Difference between revisions of "Shadow Walker"

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6 point Flaw
 
6 point Flaw
  
Vampires with this Flaw are so tied to the Shadowlands that even in the lands of the living they are forced to interact with the world of the Dead on a nightly basis.  To shadow walkers, objectives in the Underworld are as real as anything to be found in the physical world.  such vampires find that the ghosts of walls may impede their flight, ghostly objects may strike them, and wraiths' powers work as if the Kindred were on the far side of the Shroud.  This Flaw is similar to the Ash Path power Dead Hand except that the Shadow Walker is always on and it in no way allows the character possessing it to perceive beyond the Shroud - see p. 164 of '''Vampire: the Masquerade''' for details.<br>
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Vampires with this Flaw are so tied to the Shadowlands that even in the lands of the living they are forced to interact with the world of the Dead on a nightly basis.  To shadow walkers, objectives in the Underworld are as real as anything to be found in the physical world.  Such vampires find that the ghosts of walls may impede their flight, ghostly objects may strike them, and wraithly powers work as if the Kindred were on the far side of the Shroud.  This Flaw is similar to the Ash Path power Dead Hand except that the Shadow Walker is always on and it in no way allows the character possessing it to perceive beyond the Shroud - see p. 164 of '''Vampire: the Masquerade''' for details.
The Storyteller may determine that certain Shadowlands topography interferes with you.  Unless you have a Merit or power to do so, you can't see into the Shadowlands, so you have to be careful in feeling your way about - essentially a blind man subject to the Underworld landscape.  You may be restricted by immaterial walls or environmental effects at a Storyteller's discretion.  More importantly, wraiths can affect you directly - a wraith attacking you inflicts damage without any special means on his part.  Conversely, you can affect things in the Shadowlands with your physical body, though chances are that you do so blindly.  Your possession s and weapons do ''not'' have this special facility, so it's possible for you to swing a sword that passes through a ghostly wall, only to have your hand stopped by the wall, or to have a gun that can't shoot ghosts whereas their relic guns can put holes in you.  Obviously, this Flaw is appropriate for a game in which interaction with wraiths is fairly common or a Storyteller wants to pay above-average attention to the Underworld.
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The Storyteller may determine that certain Shadowlands topography interferes with you.  Unless you have a Merit or power to do so, you can't see into the Shadowlands, so you have to be careful in feeling your way about - essentially a blind man subject to the Underworld landscape.  You may be restricted by immaterial walls or environmental effects at a Storyteller's discretion.  More importantly, wraiths can affect you directly - a wraith attacking you inflicts damage without any special means on his part.  Conversely, you can affect things in the Shadowlands with your physical body, though chances are that you do so blindly.  Your possessions and weapons do ''not'' have this special facility, so it's possible for you to swing a sword that passes through a ghostly wall, only to have your hand stopped by the wall, or to have a gun that can't shoot ghosts whereas their relic guns can put holes in you.  Obviously, this Flaw is appropriate for a game in which interaction with wraiths is fairly common or a Storyteller wants to pay above-average attention to the Underworld.

Latest revision as of 11:04, 24 November 2014

Supernatural Merits & Flaws

6 point Flaw

Vampires with this Flaw are so tied to the Shadowlands that even in the lands of the living they are forced to interact with the world of the Dead on a nightly basis. To shadow walkers, objectives in the Underworld are as real as anything to be found in the physical world. Such vampires find that the ghosts of walls may impede their flight, ghostly objects may strike them, and wraithly powers work as if the Kindred were on the far side of the Shroud. This Flaw is similar to the Ash Path power Dead Hand except that the Shadow Walker is always on and it in no way allows the character possessing it to perceive beyond the Shroud - see p. 164 of Vampire: the Masquerade for details.

The Storyteller may determine that certain Shadowlands topography interferes with you. Unless you have a Merit or power to do so, you can't see into the Shadowlands, so you have to be careful in feeling your way about - essentially a blind man subject to the Underworld landscape. You may be restricted by immaterial walls or environmental effects at a Storyteller's discretion. More importantly, wraiths can affect you directly - a wraith attacking you inflicts damage without any special means on his part. Conversely, you can affect things in the Shadowlands with your physical body, though chances are that you do so blindly. Your possessions and weapons do not have this special facility, so it's possible for you to swing a sword that passes through a ghostly wall, only to have your hand stopped by the wall, or to have a gun that can't shoot ghosts whereas their relic guns can put holes in you. Obviously, this Flaw is appropriate for a game in which interaction with wraiths is fairly common or a Storyteller wants to pay above-average attention to the Underworld.