The Spector war Military Conflict in The island campaign | World Anvil
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The Spector war

Michael killed the white lady leading to the spectors and wraiths being released onto the island. They are pissed off. There first target will be the two that have interacted with them Jane and Chen if she fails a survival check she will either die or go too the hospital. Meanwhile Janes house will collapse almost killing her in her sleep, roll a strength plus brawl to see how much damage she takes. Some spectors will attack normal people infiltrating peoples minds and objects. The most obvious will be taken out by either Wraiths or the Hecate. However some will slip through the crack for years.   Ghosts in the machine will infect several machines in both the hospital and other goverment buildings causing hickups for weeks.   Poltergeists are the most dangerous directly going after the people and kindred who hurt them in this case Jane and Chen. If they find any other kindred they will attack as well as they feel wronged about there treatment by vampires.   Puppeteers go about destroying peoples lives in another way one will find Daphne and control her mind attempting to hurt her to get at Jane and to try and hurt Jane back.   Screamers will infect the woods terrifying mortals.   In common with all the above categories is that all Spector's and wraiths want to destroy and cause chaos of there pent up anger. Destroying the fetters will send them back to the shadow lands however getting there can be difficult as the wraiths are all looking for kindred and are armed to kill, ready too. In the battle Catherine will try and help creating ghost circles at least trying to stop them from passing but she can not destroy them. Meanwhile Mina a mage will do her best to ward entire buildings against these creatures. There are about 800 wraiths and spectors that Sylvia controlled not all became revenge bitten but most. Say around 700 wraiths. Some of the spectors are still alive after Jane purged them as they are smarter about hiding, they take there revenge slowly probing and taking over peoples minds.    Spectre Spectres are otherwise known as angry ghosts. These dead beings possess a fiery rage, embodying their anger through destructive acts, including possession of the living to make them vessels of their wrath. Spectres have all lost something dear to them, with it often being their link to the world of the living. They have nothing left to lose, and so take out their anger on all other beings.   Attributes: Strength 4, Dexterity 4,   Stamina 4; Charisma 1, Manipulation 3, Composure 2; Intelligence 3, Wits 3, Resolve 2   Secondary Attributes: Health 7, Willpower 4   Skills: Academics 1, Awareness 5, Investigation 1, Medicine 2, Occult 4; Athletics 3, Brawl 3, Drive 4, Larceny 2, Stealth 5, Survival 2; Insight 2, Intimidation 3, Persuasion 1, Subterfuge 2   Disciplines: Auspex 4, Celerity 2, Dominate 2, Obfuscate 2 Special: It is not possible to strike a spectre unless it takes solid form. Only dark magic or an exorcism performed by a priest or inquisitor can banish, destroy, or enslave a spectre. A spectre possesses a mortal using a power equivalent mechanically to the Possession (Auspex-Dominate) power. Spectres use Manipulation + Drive to control a possessed human into performing functions they would normally avoid. Spectres use Dexterity + Brawl to hurl objects telekinetically   PUPPETEER Possession is where these wraiths specialize, enjoying the ability to enter the bodies of the weak-willed and pursue an ersatz life for a short while, before exorcism or the Shadowlands calls them back. Skilled puppeteers can imitate personality as well as controlling a flesh vessel, while wraiths newer to the calling make possessions inadvertently jerky and frightening. In the Shadowlands, puppeteers are deeply uncomfortable giving up control, and always attempt to negotiate from positions of power.   Standard Dice Pools: Physical 4, Social 4, Mental 5   Secondary Attributes: Health 6, Willpower 6   Exceptional Dice Pools: Brawl 6, Drive 7, Stealth 6; Insight 7, Intimidation 6, Performance 7, Persuasion 6, Subterfuge 7; Awareness 6   Special: As with spectres, these wraiths may use the Possession Auspex-Dominate power, rolling eight dice in the attempt to take control. They steer their host freely, though the host is able to roll Resolve + Intelligence once per scene against the puppeteer’s seven dice (their exceptional Drive dice pool), with the victim ejecting the ghost if they roll more successes. Each time the victim attempts this roll and fails, they incur two unhalved points of Superficial Willpower damage that cannot heal until the puppeteer abandons the host. General Difficulties: 4/2   SCREAMER Mysterious and terrifying, the screaming dead are wraiths that manifest in the Skinlands as howls, roars, and groans, making houses weep, trees wail, and empty spaces shout insults at anyone who enters them. They aren’t quite spectres, but are filled with so much anger or fear that they exude it. In the Shadowlands their screams turn to siren songs, making them among the most charming and sweet wraiths. Their warm personalities can flip on a dime, however.   Standard Dice Pools: Physical 3, Social 5, Mental 4 Secondary Attributes: Health 5, Willpower 5   Exceptional Dice Pools: Stealth 5; Intimidation 8, Performance 7, Persuasion 6, Subterfuge 6 Special: These wraiths cannot possess people. Their primary function is to terrify mortals with their screams, similar to the Dread Gaze Presence power (see Vampire: The Masquerade, p. 267). When a screamer uses this power, they roll eight dice (their exceptional Intimidation pool) against the victim’s Composure + Resolve, with the results emulating those of Dread Gaze without the visual requirement.   General Difficulties: 5/2
GHOST IN THE MACHINE These are wraiths who in the Skinlands prefer to possess objects, speaking through computer screens, short-circuiting electronics, and making elevators crash with mortals inside, among other activities. In the Shadowlands, they exist as quiet, almost shy wraiths, uncomfortable with being seen.   Standard Dice Pools: Physical 3, Social 3, Mental 5   Secondary Attributes: Health 5, Willpower 4   Exceptional Dice Pools: Craft 6, Drive 7, Stealth 7; Intimidation 5; Science 6, Technology 7   Special: These wraiths cannot possess people. Instead, they possess machines. They use a pool of seven dice (their exceptional Technology or Drive dice pool, depending on the machine) to influence devices from computers to cars and televisions to elevators. These wraiths can make such devices broadcast messages from the wraith (if the device is equipped to transmit), malfunction, overheat, or indeed drive or operate as per the wraith’s will. If the machine is destroyed, the wraith is ejected.   General Difficulties: 3/2   POLTERGEIST Poltergeists feel perpetually downtrodden. To their mind, it’s amusing to make life difficult for everybody else, because it’s shit enough for them being dead. They don’t have the patience to inhabit items or people, preferring to launch things around aggressively, write their names on the wall in scratch-marks or whatever fluid comes to hand, and terrify the inhabitants of old houses. In the Shadowlands, they’re bombastic, often hurling insults laced with self-deprecating commentary.   Standard Dice Pools: Physical 5, Social 3, Mental 2   Secondary Attributes: Health 7, Willpower 4   Exceptional Dice Pools: Athletics 6, Brawl 7, Larceny 6, Stealth 7; Intimidation 6   Special: These ghosts cannot possess people. Poltergeists may physically influence the environment and any objects and people in it (by marking walls, assaulting people, or launching items, as examples) a number of times per scene equal to their Willpower. If they incur Aggravated Willpower damage, their number of actions decreases to match their current Willpower. These wraiths can attack using their own form, clawing with a pool of seven dice (their exceptional Brawl dice pool), dealing non-halved Superficial damage (+2 damage modifier). They can also use the objects in the room to inflict additional or halved damage (from flung knives, television sets, etc.) though thrown weapons use six dice (their exceptional Athletics dice pool).   General Difficulties: 3/2

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