Difference between revisions of "Path of Cruor"

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'''Nightcry - Level 5'''<br>
 
'''Nightcry - Level 5'''<br>
The vampire can issue an unearthly cry heard both in the Living World and in the Shadowlands, regardless of where the vampire is at the time. The cry will summon creatures of the Shadowlands. If the vampire is in the Living World, the creatures will appear in the living world if possible. The Storyteller decides what types of creatures are summoned, though they should be appropriate to the area.
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The vampire can issue an unearthly cry heard both in the Living World and in the Shadowlands, regardless of where the vampire is at the time. The cry will summon creatures of the Tempest. The creatures will appear in the Living World if the vampire so wishes it or remain nearby in the Shadowlands. The vampire must declare what properties the creatures must have, what type of Tempest creature he wants to heed his call in the way he words and performs the call.
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'''System:''' The necromancer rolls Charisma + Occult vs. the local Shroud. The number of successes equals the number of creatures called. If the necromancer wants the creatures to manifest in the Living World he must expend one Blood Point for each creature to take physical form.  If he wants them to serve him in the Shadowlands then he is not required to expend Blood. It takes the creatures a number of rounds to arrive, equal to the necromancer’s Charisma minus ten.  The creatures remain for a Scene or until their physical / spiritual form is destroyed. The necromancer may command them as individuals or as a group, according to his desire. If the necromancer botches this roll a number of creatures equal to the number of botches arrive as per the Night-Cry description above and attack the necromancer. The creatures vary in power and it is left up to the fiendish mind of the storyteller as to what these things are and how powerful. If the necromancer is wise, he expends no Blood for these creatures. They remain as long as they like.
  
'''System:''' Roll Charisma + Intimidation (difficulty 8). The greater the number of successes, the greater number or power of the creatures summoned. These will usually be the ghosts of people who had some connection to the vampire's current location.
 
  
 
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Revision as of 10:56, 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


- Level 1


- Level 2


- Level 3


- Level 4


Nightcry - Level 5
The vampire can issue an unearthly cry heard both in the Living World and in the Shadowlands, regardless of where the vampire is at the time. The cry will summon creatures of the Tempest. The creatures will appear in the Living World if the vampire so wishes it or remain nearby in the Shadowlands. The vampire must declare what properties the creatures must have, what type of Tempest creature he wants to heed his call in the way he words and performs the call.

System: The necromancer rolls Charisma + Occult vs. the local Shroud. The number of successes equals the number of creatures called. If the necromancer wants the creatures to manifest in the Living World he must expend one Blood Point for each creature to take physical form. If he wants them to serve him in the Shadowlands then he is not required to expend Blood. It takes the creatures a number of rounds to arrive, equal to the necromancer’s Charisma minus ten. The creatures remain for a Scene or until their physical / spiritual form is destroyed. The necromancer may command them as individuals or as a group, according to his desire. If the necromancer botches this roll a number of creatures equal to the number of botches arrive as per the Night-Cry description above and attack the necromancer. The creatures vary in power and it is left up to the fiendish mind of the storyteller as to what these things are and how powerful. If the necromancer is wise, he expends no Blood for these creatures. They remain as long as they like.



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

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