Difference between revisions of "Lore of Awakening"

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:<span style="font-size:large">●</span> '''FIND THE FAITHFUL'''
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This evocation allows a Scourge to locate specific individuals, mortal or demon, by homing in on their store of Faith.
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'''System:''' Roll Perception + Awareness. The difficulty depends on how much information your character has concerning the subject. If she has the subject's mundane name, the difficulty is 8, If the subject is a demon and the character knows the subject's Celestial Name, the difficulty is 7. If she knows the demon's True Name the difficulty is 6. The Scourge can detect and home in on an individual up to a number of miles away equal to her permanent Faith score. Demons being actively sought in this manner can use their supernatural awareness to detect the search as a reflexive action (see the section on inherent powers for details). If a demon detects the search, he may avoid detection with a Willpower roll ( difficulty 8 ). If he gets more successes than the Scourge, he evades the search.
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'''Torment:''' Monstrous demons can detect only sources of spiritual decay or corruption. They may use this evocation to seek out individuals whose Faith or Willpower has been reduced to zero.
 
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:<span style="font-size:large">●●</span> '''CLEANSE'''
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Scourges use this evocation to purify a living being, be it plant, animal or human. By focusing their Faith on a target, any poisons, infections or diseased tissue are literally expelled from the body, emerging as a black, viscous fluid.
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'''System:'' Roll Stamina + Medicine. The difficulty of the roll depends on the virulence and scope of the disease or poison. Cleansing a body of the effects of alcohol is difficulty 6, while a virulent disease such as tuberculosis or cancer is difficulty 8 or higher. The process is all or nothing. The evocation overcomes the illness or it doesn't, and only one attempt may be made by a single demon on a single subject for a specific instance of an ailment or poison, A Scourge must be able to touch her target in order to perform this evocation.
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'''Torment:''' Monstrous Scourges use this evocation to spread sickness and corruption. Each success generated by a Faith roll inflicts one level of bashing damage to a living victim. What's more, the victim suffers an additional level of bashing damage and loses one temporary Willpower point each day thereafter as the corruption spreads through the victim's system. The sickness cannot be cured with medical attention. It continues to affect the victim for a number of days equal to the Scourge's Faith score.
 
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:<span style="font-size:large">●●●</span>  
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:<span style="font-size:large">●●●</span> '''HEAL'''
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This evocation allows the Scourge to heal even the worst injuries of demon and mortal alike.
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'''System:''' Roll Stamina + Medicine. The Scourge can heal all of a target's bashing damage or one health level of lethal or aggravated damage per success. The character must be able to touch her target to perform this evocation.
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'''Torment:''' Monstrous Scourges use this evocation to poison a victim's body. Each success lowers a target's Stamina temporarily. If the target loses all of her Stamina, she falls into a coma and suffers one health level of aggravated damage (or lethal damage if a victim is not subject to aggravated damage) per hour per success remaining unless she receives medical attention immediately. Stamina is lost for a number of days equal to the demon's Faith score.
 
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:<span style="font-size:large">●●●●</span>  
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:<span style="font-size:large">●●●●</span> '''ANIMATE'''
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This powerful evocation allows a Scourge to infuse non-living objects with the breath of God, giving them a form of rudimentary life.
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'''System:''' Spend one Faith point and roll Intelligence + Crafts. The total number of successes achieved forms a dice pool that you roll for any actions that the animated object performs in a given turn. The object is not intelligent or self-aware, it is an extension of the demon's will. The demon may animate a number of objects equal to her permanent Faith score at one time. The effects of the evocation last for a single scene. A demon must first touch an object in order to animate it, but he can control it from a distance as long as he can see it.
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'''Torment:''' A monstrous Scourge is capable of animating an object as easily as her low-Torment peers, but the objects she touches are filled with the taint of her anger and pain. Unless she controls them with an iron will, they lash out at the nearest living things they find, friend or foe.
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Make a Willpower roll for each object per turn. The difficulty of the roll is equal to your demon's Torment. If a roll fails, your demon loses control of that object for the duration of the turn and it goes berserk, attacking the nearest living being it can reach. If the demon is content to allow an object to run amok, no roll is needed.
 
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:<span style="font-size:large">●●●●●</span>  
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:<span style="font-size:large">●●●●●</span> '''RESTORE LIFE'''
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This potent evocation allows a Scourge to breathe life into the bodies of the dead, restoring their vitality if not their souls. Unless a soul is available to be connected to the body, the result is a mindless zombie under the demon's complete control.
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 +
'''System:''' Spend one Faith point and roll Stamina + Medicine. The difficulty depends on how long the body has been deceased. A freshly dead corpse is difficulty 6, while one dead for several days or as long as a week might be difficulty 7 or higher. Older bodies cannot be restored. If successful, the body is returned to life, but unless the Scourge is also able to furnish the body with a soul, the result is a mindless zombie that the demon can control. Disembodied fallen may possess these animated corpses with the Scourge's permission, or they can try to wrest control from the demon with a resisted Willpower roll. The effects of this evocation last for a single scene, unless you wish to spend a temporary Willpower point to make the restoration permanent. Your demon may restore a number of bodies at any given time equal to her Faith score. Subjects must be within your character's Faith score in yards to be affected.
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'''Torment:''' A monstrous Scourge is capable of restoring life as easily as her low-Torment peers, but the bodies she raises are filled with the taint of her anger and pain. Unless she controls them with an iron will, they lash out at the nearest living things they find, friend or foe. Make a Willpower roll for each raised body per turn.
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The difficulty is equal to your demon's Torment. If a roll fails, the demon loses control for the duration of the turn, and the body goes berserk, attacking the nearest living being it can reach. If your character is content to allow the body to run amok, no roll is needed.
 
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=== '''DAGAN, THE VISAGE OF AWAKENINGS''' ===
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The apocalyptic form of the masters of animation infuses the angel's mortal body with the blush of youth and vibrant health — even the oldest mortal vessel appears to be in the prime of life and moves with inhuman grace, speed and strength. This aura of life and vitality radiates as a palpable sense of warmth, like a beam of sunlight, and every living being touched is temporarily suffused with its power. Wilted flowers return to full bloom, the injured gain strength and the old forget their afflictions.
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The Visage of Awakenings confers the following special capabilities:
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• '''Aura of Vitality:''' Living beings (plant or animal) within a number of yards equal to your character's Faith are infused with restorative energy. Individuals within this area heal any bashing damage at the rate of one health level per turn.
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• '''Pass Without Trace:''' The difficulty of the character's Stealth rolls decreases by two, and her passage does not disturb the surrounding environment in any way. She leaves no footprints and disturbs no foliage.
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• '''Improved Physical Capabilities:''' The fallen gains the following bonus traits: +1 Strength, +1 Dexterity, + 1 Stamina.
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• '''Wings:''' A pair of owl's wings extends from the character's shoulders. At full extension, each wing is a third again as long as the character is rail. The character can glide up to three times her running speed per turn.
 
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'''Torment:''' As the Dagan become consumed by their demonic nature, their command of life and vitality turns in upon itself, transforming their mortal bodies into a breeding ground for disease and cancerous tumors. They are covered with misshapen growths and weeping sores, and their flesh is damp and spongy to the touch.
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The Visage of Awakenings confers the following high-Torment special capabilities:
  
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• '''Miasma:''' The demon's breath reeks of gangrenous rot that can have a debilitating effect on her foes in close quarters. The demon can affect victims up to a distance in feet equal to her Faith score. Mortals and demons caught in the path of her exhalation forfeit their actions for the turn unless a successful Stamina roll is made (difficulty 7). If a roll botches, a victim is also infected by a virus or disease at the Storyteller's discretion.
  
* Find the Faithful: The Fallen may locate an individual by their unique Faith if they know their name and are within a few miles of their target. High-Torment: The Divine may only locate individuals without Faith or Willpower.  
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• '''Extra Health Levels:''' The demon gains three extra Bruised health levels for the purposes of sustaining bashing, lethal and aggravated damage.
  
** Cleanse: The Divine purify their target of all toxins and disease. High-Torment: The Asharu spread a supernatural disease that weakens their targets and leave them listless.  
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• '''Viscous Flesh:''' The diseased flesh of the Dagan sloughs away when pinned or trapped, leaving a would-be assailant covered in rotting flesh. The difficulty of grappling the demon increases by two, and the character can escape from bonds such as ropes or handcuffs with a successful Dexterity roll.
  
*** Heal: The Divine restore a body to full health, and may even heal aggravated damage with a touch. High-Torment: The evocation's target is poisoned, and is likely to die in a matter of hours.  
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• '''Extra Limbs:''' The demon grows a second set of arms or a prehensile tail, at the player's discretion. Extra arms allow a character to parry or block hand-to-hand or melee attacks without sacrificing her own attack, or make up to two additional attacks of her own per turn (all which are considered multiple actions). A prehensile tail is half the character's height, uses only half the character's Strength (rounding down) to lift objects and allows the character to hang suspended.
 
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**** Animate: The Divine temporarily grant life to an inanimate object, and may direct the object's actions as long as they can see it. High-Torment: The animated objects become rabid, and will attack any living creature they can reach if the Divine can't or doesn't control them.  
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***** Life: The Divine may restore life to a recently deceased body, and they might even restore a soul to that body. High-Torment: the reanimated bodies become rabid, and will attack anybody they can reach unless the Divine controls them.
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Revision as of 13:57, 12 April 2021

Lore of the Host

Description:

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FIND THE FAITHFUL

This evocation allows a Scourge to locate specific individuals, mortal or demon, by homing in on their store of Faith.

System: Roll Perception + Awareness. The difficulty depends on how much information your character has concerning the subject. If she has the subject's mundane name, the difficulty is 8, If the subject is a demon and the character knows the subject's Celestial Name, the difficulty is 7. If she knows the demon's True Name the difficulty is 6. The Scourge can detect and home in on an individual up to a number of miles away equal to her permanent Faith score. Demons being actively sought in this manner can use their supernatural awareness to detect the search as a reflexive action (see the section on inherent powers for details). If a demon detects the search, he may avoid detection with a Willpower roll ( difficulty 8 ). If he gets more successes than the Scourge, he evades the search.

Torment: Monstrous demons can detect only sources of spiritual decay or corruption. They may use this evocation to seek out individuals whose Faith or Willpower has been reduced to zero.

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●● CLEANSE

Scourges use this evocation to purify a living being, be it plant, animal or human. By focusing their Faith on a target, any poisons, infections or diseased tissue are literally expelled from the body, emerging as a black, viscous fluid.

'System: Roll Stamina + Medicine. The difficulty of the roll depends on the virulence and scope of the disease or poison. Cleansing a body of the effects of alcohol is difficulty 6, while a virulent disease such as tuberculosis or cancer is difficulty 8 or higher. The process is all or nothing. The evocation overcomes the illness or it doesn't, and only one attempt may be made by a single demon on a single subject for a specific instance of an ailment or poison, A Scourge must be able to touch her target in order to perform this evocation.

Torment: Monstrous Scourges use this evocation to spread sickness and corruption. Each success generated by a Faith roll inflicts one level of bashing damage to a living victim. What's more, the victim suffers an additional level of bashing damage and loses one temporary Willpower point each day thereafter as the corruption spreads through the victim's system. The sickness cannot be cured with medical attention. It continues to affect the victim for a number of days equal to the Scourge's Faith score.

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●●● HEAL

This evocation allows the Scourge to heal even the worst injuries of demon and mortal alike.

System: Roll Stamina + Medicine. The Scourge can heal all of a target's bashing damage or one health level of lethal or aggravated damage per success. The character must be able to touch her target to perform this evocation.

Torment: Monstrous Scourges use this evocation to poison a victim's body. Each success lowers a target's Stamina temporarily. If the target loses all of her Stamina, she falls into a coma and suffers one health level of aggravated damage (or lethal damage if a victim is not subject to aggravated damage) per hour per success remaining unless she receives medical attention immediately. Stamina is lost for a number of days equal to the demon's Faith score.

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●●●● ANIMATE

This powerful evocation allows a Scourge to infuse non-living objects with the breath of God, giving them a form of rudimentary life.

System: Spend one Faith point and roll Intelligence + Crafts. The total number of successes achieved forms a dice pool that you roll for any actions that the animated object performs in a given turn. The object is not intelligent or self-aware, it is an extension of the demon's will. The demon may animate a number of objects equal to her permanent Faith score at one time. The effects of the evocation last for a single scene. A demon must first touch an object in order to animate it, but he can control it from a distance as long as he can see it.

Torment: A monstrous Scourge is capable of animating an object as easily as her low-Torment peers, but the objects she touches are filled with the taint of her anger and pain. Unless she controls them with an iron will, they lash out at the nearest living things they find, friend or foe. Make a Willpower roll for each object per turn. The difficulty of the roll is equal to your demon's Torment. If a roll fails, your demon loses control of that object for the duration of the turn and it goes berserk, attacking the nearest living being it can reach. If the demon is content to allow an object to run amok, no roll is needed.

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●●●●● RESTORE LIFE

This potent evocation allows a Scourge to breathe life into the bodies of the dead, restoring their vitality if not their souls. Unless a soul is available to be connected to the body, the result is a mindless zombie under the demon's complete control.

System: Spend one Faith point and roll Stamina + Medicine. The difficulty depends on how long the body has been deceased. A freshly dead corpse is difficulty 6, while one dead for several days or as long as a week might be difficulty 7 or higher. Older bodies cannot be restored. If successful, the body is returned to life, but unless the Scourge is also able to furnish the body with a soul, the result is a mindless zombie that the demon can control. Disembodied fallen may possess these animated corpses with the Scourge's permission, or they can try to wrest control from the demon with a resisted Willpower roll. The effects of this evocation last for a single scene, unless you wish to spend a temporary Willpower point to make the restoration permanent. Your demon may restore a number of bodies at any given time equal to her Faith score. Subjects must be within your character's Faith score in yards to be affected.

Torment: A monstrous Scourge is capable of restoring life as easily as her low-Torment peers, but the bodies she raises are filled with the taint of her anger and pain. Unless she controls them with an iron will, they lash out at the nearest living things they find, friend or foe. Make a Willpower roll for each raised body per turn.

The difficulty is equal to your demon's Torment. If a roll fails, the demon loses control for the duration of the turn, and the body goes berserk, attacking the nearest living being it can reach. If your character is content to allow the body to run amok, no roll is needed.

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DAGAN, THE VISAGE OF AWAKENINGS

The apocalyptic form of the masters of animation infuses the angel's mortal body with the blush of youth and vibrant health — even the oldest mortal vessel appears to be in the prime of life and moves with inhuman grace, speed and strength. This aura of life and vitality radiates as a palpable sense of warmth, like a beam of sunlight, and every living being touched is temporarily suffused with its power. Wilted flowers return to full bloom, the injured gain strength and the old forget their afflictions.

The Visage of Awakenings confers the following special capabilities:

Aura of Vitality: Living beings (plant or animal) within a number of yards equal to your character's Faith are infused with restorative energy. Individuals within this area heal any bashing damage at the rate of one health level per turn.

Pass Without Trace: The difficulty of the character's Stealth rolls decreases by two, and her passage does not disturb the surrounding environment in any way. She leaves no footprints and disturbs no foliage.

Improved Physical Capabilities: The fallen gains the following bonus traits: +1 Strength, +1 Dexterity, + 1 Stamina.

Wings: A pair of owl's wings extends from the character's shoulders. At full extension, each wing is a third again as long as the character is rail. The character can glide up to three times her running speed per turn.

Torment: As the Dagan become consumed by their demonic nature, their command of life and vitality turns in upon itself, transforming their mortal bodies into a breeding ground for disease and cancerous tumors. They are covered with misshapen growths and weeping sores, and their flesh is damp and spongy to the touch.

The Visage of Awakenings confers the following high-Torment special capabilities:

Miasma: The demon's breath reeks of gangrenous rot that can have a debilitating effect on her foes in close quarters. The demon can affect victims up to a distance in feet equal to her Faith score. Mortals and demons caught in the path of her exhalation forfeit their actions for the turn unless a successful Stamina roll is made (difficulty 7). If a roll botches, a victim is also infected by a virus or disease at the Storyteller's discretion.

Extra Health Levels: The demon gains three extra Bruised health levels for the purposes of sustaining bashing, lethal and aggravated damage.

Viscous Flesh: The diseased flesh of the Dagan sloughs away when pinned or trapped, leaving a would-be assailant covered in rotting flesh. The difficulty of grappling the demon increases by two, and the character can escape from bonds such as ropes or handcuffs with a successful Dexterity roll.

Extra Limbs: The demon grows a second set of arms or a prehensile tail, at the player's discretion. Extra arms allow a character to parry or block hand-to-hand or melee attacks without sacrificing her own attack, or make up to two additional attacks of her own per turn (all which are considered multiple actions). A prehensile tail is half the character's height, uses only half the character's Strength (rounding down) to lift objects and allows the character to hang suspended.