September 15, 2004

Channeling

Channeling becomes a very simple power in this system. The character is simply "possessed" by a beneficient Echo. The spirit or spirits talk to them when they feel that they are needed and never try to control the character unless they are asked (or in cases of absolute need, where the PC is doomed if they don't).

Unlike most powers, Channeling dice come back when the Echoes think that they are needed. It's not based on time or rest because the character doesn't actually exert any effort... it's all the spirits' work.

Beasts with the Channeling power tend to keep it secret. Other Beasts are always very suspicious of Channelers, because, honestly, they're possessed by Echoes. The fact that the Echoes seem to be friendly now isn't proof that they won't turn out to be clever Malignant Shadows later, so Beasts who admit to this power will generally find themselves the subject of an exorcism attempt.

The Echoes go away if requested, can generally be automatically banished (but will always come back unless the player decides that they want to drop this power entirely) and basically try to help the Beast who can hear them.

The player and the GM should choose some sensitive subjects for the character's Echoes. These are topics that the spirits won't discuss, and just bringing them up causes the spirits to go away. Some very common sensitive subjects are themselves and what it's like being dead, but it could be almost anything. Most echoes just refuse to discuss such things; others can't, because they don't remember, but regardless of why they avoid the subject, they'll go away if it comes up.

If your Channeling trait is gone or temporarily reduced and you want to use it, ask your GM if the spirits consider this worth coming back for. As a general rule, they come back when the PC really needs their help or couldn't possibly succeed at the task without them, but sometimes the Shadows just seem to feel lonely and come back just to talk.

Here are some ways the Channeling trait can be used:

  • Access to scientific knowledge or specialized skills that a real-world human might possess.
  • Figuring out what ancient artifacts or locations were for.
  • Resisting possession by normal Shadows, as friendly Echoes try to protect you from them.
  • Warnings about dire dangers that the spirits might be aware of but the character is not.
  • In a life-or-death emergency (especially one which endangers a lot of good people, not just the PC), the spirits might try to help the PC with almost any task.

Posted by Kiz at September 15, 2004 05:52 AM
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