Purified Rules


These rules supercede the rules from Immortals.

Innate Abilities

Rather than gaining the "Spirit Projection" Siddhi, all Purified are able to cross the Gauntlet and enter the Shadow like any other spirit-based creature (called Stepping Sideways by most, including Uratha). As an instant action, roll Intelligence+Presence+Chi, subtract the Gauntlet rating (Additional bonuses/penalties: Locus rated 2-3 +1; Locus rated 4-5 +2; Attempting during the day -2). Success means the character fades from the material world and enters the Gauntlet, crossing through the Gauntlet in 30 seconds to enter the Shadow, an Exceptional Success crosses in one turn. These rules are identical to the rules in Werewolf: the Forsaken on page 250.

Seeing Twilight: The ability to see ghosts and spirits in Twilight is not always on. It can be tuned on or off at will as a Reflexive action and lasts the scene. Default state is off. While on, ghosts and spirits are aware they can be seen as stated in the book, but while off they cannot be noticed in such a manner. This does not allow them to see/sense Possessed entities; once merged with flesh they are not an object in Twilight.

Purified can access Dual Senses, similar to Uratha. Roll Wits+Empathy+Chi as a Reflexive Action, success allows them to see into the Shadow where they are located.

Their Unseen Sense ability is limited to Supernatural activity, not the presence of supernatural creatures. This includes activating Numina, Disciplines, Gifts, Contracts, Embeds, Exploits, etc. Powers that are "always on" or "automatically on" are not detected, for example the passive effects of the physical Discplines for Vampires. This does not detect "inherent" powers that require conscious effort, such as a vampire using Blush of Life, or a werewolf spending Essence to heal faster, or a werewolf shapeshifting. This works as the merit Unseen Sense, and they can take a Condition per the written rules. Also, the Purified can roll Wits+Composure while in the area of influence of a Locus to find the object at the center that forms the actual locus.

Healing: Purified are immune to disease, toxins and poisons. They gain a +2 to resist drugs, which also adds +2 to their Stamina for determing the effects of a drug.
Purified heal quickly: 1 bashing per turn, 1 lethal per 15 minutes, and 1 aggravated per day. Merits cannot be purchased to speed up healing. Numina, however, can be used to increase healing.

Essence spending: Essence can be spent to activate Numina, heal damage (1 point to heal 1 lethal reflexively, 3 points to heal 1 aggravated reflexively; 1 point to heal 1 point of corpus as a spirit), 1 Essence can be spent to Step Sideways as an Instant action instead of rolling, can give Essence to other creatures with Essence pools, 5 points to recreate the body after destruction, 5 points to reanimate and possess own body.

Regaining Essence: Can be regained from a Locus, and does not require being in the Shadow to do so. At the Locus, roll Presence+Wits+Chi to regain Essence, can be done once per day per Locus. Successes equal points of Essence gained. Otherwise, they can bargain for it from other Essence-bearing creatures. As a spirit, they can regain one (1) per day by being around emotions that resonate with their Virtue or Vice (2 total, 1 each), like any other spirit.

Chi: Rated 1-10, and matches the Supernatural Advantage of others, for maximum trait rating, maximum Essence, and Essence spent per turn. See Supernatural Advantage on the wiki for more information.

As a spirit, when outside the body, the Purified's spirit rank equals their Chi. Their Attributes are equal to their highest regular Attribute (for example, a Purified with Intelligence 4, Strength 1, Presence 2, would have a Power rating of 4). This can alter derived traits such as Willpower, Defense, and Corpus.

Integrity replaced with Harmony

Purified do not use Integrity, it is replaced by a modified Harmony. It is similar in concept to Uratha but has specific breaking points. Please see Purified Harmony for that information.

Siddhi

Siddhi are removed. Instead they are replaced by the following powers that are considered special Numina for Purified. They cost 10 Experience each. In addition, any numina, ghost or spirit, from any published book is possible for a Purified to learn.



Command the Rebellious Spirit
Cost: 2 Essence
Dice Pool: Presence+Intimidation+Chi vs. Resistance, or Resolve+Composure
Action: Instant
Success: Spirit/ghost follows letter of command, 1 command per success. Lasts until command is completed or 24 hours.
Exceptional: Lasts 1 week.
Note: Cannot give self-destructive commands.

Twilight Shift
Cost: none/1wp
Dice Pool: Presence+Athletics+Chi
Action: Instant
Success: with no cost, shifts long enough to pass through an object/obstruction. 1wp fully shifts into Twilight for a scene. Returning is Reflexive and requires no roll.
Exceptional: Shift is permanent.

Exorcism
Cost: 1 WP
Dice Pool: Resolve+Composure+Chi vs. Power+Resistance, or Resolve+Composure+SA
Action: Contested, Extended, 5 minutes per roll
Success: Opponent loses 1 wp. Once all WP is drained, target is exorcised from physical realm and cannot return for 24 hours.
Exceptional: Opponent loses 2 wp.

Touch of Life or Death
Cost: 1 Essence
Dice Pool: Wits+Medicine+Chi
Action: Instant
Success: Power is activated, then normal brawl/weaponry attacks can be performed against spirits and ghosts, or anything else in Twilight, and can be used in Twilight/Shadow/Underworld as well to attack ephemeral beings. Power lasts for one scene. 1WP per attack to become aggravated.
To heal an ephemeral being, the same cost and roll are made, successes repair corpus on a 1 for 1 basis.

Summoning Spirits
Cost: 1 Essence
Dice Pool: Presence+Occult+Chi vs. Resistance
Action: Extended, Needs 10 successes,
Success: First to 10 wins. If summoning wins, the spirit arrives and is able to Manifest in the physical world for the scene. Must use other Numina to force compliance.
Note: Works on ghosts and spirits equally.

Ward Against Spirits
Cost: 2 Essence
Dice Pool: Presence+Academics+Chi
Action: Extended, 1 minimum, each roll 1 minute, max rolls = dice pool
Success: Draw a warding circle around the area, spirits/ghosts cannot enter area without beating successes on a Power roll. Lasts 24 hours.
Exceptional: Any roll being an Exceptional extends duration to 1 month.
Note: Does not work on Possessed/Ridden/etc. Purified can allow named exceptions up to Chi rating.

Ward Against Magic
Cost: 2 Essence
Dice Pool: Wits+Occult+Chi
Action: Extended, 1 minimum, each roll 1 minute, max rolls = dice pool
Success: Draw a warding circle around the area, Successes on ward work as Defense/penalty against any supernatural power used within warded area. Lasts 24 hours.
Exceptional: Any roll being an Exceptional extends duration to 1 month.
Notes: Works against all powers that require activation. Innate powers that do not require a roll are not affected. Purified can allow named exceptions up to Chi rating.

Ward Against Flesh
Cost: 2 Essence
Dice Pool: Resolve+Intimidation+Chi
Action: Extended, 1 minimum, each roll 1 minute, max rolls = dice pool
Success: Draw a warding circle around the area, creatures of flesh must beat successes on a Resolve+Composure roll to enter. Lasts 24 hours.
Exceptional: Any roll being an Exceptional extends duration to 1 month.
Notes: Works on all creatures of flesh; vampires, werewolves, possessed, ridden, etc. Purified can allow named exceptions up to Chi rating.
-= Original Sin =-