Found the time to finish off Aegis and Resurrection. All of the Common Flares are now completed!
Common Flare #4: Aegis
Though Helios blessings are largely withdrawn from the Firbara their purpose remains the same: to safeguard the world.
Dawn Flare of the Ward
A human guard might shield someone with their body, if the need was dire. The Firbara are not limited to such crude, if well intended methods of the flesh, for they can protect others with their soul. This Flare allows a Firbara to transfer their Corona to someone else.
Dice Pool: Stamina + Empathy + Prominence
Cost: 1 Essence
Action: Instant
Duration: One Scene
Upon activation of this Flare, the Firbara’s Corona shifts and spins, whirling away from them in a blur of color and settling onto the target. For the duration of the scene any Flares the Firbara can normally use are emparted to the target as is their Prominence, for purposes of resisting harmful effects. The Firbara must initiate these effects (either before transfering the Corona or afterwards from nearby) and the Firbara pays the Essence cost of any Flares used. Once the transfer is complete, the Firbara can not access any supernatural powers for herself and is left to mortal devices.
This Flare calls upon the selfless nature of the Firbara and can not be used to attempt to move negative effects onto a target or to manipulate the use of Flares to achive an end apart from the defense of the target. What constitutes “defense” is left up to the Storyteller; generally only effects that protect the target from direct or indirect physical or mental harm qualify as do efforts to aid the target in leaving the area of threat.
At the end of the scene the Corona whirls again and returns to the Firbara. In the event that the target somehow became greatly distanced from the Firbara herself (greater than 1 mile per dot of Prominence) the Corona whirls away into the enemy air, vanishing completely. It takes the Corona an additional hour to locate its other half, during which time the Firbara is effectively reduced to a normal mortal. Additionally, the Corona will not leave if the target is still in active danger and only the Corona is keeping them safe. Once past the duration the Corona will return as soon as the target is acceptable safe from harm.
This Flare may be used on other Firbara but only if the user is of a higher Prominence than the receiver. Redundant Flares (such as other Aegis Flares) do not stack, the Flare with the most activation successes is the active one; the other Flare simply fizzles out.
Note: This Flare has no effects upon Facets, the Firbara may use them as normal during the Flare’s duration.
Dusk Flare of Haven
A home is sacred, a nest must be protected. By placing a burn mark upon a structure a Firbara can link it with her own Corona, allowing them to keep intruders out with their force of will.
Dice Pool: Presence + Athletics + Prominence
Cost: 1 Essence to place plus 1 per use
Action: Instant
Duration: Lasting
When the Corona Flares, it scorches a mark, unique to each Firbara, upon a place of shelter. The Firbara can be inside or outside when using this Flare, the location is unimportant. Once the mark is placed, it is lasting unless it is removed by the Firbara, another supernatural force, or simply cleaned away by those who dwell in the home (most Firbara place their marks in out of the way places to prevent this).
As long as the mark is in place the Firbara is automatically aware whenever someone enters or leaves the structure and whether that person is known or unknown to them (not who they are, just if they are known or not). At the moment of this awareness the Firbara can choose to seal the passage, preventing the individual from passing into (or out of) the shelter by spending a point of essence. This causes an image of the mark to flare in colored fire in the space infront of the subject, blocking their path. The mark fades after a few seconds but the subject is now prevented from passing. This barracade lasts for the duration of the scene with no additional expendature of essence but fades once the subject leaves the area of the shelter. Each individual requires a separate point of essence to be spent (i.e. blocking 3 people costs 3 essence) and once established the barrier can not be forced physically without supernatural ability. If contested with a supernatural ability the ability must achieve more successes than (the Firbara’s activation successes + Prominence) on their effort. Once the barrier has absorbed an attempt to break it down it becomes immune to repeated efforts from that same method. If the barrier is broken is it broken only for that individual but it can not be reformed in the same scene.
That a structure can serve as a shelter is the only requirement of this Flare, it does not require an actual living space. An apartment, a home, a warehouse, or a tent can all be effective shelters but a bench in the park, This Flare does not require a doorway or other sealable pathway, an open archway can be barricaded just as easily as a bank vault (though the vault offers better security in the event the Flare fails).
Unethical Firbara have been known to use this Flare to trap people inside of buildings or even prevent people from being able to enter their own homes.
Facet of the Porcupine
It is a fool who attacks the porcupine head on and a fool who directly assaults a Firbara who has learned to emulate one. This Facet changes who a Firbara’s spirit reacts to physical harm, using pain to forge spines of essence and disfuse the attack, returning some of the harm to the aggressor.
Dice Pool: None
Cost: 1 Willpower
Duration: Instant
To use this ability the Firbara must be able to present the proper face to the assault, meaning she must be able to see it coming. If she is so aware, the Firbara can choose to delay her action in the initative order and prepare to reply to the attack. The attack is resolved as normal for whatever method of attack is being used but before damage is applied to the Firbara mark off a number of “points” using the following values system: bashing equals 1 point, lethal equals 2 points, and aggravated eqauls 4 points. Once the total number of points is calculated make a roll using the total points as the pool. Successes are points against the attacker and failures are points against the defender. After the roll use the same system as above to convert the points back into damage levels as desired by the one taking individual damage.
Each point is actually a spine of essence, forged by the force of the attack. The greater the incoming force, the greater the likely bite back will be to the attacker. Distance and form of attack are not of concern for this Facet, magical spells from distant places and gun shots from across a room are countered just as effectively as punches and kicks.
As a reminder, the Firbara must hold her turn to use this ability and can take no other action apart from moving her speed in the round of conflict in which this occurs.
Common Flare #5: Resurrection
The power to return from beyond death is inherent to all of Helios Chosen. With practice this mighty gift can be applied, in reduced form, to things apart from the Firbara themselves.
Dusk Flare of Penitence
The flesh is not the only thing which can be harmed. The mind and spirit are frail as well and require equally tender care. The Firbara understand this well, and use this Flare to smooth the scars of the soul for a time.
Dice Pool: Presence + Empathy + Prominence vs. Resolve + Prominence
Cost: 1 Essence
Action: Instant
Duration: Concentration (One Scene)
Upon activation the Corona dissolves into energy and infiltrating the mind of the target. Once inside the Firbara can see any damage done to the mind or spirit of the target, represented by lost dots of willpower and Morality score. Using this knowledge the Firbara can bring memories of previous times and emotions to the here and now, causing the target to remember anything they have experience, even repressed memories.
This Flare has three mechanical effects.
Firstly, the Firbara can cause whatever emotional response they desire in the subject in whatever degree of extremity they subject has personally experienced. So while one could force a subject to feel happy, they can only be made as happy as they ever remember being. The Firbara has no control over how the target reacts to this emotional shift, only the emotion they feel. This costs no additional essence and can be altered by an Instant action as long as the Firbara concentrates.
Secondly, the Firbara can attempt to counter act outside alterations to the mind. Whenever the Firbara enters the mind of someone who has had their memories supernaturally altered or is under the effect of external supernatural control, they are automatically aware of it. The expendature of another point of essence and another activation roll (still opposed, the target’s mind will automatically fight against the intrusion). If the successes achived by the Firbara exceed those of the altering effect, that effect is removed. Each alteration must be removed seperately.
Finally, the Firbara can return a target to a previous state of morality by triggering the proper memories. This raises the target’s Morality rating by 1 per success achives to a maximum of (7 + ½ Prominence). How this alters the behavior of the target is left to the Storyteller but the effects are likely to be dramatic and emotionally powerful. By spending a point of willpower, the Firbara can enforce the new Morality score on the target, forcing them to succeed (not fail) on a degeneration roll in order to perfrom an immoral action.
Once the Firbara has completed her work she can either continue Concentrating to keep the effects going, cut the connection and let normalcy return, or spend a point of willpower (in addition to any spent above) to allow her to drop the connection while ensuring the changes last the entire scene before fading. Firbara generally agree that use of this Flare is ethical because it isn’t forcing the target to act against their nature: it is reinforcing their nature.
An unethical Firbara, however, could do the reverse of any of the above: repress emotions, repress memories, and lower Morality. When so used, this Flare is referred to as the Flare of Profaning and is a Sin against Responcibility (exact level of sin determin by what one forces the target to do).
Dusk Flare of Old Life
Firbara understand that even after death, parts of the old life are carried on. By examining a piece of a larger object, a Firbara can learn about the moments of its seperation, the small death of a whole creation.
Dice Pool: Wits + Expression + Prominence vs. Composure + Prominence (if applicable)
Cost: 1 Essence
Action: Instant
Duration: Instant
This Flare can be used for two very different purposes. Used on a whole object this Flare reveals when and where it was created, its “birth”. Used on a piece of an object this Flare reveals how the piece came to be seperated from the whole and allows the Firbara to track the location of the whole using the normal rules for tracking (this can take an exceptionally long time in some cases). Used on organic matter, such as a piece from an animal or plant, the Flare simply reveals the place and time of their birth if they are alive or the place and time of their death if they are not. If used on a human being, however, this Flare reveals their last “small” death or birth, which is the most recent major life change they have undergone, something that has altered the kind of person they are.
Sensory information is not provided by the Flare; the Firbara simply knows the facts regarding what and who and is not provided with context. For example, if the target was recently fired from his job, the Firbara would know he had been fired, the date it occurred, and the exact location but not what he did to get fired or what his job specifically was. Each success on the activation roll goes back to the next oldest small birth or death.
Facet of the Moth
By taking on this Facet the Firbara internalizes and understanding the ways in which life continues, the ability to see how it will end, and to encounter those who have experienced lasting death.
Dice Pool: None
Cost: None, 1 Willpower
This Facet lets a Firbara see and speak with ghosts by focusing on them. While the Facte is constantly active an amount of focus is required to spot the etheral beings. The Firbara must actually declare that she is looking for ghosts in order to find them. Once one has been found the Firbara has the option of spending a point of willpower to be able to physically interact with the spirit for the duration of the scene. As an additional ability, she can tell how a given mortal being will die by observing them for only a few seconds, at the end of which she will receive the answer in a simple flash of insight. This ability can not predict violence death, which includes accidents such as car wrecks and gas explosions as well as stabbings or shootings; only the cause of death should things continue on as normal for the person. This ability can even be used on the dead, showing the Firbara how someone should have died.
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"Phoenix: The Risen" Project.Pre-Alpha PDF draft. Please review and comment.