Difference between revisions of "Path of Ruin"

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'''Description'''<br>
 
'''Description'''<br>
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The nihilistic Path of Ruin grants the wielder direct control over the forces of Oblivion. This path is both a tool and a weapon and while under extraordinary circumstances it can be used to positive ends, it is by-and-large a tool for destruction.
  
  
 
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=== Ruinous Sight - Level 1 ===
'''Ruinous Sight - Level 1'''<br>
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<br>
 
When the Naga Raja invokes this power, she causes herself to see the world as wraiths do, through coffin-colored glasses. This power doesn't allow the necromancer to see wraiths or the Underworld, rather it attunes her eyes to the force of entropy in whichever world she is currently residing. Buildings appear  
 
When the Naga Raja invokes this power, she causes herself to see the world as wraiths do, through coffin-colored glasses. This power doesn't allow the necromancer to see wraiths or the Underworld, rather it attunes her eyes to the force of entropy in whichever world she is currently residing. Buildings appear  
  
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'''Lepers Curse - Level 2 (Proposed version by Keith)'''<br>
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=== Lepers Curse - Level 2 (Proposed version by Keith) ===
With this power the Necromancer can concentrate or dissapate the innate Oblivion in a victim.  The Necromancer must first succeed in sensing Oblivion, and then through Manipulation + Occult either pull all the Oblivion on a victim to one spot (say a mortals heart) or dissipating it throughout their body and possessions (lifting a disease or illness, by spreading the Oblivion out.)  If the Oblivion is concentrated in one spot, that organ or area will turn black and rot first and in a short amount of time.  The area around the Necromancer will get very cold and other supernaturals that can sense it will be made uneasy if not alarmed.  The Necromancers eyes will turn completely black for the rest of the scene after a successful use.  A botch means that Oblivion and entropy coalesce in the Necromancers body causing 1-3 levels of damage, at the ST discretion.
+
<br>
 +
With this power the Necromancer can concentrate or dissipate the innate Oblivion in a victim.  The Necromancer must first succeed in sensing Oblivion, and then through Manipulation + Occult either pull all the Oblivion on a victim to one spot (say a mortals heart) or dissipating it throughout their body and possessions (lifting a disease or illness, by spreading the Oblivion out.)  If the Oblivion is concentrated in one spot, that organ or area will turn black and rot first and in a short amount of time.  The area around the Necromancer will get very cold and other supernaturals that can sense it will be made uneasy if not alarmed.  The Necromancers eyes will turn completely black for the rest of the scene after a successful use.  A botch means that Oblivion and entropy coalesce in the Necromancers body causing 1-3 levels of damage, at the ST discretion.
  
'''System:'''
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'''System:''' Must first invoke Ruinous Sight, then make a Manipulation + Occult roll.  Each success is a point of Oblivion that a Necromancer can move. Each point of concentrated Oblivion coalesced into the victim leads to a corresponding level of unsoakable damage.
  
  
'''Tempest Strike - Level 3'''<br>
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=== Tempest Strike - Level 3 ===
 +
<br>
 
The vampire can direct destructive energies toward living, undead, and dead (wraith) opponents. The vampire causes them to suffer terrible pain and to begin decomposing. The nature of the effect varies from necromancer to necromancer according to taste. The vampire must be within ten feet of the victim and must reach his hand out towards the victim.
 
The vampire can direct destructive energies toward living, undead, and dead (wraith) opponents. The vampire causes them to suffer terrible pain and to begin decomposing. The nature of the effect varies from necromancer to necromancer according to taste. The vampire must be within ten feet of the victim and must reach his hand out towards the victim.
  
'''System:''' The necromancer expends a single point of blood for each attack. Each attack requires that the necromancer roll  Dexterity + Occult at a difficulty six (6). Each success on then aforementioned roll does one lethal health level of damage to the victim. Of course, only one attack of this type can be made per combat round. A botch on this role inflicts one level of lethal damage per botch upon the wielder of this power. The range of this attack is line of sight.
+
'''System:''' The necromancer expends a single point of blood for each attack. Each attack requires that the necromancer roll  Dexterity + Occult at a difficulty six (6). Each success on then aforementioned roll does one lethal health level of damage to the victim. Of course, only one attack of this type can be made per combat round. A botch on this role inflicts one level of lethal damage per botch upon the wielder of this power. The range of this attack is line of sight. While this attack can be soaked, the difficulty to do so is six (6) and should the victim botch, the damage becomes aggravated.
 
 
  
'''Halo of Entropy - Level 4'''<br>
+
=== Halo of Entropy - Level 4 ===
 +
<br>
 
The vampire can strengthen the forces of entropy to the point where it can serve several functions. It can gnarl wood, rust metal, erode plastic, glass and dead organic material. The range of this power is line of sight. However the necromancer utilizing this power must be careful lest he or she be detected as the conduit for Oblivion. When this power is activated the necromancer's eyes seem to glow in an unwholesome and unearthly way. Of more concern is the social unease that infects beasts and mortals who encounter necromancer while this power is active. In fair warning, many types of supernatural being can sense the emanations of Oblivion: mages, shape-shifters and of course wraiths.
 
The vampire can strengthen the forces of entropy to the point where it can serve several functions. It can gnarl wood, rust metal, erode plastic, glass and dead organic material. The range of this power is line of sight. However the necromancer utilizing this power must be careful lest he or she be detected as the conduit for Oblivion. When this power is activated the necromancer's eyes seem to glow in an unwholesome and unearthly way. Of more concern is the social unease that infects beasts and mortals who encounter necromancer while this power is active. In fair warning, many types of supernatural being can sense the emanations of Oblivion: mages, shape-shifters and of course wraiths.
  
'''System:''' For the necromancer to wield entropy properly he must first expend a point of blood and then roll Manipulation + Occult versus a variable difficulty based on the substance to be decayed. A botch on this roll causes the forces of entropy to run wild about the necromancer’s person, ravaging his possessions and anything else that may be close to him for a time period equivalent to that found upon the succession chart in botches. Dead organic material would have a standard difficulty of three (3). While, stone or refined metal are likely to be ten (10). The number of successes determines how quickly the material decays. Note that since this power requires the expenditure of a blood point, a necromancer cannot use the Halo of Entropy while he or she is staked.
+
'''System:''' For the necromancer to wield entropy properly he must first expend a point of blood and then roll Manipulation + Occult versus a variable difficulty based on the substance to be decayed. A botch on this roll causes the forces of entropy to run wild about the necromancer’s person, ravaging his possessions and anything else that may be close to him for a time period equivalent to that found upon the succession chart in botches. Dead organic material would have a standard difficulty of three (4). While, stone or refined metal are likely to be ten (9). The number of successes determines how quickly the material decays. Note that since this power requires the expenditure of a blood point, a necromancer cannot use the Halo of Entropy while he or she is staked.
  
 
* -- One Success = One Day
 
* -- One Success = One Day
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'''Stormbringer - Level 5'''<br>
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=== Stormbringer - Level 5 ===
 +
<br>
 
Through long esoteric training and hazardous practice the Naga Raja can summon a soul-storm in the Underworld and should he will it so, manifest it in the living lands as well. Like the dervishes of the Middle East or the fakirs of India, the Naga Raja must work himself into an ecstatic state in order to use his body as the conduit for the Maelstrom, bringing decay and destruction to everyone and everything in his immediate area.  
 
Through long esoteric training and hazardous practice the Naga Raja can summon a soul-storm in the Underworld and should he will it so, manifest it in the living lands as well. Like the dervishes of the Middle East or the fakirs of India, the Naga Raja must work himself into an ecstatic state in order to use his body as the conduit for the Maelstrom, bringing decay and destruction to everyone and everything in his immediate area.  
  

Latest revision as of 18:56, 8 June 2015

Necromancy

Admonition: Keep in mind that it could take a few days or weeks to flesh these paths out. So, please be patient. And, yes this is a collaborative effort, which means than anyone can make suggestions or edits, as long as they log them as such. -- Bruce "The Magister 02:05, 8 June 2015 (MDT)"

Description
The nihilistic Path of Ruin grants the wielder direct control over the forces of Oblivion. This path is both a tool and a weapon and while under extraordinary circumstances it can be used to positive ends, it is by-and-large a tool for destruction.


Ruinous Sight - Level 1


When the Naga Raja invokes this power, she causes herself to see the world as wraiths do, through coffin-colored glasses. This power doesn't allow the necromancer to see wraiths or the Underworld, rather it attunes her eyes to the force of entropy in whichever world she is currently residing. Buildings appear

System: Pg. 22 Wraith Corebook.


Lepers Curse - Level 2 (Proposed version by Keith)


With this power the Necromancer can concentrate or dissipate the innate Oblivion in a victim. The Necromancer must first succeed in sensing Oblivion, and then through Manipulation + Occult either pull all the Oblivion on a victim to one spot (say a mortals heart) or dissipating it throughout their body and possessions (lifting a disease or illness, by spreading the Oblivion out.) If the Oblivion is concentrated in one spot, that organ or area will turn black and rot first and in a short amount of time. The area around the Necromancer will get very cold and other supernaturals that can sense it will be made uneasy if not alarmed. The Necromancers eyes will turn completely black for the rest of the scene after a successful use. A botch means that Oblivion and entropy coalesce in the Necromancers body causing 1-3 levels of damage, at the ST discretion.

System: Must first invoke Ruinous Sight, then make a Manipulation + Occult roll. Each success is a point of Oblivion that a Necromancer can move. Each point of concentrated Oblivion coalesced into the victim leads to a corresponding level of unsoakable damage.


Tempest Strike - Level 3


The vampire can direct destructive energies toward living, undead, and dead (wraith) opponents. The vampire causes them to suffer terrible pain and to begin decomposing. The nature of the effect varies from necromancer to necromancer according to taste. The vampire must be within ten feet of the victim and must reach his hand out towards the victim.

System: The necromancer expends a single point of blood for each attack. Each attack requires that the necromancer roll Dexterity + Occult at a difficulty six (6). Each success on then aforementioned roll does one lethal health level of damage to the victim. Of course, only one attack of this type can be made per combat round. A botch on this role inflicts one level of lethal damage per botch upon the wielder of this power. The range of this attack is line of sight. While this attack can be soaked, the difficulty to do so is six (6) and should the victim botch, the damage becomes aggravated.

Halo of Entropy - Level 4


The vampire can strengthen the forces of entropy to the point where it can serve several functions. It can gnarl wood, rust metal, erode plastic, glass and dead organic material. The range of this power is line of sight. However the necromancer utilizing this power must be careful lest he or she be detected as the conduit for Oblivion. When this power is activated the necromancer's eyes seem to glow in an unwholesome and unearthly way. Of more concern is the social unease that infects beasts and mortals who encounter necromancer while this power is active. In fair warning, many types of supernatural being can sense the emanations of Oblivion: mages, shape-shifters and of course wraiths.

System: For the necromancer to wield entropy properly he must first expend a point of blood and then roll Manipulation + Occult versus a variable difficulty based on the substance to be decayed. A botch on this roll causes the forces of entropy to run wild about the necromancer’s person, ravaging his possessions and anything else that may be close to him for a time period equivalent to that found upon the succession chart in botches. Dead organic material would have a standard difficulty of three (4). While, stone or refined metal are likely to be ten (9). The number of successes determines how quickly the material decays. Note that since this power requires the expenditure of a blood point, a necromancer cannot use the Halo of Entropy while he or she is staked.

  • -- One Success = One Day
  • -- Two Successes = Twelve Hours
  • -- Three Successes = Six Hours
  • -- Four Successes = One Hour
  • -- Five Successes = Instantaneously


Stormbringer - Level 5


Through long esoteric training and hazardous practice the Naga Raja can summon a soul-storm in the Underworld and should he will it so, manifest it in the living lands as well. Like the dervishes of the Middle East or the fakirs of India, the Naga Raja must work himself into an ecstatic state in order to use his body as the conduit for the Maelstrom, bringing decay and destruction to everyone and everything in his immediate area.

System: Roll: Sta. + Occult, difficulty 8. The effects, which last for two turns per success, decay non-living material, and cause two levels of damage per success to any creatures in the area -- live, dead, or otherwise.



http://www.coven.divarex.com/discs/nihilistics.htm

http://www.patman.org/wod/disciplines/nihilistics.asp

Proposed changes by Keith, still working: Level 2: Lepers Curse
With this power the Necromancer can concentrate or dissapate the innate Oblivion in a victim. The Necromancer must first succeed in sensing Oblivion, and then through Manipulation + Occult either pull all the Oblivion on a victim to one spot (say a mortals heart) or dissipating it throughout their body and possessions (lifting a disease or illness, by spreading the Oblivion out.) If the Oblivion is concentrated in one spot, that organ or area will turn black and rot first and in a short amount of time. The area around the Necromancer will get very cold and other supernaturals that can sense it will be made uneasy if not alarmed. The Necromancers eyes will turn completely black for the rest of the scene after a successful use. A botch means that Oblivion and entropy coalesce in the Necromancers body causing 1-3 levels of damage, at the ST discretion.