Occupation: Spiritualist ------------------------ (-1) Property: Philosophical Discussion - After talking with someone about his/her beliefs for a few minutes, you may determine his/her Soul score, his/her quantity of Soul attribute points, and any Soul effects that he/she is currently suffering from. (-2) Attack: You Dare Disturb A Speaker For The Dead? (Mind) – Convince your target that a horrible curse has been placed upon him/her. He/she thinks that he/she must complete a task that you set for him/her, or something unspeakably terrible will happen! (-2) Ability: Air Of Dignity [soul] (No Challenge) - Instead of expending attribute points to add to your side's total in a Social challenge, you may activate this Ability to add (your Soul attribute) to your total. (-1 per use) One Use: Conversion (Requires Mind Or Soul Combat) – After you have explained your religious beliefs to someone at some point, and you have just defeated him/her in Mind or Soul combat, you may opt to activate this Ability instead of using an Attack. Your target is permanently convinced of the correctness of your beliefs, though he/she is free to attempt to integrate them with his/her own. (-1) Recovery: The Good Work – When you ease someone's mind or lift a spiritual burden from him/her, Recover a point of Soul. Once per person per session. (-1 per level) Influence: Religion (-1) Modifier: Religion -> Spiritual Cleansing - You may expend a point of Influence: Religion to remove from the target (who may be yourself) a Soul effect that you saw visited upon him/her or detected using Philosophical Discussion. Recovery may not be complete, and there may be side-effects; the target should speak with a GM between sessions to see. (1*) Flaw: Dogma - You have a hard time tolerating other points of view or belief systems than your own, and whenever someone espouses such a point of view, you must either argue vehemently for a time or lose your next Mind or Soul Recovery. --- -1 CP or 1* to go beyond this point --- (-1) Property: The Scent Of Decay - When you are alone with a character, you may always ask him/her whether he/she has the "Dead" Trait. Characters with this Trait may speak to you regardless of what their physical state may be. (-2) Attack: Lay To Rest (Soul) – If your target has the “Dead” Trait, he/she is banished from the world of the living by the power of your faith and should see a GM. Note that this is a last resort for you – you would prefer that such creatures be dealt with peacefully. Additionally, particularly powerful Dead characters may require multiple uses of this Attack on different occasions to fully and finally dispel. (-1 per level) Ability: Mystical Channeling [body] (No Challenge) – Target character Recovers a number of attribute points of his/her choice equal to your level of Mystical Channeling if and only if he/she has the “Dead” Trait. (-1 per use) One Use: Necromantic Summoning [one use] (No Challenge) - Attempt to return someone's (or something's) remains to a kind of life under your control. Most effective if used upon someone who has recently died. Side-effects may occur. (-2) Recovery: Solitude And Contemplation – Spend a few minutes alone to Recover a point of Mind, at most once per hour. (-1 per level) Influence: The Dead (-1) Modifier: The Dead -> Seance - You may expend one or more points of Influence: The Dead during a session to hold a seance to part the veil and speak with one who has passed on. The more influence points spent, and the more people participate, the more likely the seance will fully succeed and the more articulate the person in question will be able to be. (1* per level) Flaw: Beyond The Veil - Your dabblings in the world of the dead have made it more difficult for you to affect the world of the living, to an extent determined by your level of Beyond The Veil. Initially this makes your influence actions in the world of the living less effective, but at higher levels may also affect your ability to make challenges against non-Dead characters. --- -2 CP or 2* to go beyond this point --- (0, -1, -2, -3, ...) Property: Power - You effectively have a fourth attribute, Power, at a level equal to your level of this Property. You start the session at full Power, though you may not Recover it except as indicated by special Recoveries. You may spend points of Power as though they were points of any attribute. (-3) Attack: Ritual Sacrifice (Body) - The target is incapacitated, and may only look on in horror as you begin to perform a ritual utilizing his/her life energy. This ritual must be at least five minutes in length, during which time anyone who did not assist the target in combat may free the target if allowed to approach him/her unhindered. If the target is freed, the ritual is interrupted, potentially with disastrous consequences. Otherwise, the target is killed and the results of the ritual will be potent indeed. If you have not purchased Rituals, then the effect is only death for the target at the end of the ritual. (-2) Ability: Infuse [mind] (Mind vs. Soul Challenge if resisted) - The target effectively possesses any one Trait that you have possessed or detected in-game for one hour. Once per person per session. (-1 per use) One Use: Sigil Of Marking [one use] (Requires Mind Or Soul Combat) - When victorious in Mind or Soul combat, in addition to any other Attack that you may impose, your target gains a unique Trait that you invent (although later Sigils Of Marking must utilize the same Trait). You may now purchase Influence: at normal cost, and may affect that person far more easily with Rituals. (-1) Recovery: Gathering Strength - Recover a point of Power when you would otherwise Recover an attribute that is currently full. (-1 per level) Influence: The Occult (-2) Modifier: The Occult -> Rituals - Between sessions, you may design rituals for any specified purpose, specifying desired effects, any items required, and a minimum number of participants. Once the GMs have okayed a ritual, you may expend one or more points of Influence: The Occult to perform it in-game. Results may vary, depending on various factors. (1* per level) Flaw: Sold Your Soul - The source of your power is a being wholly external to yourself, who holds a great deal of sway over you. It may alter you in various ways, or require you to do things for it, at GMs' whim. The higher this Flaw is purchased, the more extreme these demands and alterations will tend to be.