Difference between revisions of "Lore of the Flesh"

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;[[Lore of the Host]]
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;[[Rabisu Lores]]
 
'''Description:''' The Lore of the Flesh is the Lore that allows the Divine to reshape their own fleshly bodies, or to do so with others. It differs from the Lore of Transfiguration in that it alters the body's chemistry and functions instead of its appearance only. It is similar to the Discipline of Vicissitude, but usually aims at physiologically possible creations.
 
'''Description:''' The Lore of the Flesh is the Lore that allows the Divine to reshape their own fleshly bodies, or to do so with others. It differs from the Lore of Transfiguration in that it alters the body's chemistry and functions instead of its appearance only. It is similar to the Discipline of Vicissitude, but usually aims at physiologically possible creations.
  
 
The Lore of the Flesh is close to the Lore of the Beast in its 5-dot effect, but unlike Lore of the Beast, it can affect humans.
 
The Lore of the Flesh is close to the Lore of the Beast in its 5-dot effect, but unlike Lore of the Beast, it can affect humans.
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'''Description:'''
 
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:<span style="font-size:large">●</span> '''WILDERNESS SENSE'''
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:<span style="font-size:large">●</span> '''BODY CONTROL'''
The Devourer gains an immediate sense of the surrounding area, building a map in her mind of the region's natural features, the plants and animals that inhabit the place, as well as the location of any interlopers that the local fauna consider a threat.
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This evocation allows the Devourer to alter the body chemistry of her host body and others. She can purge poisons (both natural and manmade) and increase or reduce metabolism.
  
'''System:''' Roll Perception + Survival. Demons in the area can attempt to avoid detection through a resisted Willpower roll (difficulty 7). If your roll succeeds, your character gets a detailed mental map of her surroundings to which she can refer as needed, along with the approximate locations of nearby animals and people. Although this evocation works best in wilderness areas, it can also be used in urban settings at a difficulty of 8. Your Devourer can gain insight into a given area within a radius of miles equal to her Faith score. The effects of the evocation last for the duration of the scene.
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'''System:''' Roll Intelligence + Medicine. The difficulty depends on the complexity of the metabolic change. Purging the body of fatigue poisons is difficulty 6. Forcing alcohol out of a person's system is 7 or greater, depending on the level of intoxication. Putting the body into a deathlike coma is difficulty 9 or more. To perform this evocation on another, the demon must be able to make physical contact, and the individual can attempt to counteract the effort with a successful resisted roll using the victim's Willpower ( difficulty 8 ). The effects of this evocation last for the duration of the scene, after which poisons removed or normal metabolism takes effect again, This evocation can alleviate one instance of poisoning altogether if a temporary Willpower point is spent.
  
'''Torment:''' Monstrous demons who perform this evocation transmit their murderous nature to the surrounding area, causing the flora and fauna to react inimically to human trespassers. Any animals in the area react aggressively to trespassers, attacking them if they are able. Athletics or Survival rolls must be made for intruders to avoid harm or to escape attack, using the Devourer's Torment score as the difficulty.
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'''Torment:''' Monstrous demons use a brute-force approach when performing this evocation, putting a terrible strain on a subject. After rolling, total successes are compared to the subject's Stamina. Successes that exceed the target's Stamina are suffered as bashing damage, which may not be soaked.
 
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:<span style="font-size:large">●●</span> '''QUICKEN GROWTH'''
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:<span style="font-size:large">●●</span> '''MANIPULATE NERVES'''
The Devourer can fuel rapid and unchecked growth in the local plant life. Trees shoot skyward, vines swell, fissures spread through any object to which they are rooted and briars envelop their surroundings.
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Like Body Control, this evocation allows the demon to manipulate a subject's nervous system. Strength and reflexes can be enhanced, senses can be dulled or sharpened, or the person can be subjected to waves of intense pleasure or pain.
  
'''System:''' Roll Stamina + Survival. The Devourer focuses on a specific plant and causes it to increase in size by a number of cubic yards equal to the successes you rolled, all within the space of a single turn. Vines or roots inflict a like number of damage points to physical structures with which they are in contact (consider each success a Strength point and compare the results to the Feats of Strength chart. Objects caught within the growth radius are swallowed up. The plant remains overgrown and causes damage for a number of turns equal to the successes you rolled.
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'''System:''' Roll Intelligence + Medicine. The difficulty is determined by the complexity of the intended effect. Reducing the effects of pain is difficulty 6, while increasing the speed of a person's reflexes (increasing his Dexterity) is 7 or 8. Sharpening a person's senses (or dulling them) might require a difficulty of 9 or more.
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Each success increases or decreases a relevant physical trait or wound penalty by one, as appropriate for the effort. The effects of this evocation last for the duration of the scene. To perform this evocation on another individual, the demon must be able to make physical contact, and a resisted Willpower ( difficulty 8 ) can be made to counteract your character's effort.
  
'''Torment:''' Monstrous demons cause a plant to grow and entwine any living beings within reach, strangling or ripping them apart. For every living being within the plant's growth area, roll a number of dice equal to your Devourer's Willpower.
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'''Torment:''' A monstrous demon risks inflicting severe physical damage to a subject by crudely manipulating the victim's nervous system. After rolling, the total successes are compared to the subject's Stamina. Successes that exceed the target's Stamina are suffered as lethal damage.
Treat this as a grapple attempt, which victims can attempt to parry or dodge as normal. If the attack is successful, roll a number of damage dice equal to the Devourer's Torment. Each success inflicts a level of lethal damage.
 
 
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:<span style="font-size:large">●●●</span> '''COMMAND THE WILD'''
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:<span style="font-size:large">●●●</span> '''MANIPULATE FLESH'''
The Devourer can direct the rapid growth of local plants by force of will, affecting the environment in specific ways according to the demon's plan.
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This evocation allows the demon to manipulate a subject's physical form (be it her own or another's), adding muscle mass, increasing bone density or expanding mental faculties.
  
'''System:''' Roll Intelligence + Survival. Your character can affect a number of plants equal to her Faith score. Each plant grows a number of cubic yards equal to the successes you rolled, and expands in the direction and configuration specified by your character. If plant growth is directed at a specific structure, take the number of successes rolled and compare them to the Feats of Strength chart to determine the damage inflicted on objects.
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'''System:''' Roll Intelligence + Medicine. Each success is a point that can be added to any of the subject's Physical or Mental Attributes, There is a risk, however. Compare the total number of successes to the subject's Stamina. Any excess successes are suffered as bashing damage due to system shock. This damage cannot be soaked. To perform this evocation on another individual , the demon must be able to make physical contact, and the individual can attempt to counteract its effects — the Storyteller makes a Willpower roll ( difficulty 8 ).
  
'''Torment:''' In addition to directing their growth, monstrous demons cause the affected plants to become inimical to flesh and blood, sprouting needle-like thorns and poisonous sap. The exact manifestation is determined by the Storyteller, but a successful Dexterity + Athletics (or Survival) roll must be made for anyone attempting to move through the area, lest they suffer a number of dice of lethal damage equal to the demon's Torment.
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'''Torment:''' Monstrous demons alter flesh and bone without regard for their subjects' frailty. If performed on another, a Willpower roll is made for the subject, with a difficulty equal to the demon's Torment. If the roll fails, the subject suffers a temporary derangement that makes him uncontrollably paranoid and prone to violence. If the roll is botched, the derangement is permanent.
 
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:<span style="font-size:large">●●●●</span> '''POSSESS PLANT'''
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:<span style="font-size:large">●●●●</span> '''RESTORE FLESH'''
The demon can take over the living essence of one or more plants, making them extensions of his will. The plants move with supernatural speed and strength, performing any action the Devourer desires.
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The demon is capable of restoring an animal or person's body to its original form, no matter how torn or mutilated it has become.
  
'''System:''' Spend one Faith point and roll Stamina + Survival. The Devourer can control a number of plants equal to the successes rolled. Plants affected by this evocation must remain rooted in place, but they can perform any other action within the limits of their physical composition and size. A rose bush can entangle a victim, or ivy can pull apart the wall to which it's anchored. The effects of the evocation last for the duration of the scene. Consider the plants to have a Strength score equal to your demon's Willpower and refer to the Feats of Strength chart to determine the damage the plants can do to items. That same number of dice is used to make attack and damage rolls when the plants attack living targets, doing bashing damage.
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'''System:''' Spend one Faith point and roll Perception + Medicine. Each success heals one level of lethal damage or all levels of bashing damage that the subject has suffered. Lost limbs or organs are restored completely, and any illness or poisons are purged from the body. Aggravated damage cannot be healed with this evocation, nor can the power resurrect someone who is already dead. The Devourer must be able to touch the subject to perform this evocation.
  
'''Torment:''' Monstrous Devourers spread the taint of their Torment through any plants they control, destroying them from within and reducing them to lifeless husks within minutes. Each possessed plant suffers one health level of damage per turn that cannot be soaked. As a rule of thumb, assume that a given plant has one "health level" per cubic foot of volume. When all the plant's health levels have been consumed, the plant dies.
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'''Torment:''' Monstrous demons are capable of performing this evocation as well, but their ministrations are invariably tainted by hatred and pain. The Storyteller makes a resisted Willpower roll (difficulty 7) for the subject. If successful, the subject gains a temporary derangement. If the roll fails, the derangement is permanent.
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If the roll botches, the subject becomes a mindless, psychotic killing machine.
 
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:<span style="font-size:large">●●●●●</span> '''MUTATE PLANT'''
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:<span style="font-size:large">●●●●●</span> '''SHAPE FLESH'''
The Devourer can manipulate a plant's composition and form at will, creating new, specialized breeds according to her desires.
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The demon is capable of transforming human flesh into any shape desired. Mortals or fallen can become monstrous creatures straight out of legend.
  
'''System:''' Spend one Faith point and roll Intelligence + Survival. Your character can alter or add a new plant characteristic per success rolled. Alterations include increased metabolism (heightened speed of growth), thick bark or tough skin and thorns. These successes can be generated as part of an extended roll over a period of days (one roll per day), as the demon "tinkers" with her creation.
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'''System:''' Spend one Faith point and roll Dexterity + Medicine in a resisted roll against the target's Willpower (difficulty 7). The player decides the form she wishes to create, along with its relevant physical capabilities, and the Storyteller determines the number of successes necessary to make the form a reality.
The effects of the evocation persist for a number of days equal to your character's Faith score, or they can be made permanent by expending one temporary Willpower point.
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These successes can be generated as part of an extended roll over a period of days (one roll per day) as the demon "tinkers" with her creation. As a rule of thumb, assume that each success confers or removes one Physical Attribute point or physical feature. The effects of this evocation last for a number of days equal to the character's Faith score, or they can be made permanent by expending one temporary Willpower point. Devourers can use this evocation on themselves or others, as long as they can touch a subject.
  
'''Torment:''' Monstrous demons who use this evocation create plant life with a taste for blood. Make a Willpower roll with the difficulty equal to your character's Torment. If the roll fails, the plant's metabolism mutates spontaneously, developing natural weapons that allow it to kill and feed on living beings — including the demon herself. The plant's attack and damage dice pools equal your character's Torment, and damage is lethal.
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'''Torment:''' Monstrous demons' alterations are invariably warped by their Torment, creating grotesque deformities that transform victims into walking nightmares.
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Such a hideous metamorphosis causes the victim to gain a temporary derangement and to suffer a level of lethal damage each day as a result of the intolerable strain placed on his body. Mortals who witness these creatures suffer the effects of Revelation.
 
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=== NINURTU, THE VISAGE OF THE WILD ===
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=== ARURU, THE VISAGE OF FLESH ===
The angels of the wilderness manifest as an amalgam of the flora they command and the fauna that thrive beneath their aegis. Their skin is commonly covered by a fine pelt similar to a deer's, and they often possess hooves instead of feet. Their bodies are powerfully muscled, and their eyes change colors like the seasons, ranging from pale gray to deep summer green.
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The angels of the flesh, who can alter their forms more completely than even the Defilers, manifest themselves as idealized versions of their own mortal forms.
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Their power exalts the mortal shells that they inhabit, removing any blemishes or deformities and refining their original features to perfection. In a way, this makes their appearance just as alien and wondrous as the shimmering apparitions of their Celestial kin.
  
The Visage of the Wild confers the following special capabilities:
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The Visage of Flesh confers the following special capabilities:
  
• '''Enhanced Senses:''' The character's five senses are heightened to superhuman levels, lowering the difficulties of Perception rolls by two.
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• '''Enhanced Social Traits:''' The refinement of the character's features, mannerisms and voice provides the following bonus traits: +1 Charisma, +1 Manipulation, +2 Appearance.
  
• '''Chameleon Skin:''' The demon's skin allows it to blend with its surroundings. The difficulties of all Stealth rolls decrease by one if the demon is on the move; two if it's standing still.
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• '''Immune to Poisons:''' The character is immune to damage or impairment from any toxins, including alcohol and nicotine.
  
• '''Pass Without Trace:''' The difficulties of the character's Stealth rolls decrease 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 Initiative:''' Add two to the character's initiative.
  
• '''Extra Health Levels:''' The character's vitality provides three extra Bruised health levels for the purposes of absorbing damage.
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• '''Casts No Reflection:''' The demon's image does not appear in a mirror, nor can it be captured in a photograph or by a video camera.
 
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'''Torment:''' Monstrous Ninurtu are darker of hue, and their eyes take on the color of the silver moon. They swell in size, and their appearance exudes the kind of forbidding menace of the deep forests or the high mountains.
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'''Torment:''' High-Torment Aruru bear little resemblance to human beings, their original shape being lost in a swollen mountain of undulating flesh. Muscle, bone and organs roil and shift from moment to moment without the demon's conscious control.
 
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The Visage of the Wild confers the following high-Torment special capabilities:
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The Visage of Flesh confers the following high-Torment special capabilities:
  
• '''Thorns:''' The demon's shoulders, chest and arms are covered with needle-sharp, black thorns that inflict one level of aggravated damage to any attacker who successfully strikes or grapples the demon in unarmed combat.
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• '''Extra Health Levels:''' The demon gains three extra Bruised health levels for the purposes of absorbing damage.
  
• '''Increased Size:''' The character's body grows to a third again its own height, adding the following bonus traits: +1 Strength, +2 Dexterity, +1 Stamina.
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• '''Armor:''' The demon's undulating mass of gristle and flesh provides four levels of armor for the purposes of soaking bashing, lethal and aggravated damage.
  
• '''Extra Limbs:''' The demon grows a prehensile tail. A prehensile tail is half your character's height, uses only half his Strength (rounded down) to lift objects and allows him to hang suspended.
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• '''Gaping Maw:''' The demon can chew and digest almost anything — metal, stone or flesh. The difficulty of bite attacks decrease by two, and a bite itself inflicts Strength +4 aggravated damage.
  
• '''Venom:''' The demon's saliva contains an intoxicating form of venom that affects a victim's will. If a victim is exposed to the demon's saliva (through an open wound, a kiss), she loses one Willpower point per point of the demon's Torment unless a successful Stamina roll is made (difficulty 7). If the victim loses all of her Willpower in this fashion, she falls into a death-like coma. The effects of the venom last for a number of days equal to the character's Torment.   
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• '''Regeneration:''' The demon regenerates one health level of bashing or lethal damage per turn, automatically as a reflexive action.   
 
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Latest revision as of 21:12, 17 April 2021

Rabisu Lores

Description: The Lore of the Flesh is the Lore that allows the Divine to reshape their own fleshly bodies, or to do so with others. It differs from the Lore of Transfiguration in that it alters the body's chemistry and functions instead of its appearance only. It is similar to the Discipline of Vicissitude, but usually aims at physiologically possible creations.

The Lore of the Flesh is close to the Lore of the Beast in its 5-dot effect, but unlike Lore of the Beast, it can affect humans. Description:

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BODY CONTROL

This evocation allows the Devourer to alter the body chemistry of her host body and others. She can purge poisons (both natural and manmade) and increase or reduce metabolism.

System: Roll Intelligence + Medicine. The difficulty depends on the complexity of the metabolic change. Purging the body of fatigue poisons is difficulty 6. Forcing alcohol out of a person's system is 7 or greater, depending on the level of intoxication. Putting the body into a deathlike coma is difficulty 9 or more. To perform this evocation on another, the demon must be able to make physical contact, and the individual can attempt to counteract the effort with a successful resisted roll using the victim's Willpower ( difficulty 8 ). The effects of this evocation last for the duration of the scene, after which poisons removed or normal metabolism takes effect again, This evocation can alleviate one instance of poisoning altogether if a temporary Willpower point is spent.

Torment: Monstrous demons use a brute-force approach when performing this evocation, putting a terrible strain on a subject. After rolling, total successes are compared to the subject's Stamina. Successes that exceed the target's Stamina are suffered as bashing damage, which may not be soaked.

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●● MANIPULATE NERVES

Like Body Control, this evocation allows the demon to manipulate a subject's nervous system. Strength and reflexes can be enhanced, senses can be dulled or sharpened, or the person can be subjected to waves of intense pleasure or pain.

System: Roll Intelligence + Medicine. The difficulty is determined by the complexity of the intended effect. Reducing the effects of pain is difficulty 6, while increasing the speed of a person's reflexes (increasing his Dexterity) is 7 or 8. Sharpening a person's senses (or dulling them) might require a difficulty of 9 or more. Each success increases or decreases a relevant physical trait or wound penalty by one, as appropriate for the effort. The effects of this evocation last for the duration of the scene. To perform this evocation on another individual, the demon must be able to make physical contact, and a resisted Willpower ( difficulty 8 ) can be made to counteract your character's effort.

Torment: A monstrous demon risks inflicting severe physical damage to a subject by crudely manipulating the victim's nervous system. After rolling, the total successes are compared to the subject's Stamina. Successes that exceed the target's Stamina are suffered as lethal damage.

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●●● MANIPULATE FLESH

This evocation allows the demon to manipulate a subject's physical form (be it her own or another's), adding muscle mass, increasing bone density or expanding mental faculties.

System: Roll Intelligence + Medicine. Each success is a point that can be added to any of the subject's Physical or Mental Attributes, There is a risk, however. Compare the total number of successes to the subject's Stamina. Any excess successes are suffered as bashing damage due to system shock. This damage cannot be soaked. To perform this evocation on another individual , the demon must be able to make physical contact, and the individual can attempt to counteract its effects — the Storyteller makes a Willpower roll ( difficulty 8 ).

Torment: Monstrous demons alter flesh and bone without regard for their subjects' frailty. If performed on another, a Willpower roll is made for the subject, with a difficulty equal to the demon's Torment. If the roll fails, the subject suffers a temporary derangement that makes him uncontrollably paranoid and prone to violence. If the roll is botched, the derangement is permanent.

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●●●● RESTORE FLESH

The demon is capable of restoring an animal or person's body to its original form, no matter how torn or mutilated it has become.

System: Spend one Faith point and roll Perception + Medicine. Each success heals one level of lethal damage or all levels of bashing damage that the subject has suffered. Lost limbs or organs are restored completely, and any illness or poisons are purged from the body. Aggravated damage cannot be healed with this evocation, nor can the power resurrect someone who is already dead. The Devourer must be able to touch the subject to perform this evocation.

Torment: Monstrous demons are capable of performing this evocation as well, but their ministrations are invariably tainted by hatred and pain. The Storyteller makes a resisted Willpower roll (difficulty 7) for the subject. If successful, the subject gains a temporary derangement. If the roll fails, the derangement is permanent. If the roll botches, the subject becomes a mindless, psychotic killing machine.

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●●●●● SHAPE FLESH

The demon is capable of transforming human flesh into any shape desired. Mortals or fallen can become monstrous creatures straight out of legend.

System: Spend one Faith point and roll Dexterity + Medicine in a resisted roll against the target's Willpower (difficulty 7). The player decides the form she wishes to create, along with its relevant physical capabilities, and the Storyteller determines the number of successes necessary to make the form a reality. These successes can be generated as part of an extended roll over a period of days (one roll per day) as the demon "tinkers" with her creation. As a rule of thumb, assume that each success confers or removes one Physical Attribute point or physical feature. The effects of this evocation last for a number of days equal to the character's Faith score, or they can be made permanent by expending one temporary Willpower point. Devourers can use this evocation on themselves or others, as long as they can touch a subject.

Torment: Monstrous demons' alterations are invariably warped by their Torment, creating grotesque deformities that transform victims into walking nightmares. Such a hideous metamorphosis causes the victim to gain a temporary derangement and to suffer a level of lethal damage each day as a result of the intolerable strain placed on his body. Mortals who witness these creatures suffer the effects of Revelation.

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ARURU, THE VISAGE OF FLESH

The angels of the flesh, who can alter their forms more completely than even the Defilers, manifest themselves as idealized versions of their own mortal forms. Their power exalts the mortal shells that they inhabit, removing any blemishes or deformities and refining their original features to perfection. In a way, this makes their appearance just as alien and wondrous as the shimmering apparitions of their Celestial kin.

The Visage of Flesh confers the following special capabilities:

Enhanced Social Traits: The refinement of the character's features, mannerisms and voice provides the following bonus traits: +1 Charisma, +1 Manipulation, +2 Appearance.

Immune to Poisons: The character is immune to damage or impairment from any toxins, including alcohol and nicotine.

Improved Initiative: Add two to the character's initiative.

Casts No Reflection: The demon's image does not appear in a mirror, nor can it be captured in a photograph or by a video camera.

Torment: High-Torment Aruru bear little resemblance to human beings, their original shape being lost in a swollen mountain of undulating flesh. Muscle, bone and organs roil and shift from moment to moment without the demon's conscious control.

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

Extra Health Levels: The demon gains three extra Bruised health levels for the purposes of absorbing damage.

Armor: The demon's undulating mass of gristle and flesh provides four levels of armor for the purposes of soaking bashing, lethal and aggravated damage.

Gaping Maw: The demon can chew and digest almost anything — metal, stone or flesh. The difficulty of bite attacks decrease by two, and a bite itself inflicts Strength +4 aggravated damage.

Regeneration: The demon regenerates one health level of bashing or lethal damage per turn, automatically as a reflexive action.