Difference between revisions of "Talk:Ogham"
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===Proposed Path Powers=== | ===Proposed Path Powers=== | ||
− | * -- '''Sense Lifeforce: ''' This power takes an expenditure of 1 blood point, and a roll of '''Perception'''+ '''Occult''' difficulty 8, and this allows the user to sense the positive/negative nature of all things in her nearby surroundings. For example a vampire or Nephandus would show up as a drain on the surroundings, a werewolf or mage would be brightly glowing beings. Also nodes, Caerns, and Magical objects would all show up as brightly lit objects. Even vampires hidden by Obfuscate would show up this way, as a large hole in the surrounding tapestry of life. | + | * -- '''Sense Lifeforce: ''' This power takes an expenditure of 1 blood point, and a roll of '''Perception'''+ '''Occult''' difficulty 8, and this allows the user to sense the positive/negative nature of all things in her nearby surroundings. For example a vampire or Nephandus would show up as a drain on the surroundings (or a hole in the fabric), a werewolf or mage would be brightly glowing beings (luminous and star bright). Also nodes, Caerns, and Magical objects would all show up as brightly lit objects. Even vampires hidden by Obfuscate would show up this way, as a large hole in the surrounding tapestry of life. Ghosts, Angels, or Demons would by their being outside of the energy system be invisible to this sense. |
** -- '''Protection of Gaia: '''This power uses the magic in 1 blood point to influence the nature spirits to hide the caster. Plants aid the caster by moving slightly to block others from seeing the caster, and pushing back to original position to cover signs of the casters passage through the area. Caster must roll '''Charisma'''+ '''Occult''' difficulty 7. The number of successes can be thereafter added to all stealth, subterfuge, rolls that involve the opponent looking for them. | ** -- '''Protection of Gaia: '''This power uses the magic in 1 blood point to influence the nature spirits to hide the caster. Plants aid the caster by moving slightly to block others from seeing the caster, and pushing back to original position to cover signs of the casters passage through the area. Caster must roll '''Charisma'''+ '''Occult''' difficulty 7. The number of successes can be thereafter added to all stealth, subterfuge, rolls that involve the opponent looking for them. | ||
− | *** -- '''Stir the Lesidhes Anger: '''This power will cause nearby trees and hedges to grab and slap those who are aggressive or hostile toward the Lhiannan. This power requires the expenditure of 2 blood points. Roll is '''Charisma''' + '''Occult''' difficulty 8 to turn nearby plants hostile. Every tree and plant within 100 | + | *** -- '''Stir the Lesidhes Anger: '''This power will cause nearby trees and hedges to grab and slap those who are aggressive or hostile toward the Lhiannan. This power requires the expenditure of 2 blood points. Roll is '''Charisma''' + '''Occult''' difficulty 8 to turn nearby plants hostile. Every tree and plant within 100 yards will come to the aid of the caster as they can, this zone moves with the caster for the rest of the scene. |
− | **** -- '''Aspect of the Rusalka: '''This power allows the caster to suck life force from the nearby plantlife, enabling the caster to increase stregnth, Dexterity, and Stamina by 3 | + | **** -- '''Aspect of the Rusalka: '''This power allows the caster to suck life force from the nearby plantlife, enabling the caster to increase stregnth, Dexterity, and Stamina by 3 points for the length of the scene (i.e. the caster could put 3 points into strength, or 2 points in strength, 1 point in Dexterity, etc). System is '''Wits''' + '''Occult''' difficulty 7. The process costs 1 blood point to initiate, and kills all plant life in a 20' radius. In the presence of a Node of Caern this power can be doubled, though the Lhiannan will be tainted by the nature of the node or Caern, and anger the supernaturals that are aware of it. Use of this power means that powers 2 and 3 are unusable the rest of the night. Attempting to use 3 could arouse the Lesidhe to attack the caster. (6 out of 10 chance, see the bestiary for details on the [[Lesidhe]]). |
***** -- '''Wyrd of the Earth: '''This power turns the very earth around the caster become a source of power and life. The Caster must spend 3 blood points in order to activate the Wyrd. With each successful roll of '''Manipulation''' + '''Occult''' enable the caster to draw energy and life force from opponents on the earth around her. Every success draws 2 blood points of energy from enemies within 50 yards (from multiple energies at once.) For the rest of the scene the caster is impossible to sneak up on due to the ability to sense those around them through the Earth. As this power is activated, blue faerie fire burns in lines between the caster and those he is draining. Each success allows the caster to draw off 2 blood points worth of energy from each opponent. A botch results in the caster leaking energy out into the earth around her. | ***** -- '''Wyrd of the Earth: '''This power turns the very earth around the caster become a source of power and life. The Caster must spend 3 blood points in order to activate the Wyrd. With each successful roll of '''Manipulation''' + '''Occult''' enable the caster to draw energy and life force from opponents on the earth around her. Every success draws 2 blood points of energy from enemies within 50 yards (from multiple energies at once.) For the rest of the scene the caster is impossible to sneak up on due to the ability to sense those around them through the Earth. As this power is activated, blue faerie fire burns in lines between the caster and those he is draining. Each success allows the caster to draw off 2 blood points worth of energy from each opponent. A botch results in the caster leaking energy out into the earth around her. |
Latest revision as of 17:40, 28 September 2015
A Note on Ogham
It was decided between the then storytellers Jamie and Bruce that the discipline of Ogham was more likely an ancient path of Thaumaturgy. As such it was reclassified and has remained so since that time.
"The Magister 07:59, 31 August 2015 (MDT)"
I see all current "path" powers as rituals. As Ogham is lacking "path" fast powers, I am going to propose some. ---> Keith
Proposed Path Powers
- -- Sense Lifeforce: This power takes an expenditure of 1 blood point, and a roll of Perception+ Occult difficulty 8, and this allows the user to sense the positive/negative nature of all things in her nearby surroundings. For example a vampire or Nephandus would show up as a drain on the surroundings (or a hole in the fabric), a werewolf or mage would be brightly glowing beings (luminous and star bright). Also nodes, Caerns, and Magical objects would all show up as brightly lit objects. Even vampires hidden by Obfuscate would show up this way, as a large hole in the surrounding tapestry of life. Ghosts, Angels, or Demons would by their being outside of the energy system be invisible to this sense.
- -- Protection of Gaia: This power uses the magic in 1 blood point to influence the nature spirits to hide the caster. Plants aid the caster by moving slightly to block others from seeing the caster, and pushing back to original position to cover signs of the casters passage through the area. Caster must roll Charisma+ Occult difficulty 7. The number of successes can be thereafter added to all stealth, subterfuge, rolls that involve the opponent looking for them.
- -- Stir the Lesidhes Anger: This power will cause nearby trees and hedges to grab and slap those who are aggressive or hostile toward the Lhiannan. This power requires the expenditure of 2 blood points. Roll is Charisma + Occult difficulty 8 to turn nearby plants hostile. Every tree and plant within 100 yards will come to the aid of the caster as they can, this zone moves with the caster for the rest of the scene.
- -- Aspect of the Rusalka: This power allows the caster to suck life force from the nearby plantlife, enabling the caster to increase stregnth, Dexterity, and Stamina by 3 points for the length of the scene (i.e. the caster could put 3 points into strength, or 2 points in strength, 1 point in Dexterity, etc). System is Wits + Occult difficulty 7. The process costs 1 blood point to initiate, and kills all plant life in a 20' radius. In the presence of a Node of Caern this power can be doubled, though the Lhiannan will be tainted by the nature of the node or Caern, and anger the supernaturals that are aware of it. Use of this power means that powers 2 and 3 are unusable the rest of the night. Attempting to use 3 could arouse the Lesidhe to attack the caster. (6 out of 10 chance, see the bestiary for details on the Lesidhe).
- -- Wyrd of the Earth: This power turns the very earth around the caster become a source of power and life. The Caster must spend 3 blood points in order to activate the Wyrd. With each successful roll of Manipulation + Occult enable the caster to draw energy and life force from opponents on the earth around her. Every success draws 2 blood points of energy from enemies within 50 yards (from multiple energies at once.) For the rest of the scene the caster is impossible to sneak up on due to the ability to sense those around them through the Earth. As this power is activated, blue faerie fire burns in lines between the caster and those he is draining. Each success allows the caster to draw off 2 blood points worth of energy from each opponent. A botch results in the caster leaking energy out into the earth around her.