And there abashed the devil stood, and felt how awful goodness
was.
          - The Crow.

School Purgatio (Purification).
* Attribute: Wits
* Primary emotions: honesty, purity, innocence.
     The champion of Goodness, nemesis of Corruptio.  Purifier,
protector, deliverer of justice to the impure.  Laugh while you can
at it's stubborn innocence, as it rises to watch you fall.  Pray
that in it's kindness Purgatio extends it's able hand.
     Purgatio Elementals are balls of pure light, glowing steadily
like a star.
* Special power: Light of Glory: Any person witnessing a Purgatio
elemental is automatically affected as per Honesty (level one).
* Special power: Presence: Any food or drink passing within a
Purgatio elemental is automatically Purified.  Any evil person
contacting it may be Absolved at normal cost.  A field of Sanctuary
surrounds it.
Purgatio Aspect: Emotion.
Primary Emotion: honesty.
Bane: unquestionable morals:  You have a very strict moral code of
action, and will not compremise it under any circumstances.  As a
result, you are always affected as per Honesty, as if you had cast
it upon yourself.
* Honesty: 1k
     (enchant person(s))  The target being is overcome with
feelings of honesty and innocence until end of scene.  They gain
two dots of willpower to resist temptations.  You may target more
than one person with his effect, up to your rank in Purgatio Aspect
Emotion.
     System:  In order to do something dishonest or aggressive, the
subject must make a willpower roll, scoring at least as many
successes as your rank in Purgatio Aspect Emotion, (or spend the
willpower point to cancel Honesty.)  When a person becomes affected
with Honesty, they must make an bad karma check, if this is
successful, they are paralyzed with guilt until they make an
unsuccessful check, make a willpower roll (same as above), or spend
the willpower point to cancel Honesty.
Purgatio Aspect: Enhance.
Primary Emotion: faith.
Bane: facination:  You are facintaed by riddles and puzzles, and
put great faith in your ability to solve them.  You find it
difficult to resist any challenge to your ability, and must make a
willpower roll, scoring at least as many success as your rank in
Purgatio Aspect Enhance, to resist, or spend a point of temporary
willpower if neccesary.
* Know The Way: 1k
     (enchant self)  Gives you a greater capacity to adjust to your
surroundings and your problem sovling abilies.
     System:  You gain a number of wits equal to your rank in
Purgatio Aspect Enhance until the end of the scene.  May not be
used while in effect.
Purgatio Aspect: Counter.
Primary Emotion: innocence.
Bane: indifference: Since all Corruptio spells ccast against you
are automatically resisted, it makes it harder to benifit from
helpfull Corruptio effects.  Granted, the only such effects are
ones you use on yourself...
* Purity: (1k)
     Any Corruptio power which targets you is automaticly resisted
by this power.  You may also take an action and spend a point of
positive karma to attempt such a resistance against any Corruptio
spell.  The source of this counter-magic will be obvious.
     System:  Roll a number of dice equal to your rank in Purgation
Aspect Counter.  Each success reduces the casters success by one,
or stops the power altogether if it required no roll.
Purgatio Aspect: Purify.
Primary Emotions: rightousness.
Bane: guilt: Any time you gain a point of negative karma because of
an action you took, roll a number of dice equal to your rating in
Purgatio Aspect Purify and take one addtional point per success
* Purify: 1k
     Subjected food or drink becomes completely edible, free of any
poisons or rot, etc., not to mention low fat.
     System:  No roll is required.
** Relieve the Burdened Mind: 1k
     Relieve the Burdened Mind allows the target to forget thier
troubles rest easier.
     System:  In addtion to feeling better, If the subject has
uninteruppted sleep afterwards, they may either remove one point of
bad karma or regain one point of willpower.  Multiple castings have
no effect; only one point of willpower OR one point of karma may
gained/lost per night.
*** Absolve: 1k
     * Ability: Empathy (6)
     Cleasnses the target of thier sins.  This experience causes a
glorious feeling of goodness to wash over them, though most evil
persons will be disgusted with the experience.
     System:  Removes a number of bad karma equal to your success
on a wits + empathy roll from an evil victim.  If cast against a
good aligned person, it destroys only one point.
**** Cleanse: 1k
     * Ability: Medicine (6)
     All poisons or other impurities are removed from the subject.
     System:  Also make a wits + medicine roll.  If the subject has
any wounds caused by Corrupt the Body, one is healed for each
success on the roll.  If there are more success than the number of
wounds caused by Corrupt the Body (often zero), then for each
remaining success one aggravated wound it turned into a normal
wound, and you may spend 1 positive karma per remaining success to
heal one normal health level.
***** Sanctuary: Sk
     (enchant person or area)  No one may initiate a hostile action
towards another while either is in a field of sanctuary.
     1k: Target being has a field of sanctuary about them as long
as you concentrate.
     3k: The place or room you occupy has a field of sanctuary as
long as you concentrate.
     10k: The place or room you occupy has a permanent field of
sanctuary.
***** * Decay War Items: 1k
     * Abilities: Melee/(special) (6)
     Attempts to weaken and crumble a weapon.
     System:  Roll wits + an appropriate ability (firearms for a
gun, explosives for a bomb, etc.) or melee.  Each success reduces
the weapons damage or damage bonus to strength by one, crumbling
the item to dust if this reaches zero.  If you attempt to decay an
artifact, roll occult opposed by the artifacts level instead.  Each
net success reduces the artifacts level by one (curbing power
appropriately), turning it into a normal item if the level reaches
zero, which may then be decayed normally.
***** ** Aura of Essence: 1k
     (enchant person)  Target being is surrounding by a revealing
Aura of Essence.  This gives others an impression of the persons
true intentions, thus a well meaning if not charismatic person will
be treated well, but a con artist would be driven out of buisness.
     System:  No roll is required.
***** *** The Hand of Justice:
     Damage you do with brawl or melee attacks leaves painful,
magical, burns, which are very difficult to heal and are therefore
considered aggravated.
     System:  No roll is required for normal use, but if any such
damage remain after soak, a person with Corruptio Aspect Counter
may roll a a number of dice equal to thier score in this power,
with each success reducing one such damage to non-aggravated
***** **** Cure the Troubled Mind:
     * Ability: Enigmas (willpower)
     1k: Remove a derangement gained through recent trauma from the
subject.  Roll wits + enigmas, difficulty of the targets willpower,
if the roll succeeds, the derangement is removed.
     5k: Remove any derangement from the subject.  The roll is the
same as above.  This takes some time to perform.
***** ***** Reflection: 5k
     (enchant self)  This is a more self-rightous version of
Sanctuary.
     System:  Any person whom casts a harmfull spell against you
has the spell instead cast at them.  Any damage intentionaly done
to you is instead done to the person causing the damage.
Purgatio Aspect: Martyr.
Primary Emotion: kindness.
Bane: duty: You cannot bear to see another suffer, and will often
go out of the way to help them even if it is an inconvience or risk
for you.  If you wish to resist this urge, you must roll willpower,
attempting to score at least as many successes as your rank in
Purgatio Aspect Martyr.  A point of temporary willpower may be
spent also.
* Vigil: Sk
     You may remain awake withought penalty for up to twenty-four
hours per activation.
     System:  The number of karma that must be spent is equal to
the number of days you have gone without sleep.  The first time you
would activate it would be after a day of normal activity, and it
would cost one.  To continue activity uninterrupted for second day
would cost two, etc.  You will have to make up the sleep sometime,
and must make up every hour of it with extended sleep at some
point.  You may only make up part of your required and then
continue.   This will reduce the cost to activate the power
appropiately.  For example, if you spent three days on Vigil, and
then spent eight hours (a normal nights sleep),  you would only
need to spend four to stay up the fifth night from the first you
skipped.
** Relieve burden: 0k
     You may take any or all negative karma from a willing subject,
transfering the burden of it's penalties to yourself.
     System:  No roll is required.
*** Attract: 1k
     (enchant self)  You will draw opponets to you, instead of
others.
     System:  No roll is required.  This will not affect anyone
seeking out a specific target, but those who are just looking to
fight someone will be drawn to you.
**** Guard: 1k
     (enchant other)  Target person (other than yourself) becomes
'guarded' by you until the enchantment is interrupted, one of you
dies, or you decide to end it.
     System:  No roll is required.  You may only be guarding one
person at a time.  You sense whenever the person being guarded is
in danger or needs help.
***** Martyr: 0k
     * Ability: Leadership (6)
     You may attempt to take damage intended for others.  You may
attempt to take damage from the person you are Guarding or from any
person in sight.
     System:  Make a wits + leadership roll, with the number of
successes being the maximum number of health levels you lose
instead of them.  The damage is transfered after they make thier
soak roll, you do not get to make an addtional soak roll.
***** * Support: 0k
     You may grant moral support to a person.
     System:  No roll is required.  You transfer one of your
temorary willpower points to them.
***** ** Grant: 0k
     You may let your deeds reflect upon another.
     System:  No roll is required.  You transfer one point of karma
to the subject.
***** *** Sacrifice: 0k
     You may transfer you very well being.
     System:  No roll is required.  You lose one health level and
the subject gains one.
***** **** Summon: 3k
     By paying three extra karma when you Guard someone, they gain
the ability to summon you whenever they wish.
     System:  No roll is required.  By only wishing that you were
at thier aid, will be instantly aware of thier need.  You may delay
the summons a few minutes to take care of 'comprimising
circumstances', but it must be obeyed.  You will then be transfered
instantly to the presence of the person in need.
***** ***** Sacrifice of Form: 0k
     The ultimate sacrifice, this power allows to die in another's
stead.
     System:  When a person within sight or a person you are
Guarding dies, you may activate this power.  You are instantly
taken to dead, and they are now have a same number of health levels
as you did previously.  You may activate this power without an
action.