Path of Ruin

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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


- Level 1


- Level 2


Eyes of Entropy - Level 3
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 role Manipulation + Occult versus a variable difficulty based on the substance to be decayed. A botch on this role causes the forces of entropy to run wild about the necromancer’s person, ravaging his personal possessions and anything else that may be close to him for a time period equivalent to that found upon the success 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 Eyes 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


Tempest Strike - Level 4
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 one Willpower Point for each attack. Each attack requires that the necromancer roll Stamina + Occult vs. the opponents Stamina + 3 for difficulty. Each success does two lethal health levels of damage to the victim, which are un-soakable. Of course, only one attack of this type can be made per combat round. A botch on this role inflicts two levels of lethal damage per botch upon the wielder of this power.


Stormbringer - Level 5



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

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

Proposed changes by Keith, still working:

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


- Level 1
Draft: Sense Decay: The vampire can open his senses to the world around him and detect the essence of Oblivion acting on the world around him. This power allows the Necromancer to see how corrupted and damaged a person or object is by Oblivion. Roll is a perception + occult difficulty 6. Success will show where weak places are in objects, or how ill a person is. Other users of Nihilistics will give off a faint glow in the eyes of the Necromancer.

Aura of Entropy - Level 2 I would like this to actually be level 2...I think it is the natural progression to be able to effect inanimate objects first. KD
The vampire can strengthen the forces of entropy around himself to the point where it can serve several functions. It can gnarl wood, rust metal, erode plastic, glass and dead organic material. This power has a range of one foot from the vampire’s body, but all those in the presence of the vampire can feel the raw forces of entropy at work and the vampire as its source.

System: For the necromancer to wield entropy properly he must first expend a point of blood and then role Manipulation + Occult vs. a variable difficulty based on the substance to be decayed. A botch on this role causes the forces of entropy to run wild about the necromancer’s person, ravaging his personal possessions and anything else that may be close to him for a time period equivalent to that found upon the success 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 cause an Aura of Decay while staked.

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

The Dark Touch - 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 effects varies. The vampire must be within 10 feet of the victim and must reach her hand out toward him.

System: Roll Charisma + Occult (difficulty equals victim's Stamina + 3). The victim suffers 2 levels of damage per success.


- Level 4
Draft: Funnel the Hungry Void: By use of this power the Necromancer can create a pinprick hole to Oblivion and aim a direct blast to hit a target. System:


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

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