Difference between revisions of "Unraveling the Local Tapestry"

From The World Is A Vampire
Jump to: navigation, search
Line 1: Line 1:
 
;[[The Path of Nahema]]
 
;[[The Path of Nahema]]
  
Also known as '''Blessing Dissenters with Nahema''', This power is a mental hand grenade.  The Follower who releases this power pulls the anchor string for the collective reality of multiple people around him or her.  The torture of Nahema left her out of touch with the relative dimensions around her, and this power does the same to those in the vicinity of the Nahemite.  For the duration of the power, up becomes down, light becomes dark, and communication becomes garbled.  Excruciating, random pain attacks the senses of those victims around the Nahemite, and only those of strong will can resist this powers effects.
+
Also known as '''Blessing Dissenters with Nahema''', This power is a mental hand grenade.  The Follower who releases this power pulls the anchor string for the collective reality of multiple people around him or her.  The torture of Nahema left her out of touch with the relative dimensions around her, and this power does the same to those in the vicinity of the Nahemite.  For the duration of the power, up becomes down, light becomes dark, and communication becomes garbled.  Excruciating, random pain attacks the senses of those victims around the Nahemite, and only those of strong will can resist this powers effects for long.
  
'''System: ''' This power is brought into focus when the caster spends a blood point and a willpower, rolling '''Intelligence + Occult'''.  Standard difficulty applies.  Each success pushes the radius of the power out 10'.  Everyone inside collapses in pain and disorientation, as the world no longer makes sense and pain is the only describable sensation to be felt.  The only physical damage resulting from this power is born out from what victims do to each other and themselves while in the grasp of Nahema's pain.
+
'''System: ''' This power is brought into focus when the caster spends a blood point, rolling '''Intelligence + Occult'''.  Standard difficulty applies.  Each success pushes the radius of the power out 10'.  Everyone inside collapses in pain and disorientation, as the world no longer makes sense and pain is the only describable sensation to be felt.  The only physical damage resulting from this power is born out from what victims do to each other and themselves while in the grasp of Nahema's pain
 +
 
 +
Each success also lengthens the amount of time the power is in place.
 +
 
 +
:* 1 success = 1 scene, or 5 rounds
 +
 
 +
:* 2 successes = 2 scenes, or 10 rounds
 +
 
 +
:* 3 successes = 3 scenes, or 15 rounds
 +
 
 +
:* 4 successes = 4 scenes, or 20 rounds
 +
 
 +
:* 5 successes = 5 scenes, or 25 rounds.

Revision as of 18:50, 29 October 2018

The Path of Nahema

Also known as Blessing Dissenters with Nahema, This power is a mental hand grenade. The Follower who releases this power pulls the anchor string for the collective reality of multiple people around him or her. The torture of Nahema left her out of touch with the relative dimensions around her, and this power does the same to those in the vicinity of the Nahemite. For the duration of the power, up becomes down, light becomes dark, and communication becomes garbled. Excruciating, random pain attacks the senses of those victims around the Nahemite, and only those of strong will can resist this powers effects for long.

System: This power is brought into focus when the caster spends a blood point, rolling Intelligence + Occult. Standard difficulty applies. Each success pushes the radius of the power out 10'. Everyone inside collapses in pain and disorientation, as the world no longer makes sense and pain is the only describable sensation to be felt. The only physical damage resulting from this power is born out from what victims do to each other and themselves while in the grasp of Nahema's pain.

Each success also lengthens the amount of time the power is in place.

  • 1 success = 1 scene, or 5 rounds
  • 2 successes = 2 scenes, or 10 rounds
  • 3 successes = 3 scenes, or 15 rounds
  • 4 successes = 4 scenes, or 20 rounds
  • 5 successes = 5 scenes, or 25 rounds.