Difference between revisions of "Master of the Dom"

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Auspex 9

This mighty power is available to only a few ancient Fiends. The Tzimisce mystically taps into the spirits of the land, effectively becoming one with the realm. Essentially, the Tzimisce metamorphoses into something less like a vampire and more like a guardian spirit; she knows most of what transpires in the realm and gains a measure of control over the land itself.

System: Once acquired, this power is always on. The Tzimisce picks a "fiefdom" on which the power centers (this should always include the dom, and the area should be relatively small - no more than a 10-mile radius). Within this area, the Tzimisce is lord and master. All difficulties of Dominate, Presence, Animalism and Koldunic Sorcery powers used by the Tzimisce against natives of the fiefdom are reduced by one; the Fiend may control weather and climatic effects in the realm (Intelligence + Hearth Wisdom, difficulty 6 to 10 depending on what the vampire wants to do); the vampire may subtly shift landmarks, causing a traveler to become lost, stumble into a pit, overlook a haven, etc. (again, difficulty 6 to 10, depending on what the vampire wants to accomplish); and she may pinpoint intruders' locations within the fiefdom (generally, difficulty 7).

This power has a drawback: The Tzimisce is effectively "bound" to the fiefdom: she will never leave it willingly, and if forced out, she will suffer as though she were cut off from her special soil. If she drops to below one die in all Dice Pools, she withers and dies.