Difference between revisions of "Path of Ruin"
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− | '''Aura of | + | '''Aura of Entropy - Level 3'''<br> |
− | + | The vampire can strengthen the forces of entropy around himself to the point where it can serve several functions. It can gnarl wood, rust metal, erode plastic, glass and dead organic material. This power has a range of one foot from the vampire’s body, but all those in the presence of the vampire can feel the raw forces of entropy at work and the vampire as its source. | |
+ | |||
+ | '''System:''' For the necromancer to wield entropy properly he must first expend a point of blood and then role Manipulation + Occult vs. a variable difficulty based on the substance to be decayed. A botch on this role causes the forces of entropy to run wild about the necromancer’s person, ravaging his personal possessions and anything else that may be close to him for a time period equivalent to that found upon the success chart in botches. Dead organic material would have a standard difficulty of three (3). While, stone or refined metal are likely to be ten (10). The | ||
+ | Number of successes determines how quickly the material decays. Note that since this power requires the expenditure of a Blood Point, a necromancer cannot cause an Aura of Decay while staked. | ||
+ | |||
+ | * -- One Success = One Day | ||
+ | * -- Two Successes = Twelve Hours | ||
+ | * -- Three Successes = Six Hours | ||
+ | * -- Four Successes = One Hour | ||
+ | * -- Five Successes = Instantaneously | ||
+ | |||
+ | |||
Revision as of 09:50, 8 June 2015
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
Aura of Entropy - Level 3
The vampire can strengthen the forces of entropy around himself to the point where it can serve several functions. It can gnarl wood, rust metal, erode plastic, glass and dead organic material. This power has a range of one foot from the vampire’s body, but all those in the presence of the vampire can feel the raw forces of entropy at work and the vampire as its source.
System: For the necromancer to wield entropy properly he must first expend a point of blood and then role Manipulation + Occult vs. a variable difficulty based on the substance to be decayed. A botch on this role causes the forces of entropy to run wild about the necromancer’s person, ravaging his personal possessions and anything else that may be close to him for a time period equivalent to that found upon the success chart in botches. Dead organic material would have a standard difficulty of three (3). While, stone or refined metal are likely to be ten (10). The Number of successes determines how quickly the material decays. Note that since this power requires the expenditure of a Blood Point, a necromancer cannot cause an Aura of Decay while staked.
- -- One Success = One Day
- -- Two Successes = Twelve Hours
- -- Three Successes = Six Hours
- -- Four Successes = One Hour
- -- Five Successes = Instantaneously
The Dark Touch - Level 4
The vampire can direct destructive energies toward living, undead, and dead (wraith) opponents. The vampire causes them to suffer terrible pain and to begin decomposing. The nature of the effects varies. The vampire must be within 10 feet of the victim and must reach her hand out toward him.
System: Roll Charisma + Occult (difficulty equals victim's Stamina + 3). The victim suffers 2 levels of damage per success.
- Level 5