Rules for Otherworldly Encounters
Texto
This section covers rules for intrigues with spirits, helping GMs create evocative scenes involving supernatural beings. It includes new options for player characters to facilitate their interactions with these beings, as well as new rules for GMs to help spirit NPCs pursue their own goals in narrative and conflict scenes with the player characters. These rules build upon the rules for intrigues found on page 254 of the core rulebook.
Setting the Scene
If a GM knows their players are headed for an otherworldly encounter, it can help to begin to foreshadow the coming meeting with a spirit. A bit of ambient description can go a long way toward setting the mood, and describing how the environment itself grows more strange and forbidding can give an air of mystery and power to the coming scene. Consider giving a brief description like the following as the PCs approach the encounter:
The gaps in the trees begin to grow smaller and smaller, until only thin rays of moonlight cut through the canopy.
The temperature drops precipitously.
The wind carries the weight of a storm upon it, yet no clouds are visible in the sky.
The hairs on the backs of your necks stand up.
The scent of a flower that is out of season pervades the area.
The nearby water becomes unnaturally still, and it shows memories of the past instead of reflections.
Starting the Encounter
An otherworldly encounter can begin in the same manner as a normal intrigue, with the competing parties engaging one another in conversation. However, it can also be handled in a more esoteric manner: an otherworldly encounter might begin before the PCs even know they are dealing with a spirit, and determining the nature of the encounter might be the first goal they need to achieve before they can begin an intrigue.
An intrigue conflict scene can also be started if a character successfully activates the Commune with the Spirits ritual (see page 212 of the core rulebook), in which case otherworldly enounter replaces the ritual’s usual effects.
Running the Encounter
As with any other intrigue, when a GM runs an otherworldly encounter, they ask the players what they want the PCs to accomplish. These goals should be translated into social objectives, such as any of the New Mortal Social Objectives, starting this page, or unique social objectives the GM creates with the players based on these examples. Then, the GM determines what the NPCs involved want. In the case of spirits, these might be any of the New Spirit Social Objectives, or objectives the GM creates based on these examples.
Once these objectives are determined, characters take actions to pursue them, such as the Persuade action (see page 257 of the core rulebook) or any of the New Actions starting on page 130. Some actions (and some objectives) are available only to characters learned in meishōdō, the Way of Names (see Meishōdō Talismans on page 106).
Complicating Factors
If an encounter between a group of PCs and a single spirit seems too one-sided or plain, consider tossing in other parties who can complicate the matter with their own objectives. Complicating factors might include:
A rival spirit that hopes to form its own pact with the local mortals, allowing it to displace its enemy.
A group of mortals who falsely believe the spirit to be a monster that needs to be removed and are spoiling for a fight.
A conniving village head or lord who wants to exploit the situation to their own benefit by getting something petty or personal from the spirit (which might dissuade it from helping others or enrage it to lash out).
A naïve individual who believes the spirit can solve a problem that is beyond its abilities and tries to monopolize its attention.
A Tainted spirit (kansen) that has taken up residence in the region and is attempting to destabilize the situation to spread its influence during the chaos.
A fraudulent exorcist who is trying to con one or more parties for the exorcist’s benefit.
New Mortal Social Objectives
When dealing with a spirit, a mortal character can pursue additional social objectives beyond those beginning on page 254 of the core rulebook. The following are some examples of objectives mortals can pursue when dealing with spirits.
Create a Pact
Most spirits are good to their word—at least, more reliably so than most humans. Whether a spirit is benevolent, destructive, or even duplicitous, a pact that spirit agrees to is generally binding. If a human breaks that pact, the spirit is freed from its obligations, but rarely do spirits break their contracts.
What Does It Take to Complete?
A character can forge a spirit pact by accumulating a number of momentum points equal to the objective’s difficulty value. The difficulty value is equal to the spirit’s focus value plus its intrigue or combat conflict rank plus 2 (whichever is higher).
What Is Achieved by Completing It?
At the end of any round in which a character accumulates momentum points equal to the objective’s difficulty value, the character convinces the spirit to agree to a pact. See Spirit Pacts, page 131.
Dispel Possession
Possessing a mortal being is a drastic move for a spirit, but sometimes even a good-natured spirit becomes desperate enough that they feel the need to use a mortal agent to complete their goals. Many shugenja are trained in the art of breaking such possessions, forcing the spirit to either flee or take a form that can be confronted. The Possessed condition is described on page 133.
What Does It Take to Complete?
A character can dispel a spirit possessing someone else by accumulating a number of momentum points equal to the objective’s difficulty value. The difficulty value is the spirit’s focus plus its intrigue conflict ranks. If the spirit is possessing one of the characters pursuing this objective, the difficulty value is the spirit’s focus plus its intrigue conflict ranks plus its own vigilance.
What Is Achieved by Completing It?
At the end of any round in which a character accumulates momentum points equal to the objective’s difficulty value, the possessing spirit is driven out of the possessed character’s body. That character removes the Possessed condition (see page 133). The spirit must then either flee into a Spirit Realm, if able, or take physical form of some kind in the Mortal Realm. If characters wish to force a battle, the Threshold Barrier ritual (see page 213 in the core rulebook) can be used to prevent a malign spirit from fleeing.
Invoke for Aid
While shugenja can speak to spirits directly and thus invoke their vast powers, it is possible for others to negotiate more indirectly with spirits to use their powers. Though seeking out a spirit in its place of power to beg for its assistance directly can be risky, sometimes it is the only option available to the desperate. Invoking a spirit for aid can let a character do something beyond their normal abilities, either via an existing invocation or via a display of spiritual power determined by the GM, which might exceed even what invocations can normally achieve.
What Does It Take to Complete?
A character can convince a spirit to perform an invocation of the character’s choosing by accumulating a number of momentum points equal to the objective’s difficulty value. The difficulty value is the spirit’s intrigue conflict ranks plus the rank of the invocation the character desires it to perform (or plus 6 if the requested effect is something the GM deems to be more potent than what an invocation could normally achieve). In its place of power, a spirit can generally perform an invocation with a rank prerequisite less than the higher of its combat conflict ranks and intrigue conflict ranks. Spirits associated with one or more specific elements might only be able to perform invocations of those elements, at the GM’s discretion. If a character’s request is for an invocation the spirit cannot perform, the spirit should inform the character before they attempt the social objective.
At the GM’s discretion, a character can also use the Invoke for Aid social objective to ask a Tainted spirit (kansen) to perform a mahō technique (see page 224 of the core rulebook). In this case, as a cost for receiving aid, the character suffers the Tainted disadvantage for the ring of the mahō technique.
What Is Achieved by Completing It?
At the end of any round in which a character accumulates momentum points equal to the objective’s difficulty value, the spirit performs the invocation using its profile as the character requests. If the character’s request cannot be resolved with an invocation (such as if the character asks for a lost limb to be restored or for a soul to be bound back to the body it recently departed, or if they request some other feat that borders on the miraculous), the GM determines whether or not it can be achieved and, if it can, how the spirit goes about doing so. If any element of the character’s request is ambiguous, the spirit interprets it in good faith as best it can—unless it is a Tainted spirit performing mahō, in which case it interprets ambiguous information maliciously.
Placate
Spirits are beings with an intellect, desires, and beliefs of their own. As a result, like people, they can become angry, dispirited, or confused. Unlike the emotions of most humans, however, the emotions of spirits shape the world around them in a tangible way. A contented spirit might help the land flourish, but even a benevolent spirit can be extremely dangerous to humans in its proximity if it becomes enraged or terrified. At the GM’s discretion, the Placate objective can be pursued during a duel or skirmish to remove a spirit from the battle.
What Does It Take to Complete?
A character can calm a raging spirit by accumulating a number of momentum points equal to the objective’s difficulty value. The difficulty value is the spirit’s focus plus its combat conflict ranks.
What Is Achieved by Completing It?
At the end of any round in which a character accumulates momentum points equal to the objective’s difficulty value, the spirit is calmed. If it is attempting to harm the player characters through physical means, it ceases doing so. It can shift to pursuing a social objective at the GM’s discretion. Additionally, until the end of the scene, its focus is treated as 1.
Seal in an Object
Within Rokugan, sealing a spirit within an object is very uncommon outside of Iuchi’s tradition of meishōdō. However, evil spirits are sometimes bound within objects by shugenja as a last resort, and under rare circumstances, a benevolent spirit might even consent to be bound within a physical object for a time in order to serve some greater cause. Generally, though, this objective is only pursued by practitioners of the Way of Names.
What Does It Take to Complete?
A character can seal a spirit inside of an object by accumulating a number of momentum points equal to the objective’s difficulty value. The difficulty value is the spirit’s focus plus double its intrigue conflict rank.
What Is Achieved by Completing It?
At the end of any round in which a character accumulates momentum points equal to the objective’s difficulty value, the character may seal the spirit within the chosen object. The object gains the Sacred item quality, or the Unholy item quality if the spirit is Tainted, and the spirit cannot escape the object unless the object is destroyed.
A character who has knowledge of meishōdō (such as by being an Iuchi Meishōdō Master or having completed the Student of Names title) and has learned the spirit’s true name can instead choose to create a meishōdō talisman by completing this objective (see Meishōdō Talismans, page 106).
If a character chooses not to complete this objective when they have the requisite number of momentum points, they can gain further momentum points beyond the difficulty value. Doing so can help keep a spiritual being that is sealed in a meishōdō talisman more securely confined (see Stability, page 106).
New Spirit Social Objectives
In addition to the standard social objectives starting on page 254 of the core rulebook, spirits can pursue social objectives unique to their supernatural abilities. The following are some examples of objectives spirits can pursue.
Curse
Spirits sometimes play havoc with mortal lives, raining down bad luck, afflictions, or other dreadful occurrences upon them. Curses can range from minor inconveniences to deadly threats.
What Does It Take to Complete?
A spirit can curse a character by accumulating a number of momentum points equal to the objective’s difficulty value. The difficulty value is equal to the character’s focus plus their ranks in Theology.
What Is Achieved by Completing It?
At the end of any round in which a spirit accumulates momentum points equal to the objective’s difficulty value, the spirit lays a curse upon the character. The character gains the Curse of [Spirit’s Name] disadvantage.
Inspire Awe
Spirits wield powers that are difficult for humans to observe, let alone comprehend. With some effort (or sometimes unintentionally), a spirit can terrify mortals with supernatural awe, stymieing any efforts the mortals might make to sway the spirit.
What Does It Take to Complete?
A spirit can inspire awe in a character by accumulating a number of momentum points equal to the objective’s difficulty value. The difficulty value is equal to the character’s vigilance plus their ranks in Meditation.
What Is Achieved by Completing It?
At the end of any round in which a spirit accumulates momentum points equal to the objective’s difficulty value, the spirit strikes the character with awe, causing them to receive strife equal to the higher of the spirit’s combat conflict ranks or intrigue conflict ranks. If a character becomes Compromised this way, they must immediately leave the scene unless they accede to a demand of some kind made by the spirit.
Possession
Some spirits need mortal intermediaries to perform certain actions within the Mortal Realm. They might be restricted by cosmic taboos, or they might have limitations upon their own abilities. While many spirits resolve these matters through a symbiotic relationship with humans or others who venerate them, it is not the only way for a spirit to act in the Mortal Realm. Possession is a means by which a spirit can resolve such matters more directly. Possessions are usually brief, and they do not always consist of a total bodily takeover of the host. A spirit might exert a much subtler influence on a host, guiding them toward a particular goal. Similarly, a possession might be voluntary, a host allowing a spirit to coexist inside their body for a time so the two can use their combined powers to achieve a mutual goal. See Possessed in New Conditions, page 133.
What Does It Take to Complete?
A spirit can possess a character by accumulating a number of momentum points equal to the objective’s difficulty value. The difficulty value is equal to twice the sum total of the character’s focus and ranks in Command.
What Is Achieved by Completing It?
At the end of any round in which a spirit accumulates momentum points equal to the objective’s difficulty value, the spirit causes the character to gain the Possessed condition (see page 133). If the spirit has taken a physical form in the Mortal Realm, that form vanishes as the spirit inhabits the body of the possessed.
Request an Offering
Offerings are an important part of the relationships between mortals and spirits, because they represent the commodities humans can easily hold that supernatural beings value. As such, spirits often pursue particular offerings in their negotiations with humans.
What Does It Take to Complete?
A spirit can request an offering from a character by accumulating a number of momentum points equal to the objective’s difficulty value. The difficulty value is 1 or more. A spirit can complete this objective as long as it has 1 or more momentum points.
What Is Achieved by Completing It?
At the end of any round in which a spirit accumulates 1 or more momentum points, the spirit can request an offering of an item with rarity equal to the momentum points it has accumulated thus far. After it does so, any character opposing the spirit in the intrigue may make that offering to add momentum points equal to the rarity of the item they are offering to their own social objective for the scene.
New Actions
The following new actions can be used by both mortal characters and spirits during otherworldly encounters. Characters (both spirit and mortal) can also use the Persuade action (page 257 of the core rulebook) in otherworldly encounters, as well as any shūji or unique actions the GM deems appropriate.
Compel
Description: You attempt to overpower a spirit by using its true name.
Activation: As a Scheme action targeting one spirit whose true name you know, you may make a TN 1 Theology (Void) check. You must be trained in the Way of Names to use this action.
Effects: If you succeed, you add 1 momentum point toward your current social objective. Then, the spirit must resist with a TN 3 Meditation check (Void 1). If it fails, you add a number of additional momentum points toward your current objective equal to its shortfall. If it succeeds, increase the TN of the next check it makes to resist the Compel action by 1 until the end of the scene. This effect is cumulative, increasing the TN by 1 each time.
Entice
Description: You attempt to win a spirit’s favor with a small offering.
Activation: As a Scheme action targeting one spirit, you may offer up an item of value and make a Theology check. The TN of this check is equal to the spirit’s intrigue conflict ranks minus the rarity of the item.
Effects: If you succeed, the spirit accepts the item, and you add 1 momentum point to an appropriate objective, plus 1 momentum point for every two bonus successes.
New Opportunities
Air : You ascertain a key detail about the spirit, such as the span of its domain, its current social objective, or the terms it requests in its pacts. If you are trained in the Way of Names, you can learn its true name instead. Earth +: Reduce the spirit’s momentum points toward its current social objective by 1. Additionally, you may reduce the spirit’s momentum points toward that objective by 1 per spent this way beyond the first. Fire : Treat your focus as 1 higher until the end of the scene. Water : Reduce the TN of your next check targeting the spirit by 1. Void : Gain the Centered condition (see page 133).
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Children of the Five Winds · CHAPTER 3: THE GIFTS OF THE WORLD › Otherworldly Encounters › Rules for Ot herworldly Encounters · p. 125 p. 126 p. 127 p. 128 p. 129 p. 130 p. 131
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This section covers rules for intrigues with spirits, helping GMs create evocative scenes involving supernatural beings. It includes new options for player characters to facilitate their interactions with these beings, as well as new rules for GMs to help spirit NPCs pursue their own goals in narrative and conflict scenes with the player characters. These rules build upon the rules for intrigues found on page 254 of the core rulebook.
Setting the Scene
If a GM knows their players are headed for an otherworldly encounter, it can help to begin to foreshadow the coming meeting with a spirit. A bit of ambient description can go a long way toward setting the mood, and describing how the environment itself grows more strange and forbidding can give an air of mystery and power to the coming scene. Consider giving a brief description like the following as the PCs approach the encounter:
The gaps in the trees begin to grow smaller and smaller, until only thin rays of moonlight cut through the canopy.
The temperature drops precipitously.
The wind carries the weight of a storm upon it, yet no clouds are visible in the sky.
The hairs on the backs of your necks stand up.
The scent of a flower that is out of season pervades the area.
The nearby water becomes unnaturally still, and it shows memories of the past instead of reflections.
Starting the Encounter
An otherworldly encounter can begin in the same manner as a normal intrigue, with the competing parties engaging one another in conversation. However, it can also be handled in a more esoteric manner: an otherworldly encounter might begin before the PCs even know they are dealing with a spirit, and determining the nature of the encounter might be the first goal they need to achieve before they can begin an intrigue.
An intrigue conflict scene can also be started if a character successfully activates the Commune with the Spirits ritual (see page 212 of the core rulebook), in which case otherworldly enounter replaces the ritual’s usual effects.
Running the Encounter
As with any other intrigue, when a GM runs an otherworldly encounter, they ask the players what they want the PCs to accomplish. These goals should be translated into social objectives, such as any of the New Mortal Social Objectives, starting this page, or unique social objectives the GM creates with the players based on these examples. Then, the GM determines what the NPCs involved want. In the case of spirits, these might be any of the New Spirit Social Objectives, or objectives the GM creates based on these examples.
Once these objectives are determined, characters take actions to pursue them, such as the Persuade action (see page 257 of the core rulebook) or any of the New Actions starting on page 130. Some actions (and some objectives) are available only to characters learned in meishōdō, the Way of Names (see Meishōdō Talismans on page 106).
Complicating Factors
If an encounter between a group of PCs and a single spirit seems too one-sided or plain, consider tossing in other parties who can complicate the matter with their own objectives. Complicating factors might include:
A rival spirit that hopes to form its own pact with the local mortals, allowing it to displace its enemy.
A group of mortals who falsely believe the spirit to be a monster that needs to be removed and are spoiling for a fight.
A conniving village head or lord who wants to exploit the situation to their own benefit by getting something petty or personal from the spirit (which might dissuade it from helping others or enrage it to lash out).
A naïve individual who believes the spirit can solve a problem that is beyond its abilities and tries to monopolize its attention.
A Tainted spirit (kansen) that has taken up residence in the region and is attempting to destabilize the situation to spread its influence during the chaos.
A fraudulent exorcist who is trying to con one or more parties for the exorcist’s benefit.
New Mortal Social Objectives
When dealing with a spirit, a mortal character can pursue additional social objectives beyond those beginning on page 254 of the core rulebook. The following are some examples of objectives mortals can pursue when dealing with spirits.
Create a Pact
Most spirits are good to their word—at least, more reliably so than most humans. Whether a spirit is benevolent, destructive, or even duplicitous, a pact that spirit agrees to is generally binding. If a human breaks that pact, the spirit is freed from its obligations, but rarely do spirits break their contracts.
What Does It Take to Complete?
A character can forge a spirit pact by accumulating a number of momentum points equal to the objective’s difficulty value. The difficulty value is equal to the spirit’s focus value plus its intrigue or combat conflict rank plus 2 (whichever is higher).
What Is Achieved by Completing It?
At the end of any round in which a character accumulates momentum points equal to the objective’s difficulty value, the character convinces the spirit to agree to a pact. See Spirit Pacts, page 131.
Dispel Possession
Possessing a mortal being is a drastic move for a spirit, but sometimes even a good-natured spirit becomes desperate enough that they feel the need to use a mortal agent to complete their goals. Many shugenja are trained in the art of breaking such possessions, forcing the spirit to either flee or take a form that can be confronted. The Possessed condition is described on page 133.
What Does It Take to Complete?
A character can dispel a spirit possessing someone else by accumulating a number of momentum points equal to the objective’s difficulty value. The difficulty value is the spirit’s focus plus its intrigue conflict ranks. If the spirit is possessing one of the characters pursuing this objective, the difficulty value is the spirit’s focus plus its intrigue conflict ranks plus its own vigilance.
What Is Achieved by Completing It?
At the end of any round in which a character accumulates momentum points equal to the objective’s difficulty value, the possessing spirit is driven out of the possessed character’s body. That character removes the Possessed condition (see page 133). The spirit must then either flee into a Spirit Realm, if able, or take physical form of some kind in the Mortal Realm. If characters wish to force a battle, the Threshold Barrier ritual (see page 213 in the core rulebook) can be used to prevent a malign spirit from fleeing.
Invoke for Aid
While shugenja can speak to spirits directly and thus invoke their vast powers, it is possible for others to negotiate more indirectly with spirits to use their powers. Though seeking out a spirit in its place of power to beg for its assistance directly can be risky, sometimes it is the only option available to the desperate. Invoking a spirit for aid can let a character do something beyond their normal abilities, either via an existing invocation or via a display of spiritual power determined by the GM, which might exceed even what invocations can normally achieve.
What Does It Take to Complete?
A character can convince a spirit to perform an invocation of the character’s choosing by accumulating a number of momentum points equal to the objective’s difficulty value. The difficulty value is the spirit’s intrigue conflict ranks plus the rank of the invocation the character desires it to perform (or plus 6 if the requested effect is something the GM deems to be more potent than what an invocation could normally achieve). In its place of power, a spirit can generally perform an invocation with a rank prerequisite less than the higher of its combat conflict ranks and intrigue conflict ranks. Spirits associated with one or more specific elements might only be able to perform invocations of those elements, at the GM’s discretion. If a character’s request is for an invocation the spirit cannot perform, the spirit should inform the character before they attempt the social objective.
At the GM’s discretion, a character can also use the Invoke for Aid social objective to ask a Tainted spirit (kansen) to perform a mahō technique (see page 224 of the core rulebook). In this case, as a cost for receiving aid, the character suffers the Tainted disadvantage for the ring of the mahō technique.
What Is Achieved by Completing It?
At the end of any round in which a character accumulates momentum points equal to the objective’s difficulty value, the spirit performs the invocation using its profile as the character requests. If the character’s request cannot be resolved with an invocation (such as if the character asks for a lost limb to be restored or for a soul to be bound back to the body it recently departed, or if they request some other feat that borders on the miraculous), the GM determines whether or not it can be achieved and, if it can, how the spirit goes about doing so. If any element of the character’s request is ambiguous, the spirit interprets it in good faith as best it can—unless it is a Tainted spirit performing mahō, in which case it interprets ambiguous information maliciously.
Placate
Spirits are beings with an intellect, desires, and beliefs of their own. As a result, like people, they can become angry, dispirited, or confused. Unlike the emotions of most humans, however, the emotions of spirits shape the world around them in a tangible way. A contented spirit might help the land flourish, but even a benevolent spirit can be extremely dangerous to humans in its proximity if it becomes enraged or terrified. At the GM’s discretion, the Placate objective can be pursued during a duel or skirmish to remove a spirit from the battle.
What Does It Take to Complete?
A character can calm a raging spirit by accumulating a number of momentum points equal to the objective’s difficulty value. The difficulty value is the spirit’s focus plus its combat conflict ranks.
What Is Achieved by Completing It?
At the end of any round in which a character accumulates momentum points equal to the objective’s difficulty value, the spirit is calmed. If it is attempting to harm the player characters through physical means, it ceases doing so. It can shift to pursuing a social objective at the GM’s discretion. Additionally, until the end of the scene, its focus is treated as 1.
Seal in an Object
Within Rokugan, sealing a spirit within an object is very uncommon outside of Iuchi’s tradition of meishōdō. However, evil spirits are sometimes bound within objects by shugenja as a last resort, and under rare circumstances, a benevolent spirit might even consent to be bound within a physical object for a time in order to serve some greater cause. Generally, though, this objective is only pursued by practitioners of the Way of Names.
What Does It Take to Complete?
A character can seal a spirit inside of an object by accumulating a number of momentum points equal to the objective’s difficulty value. The difficulty value is the spirit’s focus plus double its intrigue conflict rank.
What Is Achieved by Completing It?
At the end of any round in which a character accumulates momentum points equal to the objective’s difficulty value, the character may seal the spirit within the chosen object. The object gains the Sacred item quality, or the Unholy item quality if the spirit is Tainted, and the spirit cannot escape the object unless the object is destroyed.
A character who has knowledge of meishōdō (such as by being an Iuchi Meishōdō Master or having completed the Student of Names title) and has learned the spirit’s true name can instead choose to create a meishōdō talisman by completing this objective (see Meishōdō Talismans, page 106).
If a character chooses not to complete this objective when they have the requisite number of momentum points, they can gain further momentum points beyond the difficulty value. Doing so can help keep a spiritual being that is sealed in a meishōdō talisman more securely confined (see Stability, page 106).
New Spirit Social Objectives
In addition to the standard social objectives starting on page 254 of the core rulebook, spirits can pursue social objectives unique to their supernatural abilities. The following are some examples of objectives spirits can pursue.
Curse
Spirits sometimes play havoc with mortal lives, raining down bad luck, afflictions, or other dreadful occurrences upon them. Curses can range from minor inconveniences to deadly threats.
What Does It Take to Complete?
A spirit can curse a character by accumulating a number of momentum points equal to the objective’s difficulty value. The difficulty value is equal to the character’s focus plus their ranks in Theology.
What Is Achieved by Completing It?
At the end of any round in which a spirit accumulates momentum points equal to the objective’s difficulty value, the spirit lays a curse upon the character. The character gains the Curse of [Spirit’s Name] disadvantage.
Inspire Awe
Spirits wield powers that are difficult for humans to observe, let alone comprehend. With some effort (or sometimes unintentionally), a spirit can terrify mortals with supernatural awe, stymieing any efforts the mortals might make to sway the spirit.
What Does It Take to Complete?
A spirit can inspire awe in a character by accumulating a number of momentum points equal to the objective’s difficulty value. The difficulty value is equal to the character’s vigilance plus their ranks in Meditation.
What Is Achieved by Completing It?
At the end of any round in which a spirit accumulates momentum points equal to the objective’s difficulty value, the spirit strikes the character with awe, causing them to receive strife equal to the higher of the spirit’s combat conflict ranks or intrigue conflict ranks. If a character becomes Compromised this way, they must immediately leave the scene unless they accede to a demand of some kind made by the spirit.
Possession
Some spirits need mortal intermediaries to perform certain actions within the Mortal Realm. They might be restricted by cosmic taboos, or they might have limitations upon their own abilities. While many spirits resolve these matters through a symbiotic relationship with humans or others who venerate them, it is not the only way for a spirit to act in the Mortal Realm. Possession is a means by which a spirit can resolve such matters more directly. Possessions are usually brief, and they do not always consist of a total bodily takeover of the host. A spirit might exert a much subtler influence on a host, guiding them toward a particular goal. Similarly, a possession might be voluntary, a host allowing a spirit to coexist inside their body for a time so the two can use their combined powers to achieve a mutual goal. See Possessed in New Conditions, page 133.
What Does It Take to Complete?
A spirit can possess a character by accumulating a number of momentum points equal to the objective’s difficulty value. The difficulty value is equal to twice the sum total of the character’s focus and ranks in Command.
What Is Achieved by Completing It?
At the end of any round in which a spirit accumulates momentum points equal to the objective’s difficulty value, the spirit causes the character to gain the Possessed condition (see page 133). If the spirit has taken a physical form in the Mortal Realm, that form vanishes as the spirit inhabits the body of the possessed.
Request an Offering
Offerings are an important part of the relationships between mortals and spirits, because they represent the commodities humans can easily hold that supernatural beings value. As such, spirits often pursue particular offerings in their negotiations with humans.
What Does It Take to Complete?
A spirit can request an offering from a character by accumulating a number of momentum points equal to the objective’s difficulty value. The difficulty value is 1 or more. A spirit can complete this objective as long as it has 1 or more momentum points.
What Is Achieved by Completing It?
At the end of any round in which a spirit accumulates 1 or more momentum points, the spirit can request an offering of an item with rarity equal to the momentum points it has accumulated thus far. After it does so, any character opposing the spirit in the intrigue may make that offering to add momentum points equal to the rarity of the item they are offering to their own social objective for the scene.
New Actions
The following new actions can be used by both mortal characters and spirits during otherworldly encounters. Characters (both spirit and mortal) can also use the Persuade action (page 257 of the core rulebook) in otherworldly encounters, as well as any shūji or unique actions the GM deems appropriate.
Compel
Description: You attempt to overpower a spirit by using its true name.
Activation: As a Scheme action targeting one spirit whose true name you know, you may make a TN 1 Theology (Void) check. You must be trained in the Way of Names to use this action.
Effects: If you succeed, you add 1 momentum point toward your current social objective. Then, the spirit must resist with a TN 3 Meditation check (Void 1). If it fails, you add a number of additional momentum points toward your current objective equal to its shortfall. If it succeeds, increase the TN of the next check it makes to resist the Compel action by 1 until the end of the scene. This effect is cumulative, increasing the TN by 1 each time.
Entice
Description: You attempt to win a spirit’s favor with a small offering.
Activation: As a Scheme action targeting one spirit, you may offer up an item of value and make a Theology check. The TN of this check is equal to the spirit’s intrigue conflict ranks minus the rarity of the item.
Effects: If you succeed, the spirit accepts the item, and you add 1 momentum point to an appropriate objective, plus 1 momentum point for every two bonus successes.
New Opportunities
Air : You ascertain a key detail about the spirit, such as the span of its domain, its current social objective, or the terms it requests in its pacts. If you are trained in the Way of Names, you can learn its true name instead. Earth +: Reduce the spirit’s momentum points toward its current social objective by 1. Additionally, you may reduce the spirit’s momentum points toward that objective by 1 per spent this way beyond the first. Fire : Treat your focus as 1 higher until the end of the scene. Water : Reduce the TN of your next check targeting the spirit by 1. Void : Gain the Centered condition (see page 133).
