Difference between revisions of "Wyrd (Chelsea's)"

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Latest revision as of 19:10, 3 January 2014

Created by Chelsea, under Mac as Storyteller

Write-up NOT YET FINISHED


Rank 1: See the Dreaming

The caster may attune with faeries and things faerie, allowing him or her to see evidence of recent fae activity, in addition to the true selves of changelings.

System -- Spend a Blood Point, roll Willpower, difficulty 5 (4 for natural casters). Successes allow the caster to view fae seemings, chimera, and other evidences of fae magic present in the 'real world.' Duration of this ability varies according to successes rolled, as below:

  • 1 success = 1 hour
  • 2 successes = 3 hours
  • 3 successes = 6 hours
  • 4 successes = 12 hours
  • 5 successes = 1 day


Rank 2: Touch the Dreaming

The caster may now reach across to interact with the Dreaming and its denizens, while remaining in the 'real world.'

System -- Spend a Blood Point, roll Willpower, difficulty 6 (5 for natural casters). Duration varies according to successes rolled, as below:

  • 1 success = 1 hour
  • 2 successes = 3 hours
  • 3 successes = 6 hours
  • 4 successes = 12 hours
  • 5 successes = 1 day


Rank 3: Enchant the Dreamer

The caster may apply the powers of See the Dreaming and/or Touch the Dreaming to another.

System -- Spend a Blood Point, roll Willpower, difficulty 7 (6 for natural casters). Only one Blood Point and Willpower roll is necessary per target, regardless of whether they are to be endowed with only one power or with both. Duration of the granted ability varies according to successes rolled, as below:

  • 1 success = 1 hour
  • 2 successes = 3 hours
  • 3 successes = 6 hours
  • 4 successes = 12 hours
  • 5 successes = 1 day


Rank 4: Enter the Dreaming

The caster may fully enter the Dreaming, and may also allow (or force) others to do so.

System -- Spend a Blood Point, roll Willpower, difficulty 8 (7 for natural casters). For the caster and any willing targets affected, this power has no set duration; they simply cross into the Dreaming, and remain there until they choose to cross back (no roll required). Unwilling targets may roll Willpower (automatic, no action required) to resist being forced across. If the target meets or exceeds the thaumaturge's successes, they remain completely unaffected. If, however, the thaumaturge's successes on the power's activation exceed those of the target, the target is forced into the Dreaming where they remain for a short time until being forced back across, as determined by the amount of successes the thaumaturge achieved over the target's:

  • 1 success = 1 turn
  • 2 successes = 2 turns
  • 3 successes = 4 turns
  • 4 successes = 8 turns
  • 5 successes = 16 turns

Note: If the caster dies while willing targets are still in the Dreaming, each affected target rolls Willpower to see how long they may remain in the Dreaming before being forced back across, per the above chart.

Rank 5: Summon the Dreaming

The caster may draw denizens of the Dreaming out into the 'real world.'

System -- Spend a Blood Point, roll Willpower, difficulty 9 (8 for natural casters). Each use of this power may target only one chimerical creature or object. Once brought into the 'real world,' willing subjects remain for one scene, after which they cross back into the Dreaming in their present locations. Unwilling subjects may roll Willpower (automatic, no action required) to attempt to resist the crossing. If the target meets or exceeds the thaumaturge's successes on the activation roll, they remain unaffected. If, however, the thaumaturge's successes exceed the target's, the chimera is forced into the 'real world' for a number of rounds according to the number of net successes by which the thaumaturge exceeded their Willpower roll:

  • 1 success = 1 turn
  • 2 successes = 2 turns
  • 3 successes = 4 turns
  • 4 successes = 8 turns
  • 5 successes = 16 turns