this numina.
T3:
Aspects:
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.
Trickster Tongue (6 PP)- You gain an additional dot of manipulation for the duration of the pact.
Numina:
Odin's Wisdom (5 PP)- (Cost: 1 essence, Action: instant, Duration: Lasting); By consuming the eyeball of your target, you may gain access to their memories. The target may be dead or alive, as long as the eyeball is relatively intact and preserved. Make an intelligence+investigation roll upon invoking this numina to determine the degree of memories obtained. 1-2 successes retrieve the past day worth of memories, 3 successes obtain the past week, 4 successes obtain the past month, and 5 or more successes provide access to the past number of years equal to the successes gained.
Quoth the Raven (6 PP)- As per the numina Fearstruck (see Book of Spirits), except instead of power+finesse (traits a werewolf lacks), roll (Pact Dots + Presence).
Ghost Eater (8 PP)- As per the numina of the same name (see Book of spirits).
Chemicals[edit | edit source]
T1:
Aspects:
Periodic Protection (1 PP)- Gain immunity to one specific chemical, this chemical will cause no ill effects for you, nor will anything originating from that chemical, such as a flame produced by a chemical fire, harm you. Poisons are technically a chemical but cost 2 PP per poison due to being slightly outside the metaphorical scope.
Numina:
Periodic Eye (1 PP)- (Cost: 1 essence, Action: instant, Duration: 1 Scene); As per Discern Composition and Detect Substance (see Mage, matter arcana) combined.
T2:
Aspects:
Chemical Knowledge (4 PP)- You gain an additional dot of science and academics for the duration of the pact.
Chemical Application (4 PP)- You gain an additional dot of crafts and medicine for the duration of the pact.
Numina:
Blast (4 PP)- As per the existing numina. Consists of some dangerous chemical, typically an acid.
Spirit Venom (6 PP)- As per the existing numina (see Book of Spirits).
T3:
Aspects:
Periodic Ward (6 PP)- Gain immunity to a category of chemical as per Periodic Protection (ex. acids, bases, etc).
Stability (6 PP)- You gain an additional dot of stamina for the duration of the pact.
Analytic Mind (6 PP)- You gain an additional dot of intelligence for the duration of the pact.
Placid (6 PP)- You gain an additional dot of composure for the duration of the pact.
Numina:
Spray (6 PP)- As Blast, but may hit multiple targets within a cone with area no greater than (Pact Dots) * 10 square feet.
Mist (6 PP)- Creates a cloud of chemicals with an area no greater than (Pact Dots * 15) square feet. This cloud lasts (Pact Dots) turns and deals 1 lethal damage to anything starting its action within the cloud. Cost: 1 essence.
Glass[edit | edit source]
T1:
Aspects:
Shatter (2 PP)- Upon receiving damage from a physical attack that might conceivably in shattering glass from a source within (Pact Dots * 5) feet, you may immediately make a counterattack with a dice pool of (Pact Dots), dealing lethal damage equal to the number of successes. Defense is not applicable and Armor ratings of 2 or greater render the target immune to this Aspect.
Numina:
Bend the Light (1 PP)- (Cost: 1 essence, Action: instant, Duration: 1 Scene); For the duration of this Numina, you cannot be seen through glass and are effectively invisible when viewed as such.
T2:
Aspects:
Imbue Fragility (4 PP)- You may ignore up to (Pact Dots) worth of armor when attacking inanimate objects, structures, etc. You also deal an additional 5 damage dice against such targets with successful attacks.
Man in the Mirror (3 PP)- You cannot be seen when viewed through glass and are effectively invisible when viewed as such.
Numina:
Shrapnel (4 PP)-By spending 1 essence upon making an attack, but before rolling, you may cause the attack to shatter into shrapnel (in the case of a melee strike, this does not destroy the weapon or hand, shards of glass will be generated), dealing an additional 2 (automatic) lethal damage. Armor ratings of 3 or greater render the target immune to this numina.
Glasswalker (4 PP)- (Cost: 1 essence, Action: instant, Duration: Lasting); You may step through any glass surface large enough for you to fit through and reappear out of another glass surface (that you can fit through) up to (Pact Dots * 10 feet).
Blast (6 PP)- As per the existing numina. Consists of glass shards.
T3:
Aspects:
Finding The Gaps (5 PP)- All Glass Aspects and Numina affected by armor may ignore any armor equal to or less than (Pact Dots).
Agility (6 PP)- You gain an additional dot of dexterity for the duration of the pact.
Placid (6 PP)- You gain an additional dot of composure for the duration of the pact.
Think Fast (6 PP)- You gain an additional dot of wits for the duration of the pact.
Numina:
Bulletproof (6 PP)-(Cost: 1 essence, Duration: One Scene) Bullets deal bashing damage to you.
Wind[edit | edit source]
T1:
Aspects:
Feather Light (1 PP)- You may choose to count yourself as 1/10 your actual weight at any time.
Numina:
T2:
Aspects:
Glide (4 PP)- Instead of falling, you may instead choose to glide, moving your speed horizontally per round and falling at 1/4 the usual rate (cannot stop until you come in contact with some surface).
Air Walk (4 PP)- You may move through the air at your normal speed for (Pact Dots) turns before falling as normal. You may not move through the air again in this manner until you make contact with the ground.
Numina:
Blast (4 PP)- As per the existing numina. Consists of highly compressed air.
T3:
Aspects:
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.
Trickster Tongue (6 PP)- You gain an additional dot of manipulation for the duration of the pact.
Numina:
Electricity[edit | edit source]
T1:
Aspects:
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:
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:
Aspects:
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:
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:
Aspects:
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:
Snakes[edit | edit source]
T1:
Aspects:
Speak with Snakes (1 PP)- You may converse with Snakes as if you were both speaking your native language, although they may or may not actually have anything useful to say.
Toxin Resistance (1 PP)- Choose one specific poison, it will cause no ill effects for you, nor will anything originating from it (in the strange case of a supernatural poison that ignites things, for example). Certain very potent supernatural poisons may still have an effect, but they will be greatly reduced, and you will have a bonus towards resisting them completely.
Natural Grappler (2 PP)- You may choose to inflict lethal damage with grappling attacks. In addition, you may also choose to use (Pact Dots + Primal Urge + 1) for the attack rather than the usual (Strength + Brawl).
Numina:
T2:
Aspects:
Antitoxin (4 PP)- Gain immunity to all poisons, they will cause no ill effects for you, nor will anything originating from them (in the strange case of a supernatural poison that ignites things, for example). Certain very potent supernatural poisons may still have an effect, but they will be greatly reduced, and you will have a bonus towards resisting them completely.
Numina:
Spirit Venom (4 PP)- As per the existing numina (see Book of Spirits).
Camouflage (4 PP)- As per the existing numina (see Book of Spirits).
Ethereal Coils (4 PP)- (Cost: 1 essence, Action: instant, Duration: Varies); You may initiate and maintain a grapple at (Pact Dots * 5) feet. This grapple is otherwise handled as normal, although it is a numina and things that affect numina may influence it. This numina ends when the grapple initiated with it does.
T3:
Aspects:
Grappler Supreme (6 PP)- You may grapple up to (Pact Dots) targets at the same time without penalty. Additionally, you may grapple ANYTHING, no matter how absurd. Clouds of mist, giants standing 100 feet tall, microbes, dematerialized spirits, anything. However, dimensional barriers still present a problem; while one can grapple something dematerialized in twilight, or something material from twilight (It costs 1 essence to do this, however, and 1 essence for ever turn the grapple is maintained from or into twilight), they cannot grapple something material from the shadow or other more obscure boundaries with this Aspect.
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.
Trickster Tongue (6 PP)- You gain an additional dot of manipulation for the duration of the pact.
Numina:
Guardian Soul (6 PP)- (Cost: 1 essence, Action: instant, Duration: 1 Scene); Choose one ally, for the duration of this numina, you may choose to redirect all damage done to them to yourself instead. Additionally, you may reduce this redirected damage by spending essence, at an exchange rate of 1 essence per 2 damage mitigated.