Difference between revisions of "Path of Shroud Mastery"

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Latest revision as of 19:16, 3 January 2014

Necromancy

The Weft (level 1)

Description: By invoking his will, a necromancer can learn the relative strength of the Shroud. One success is all that is necessary to determine the Shroud rating; multiple successes can determine a number of other things. Two successes could tell you if the level of the Shroud had fluctuated recently. Three successes could tell you why the level of the Shroud fluctuated; in the case of mundane events, that could be someone committed suicide here, or some one used an Arcanoi in the case of a Wraith, or someone used necromancy to alter the Shroud rating. Four successes could tell you how it fluctuated; thus, if level five of the Ash path, Shroud-Mastery had been used, it would be identified as such. Five successes could tell you who was involved in altering the rating of the Shroud; in the case of necromancy or Arcanoi, who the Wraith or necromancer were.
Cost: No cost
Roll: Perception + Occult
Difficulty: 5
Duration: Instantaneous


A Dark Thread (level 2)

Description: Now that the necromancer has awareness of the Shroud, he takes his first step in altering it; by giving the Shroud a single dimension (the analogy here is to liken the first dimension of the Shroud to a single thread) the necromancer can project his or her senses along a single line or in a single direction, to a specified point. As the Shroud exists everywhere, the necromancer can now use his or her senses inside of buildings, sound proofed rooms, or inside warded areas.
Cost: A point of blood; for a second point of blood, the necromancer can speak at the point of his perceptions.
Roll: Perception + Occult
Difficulty: local Shroud rating
Duration: 1 scene
Range: The initial range is 30 meters, successes act as factors of multiplication.


Beyond the Curtain (level 3)

Description: By expending some of his essence, a necromancer can add a second dimension to the Shroud, width. Essentially this allows the necromancer to stand behind a stationary mirage that reflects what lies behind him, without revealing his presence. Though it produces an effect similar to the Obfuscate level one power ‘Cloak of Shadows’, there are some significant differences. For one, the necromancer can hide other people or objects, provided there aren’t too many people or too much volume, the necromancer’s skill with this power determines exactly how many other individuals or how much volume he can hide. This is also only a two dimensional mirage, which means those who are above it or on the same side can clearly see the necromancer and friends.
Cost: 1 point of blood
Roll: Manipulation + Occult
Difficulty: local Shroud rating
Duration: 1 scene
Successes = 1 person or 1 square meter (1 yard).


Warping (level 4)

Description: At this level of experience, the necromancer can now give the Shroud a third dimension, depth. By investing a bit of his power into the Shroud, the necromancer can shift from one place to another over short distances by warping the physicality of the Shroud and shortening the distance between two points. In this way, the necromancer can travel a short distance between points, without crossing the space in-between. This short distance teleportation can allow the necromancer to get behind enemies, inside closed rooms or to the top of buildings; but if he cannot see where he is going, then the difficulty and risk increase significantly. Though it should be noted that there is little reason for this to happen, if the necromancer simply avails himself of the level two path power ‘A Dark Thread’ to look ahead of his jump. Should a necromancer carry out a ‘blind jump’ there is a chance of materializing inside of a solid object; this is because the Shroud runs through all things, solid or otherwise.
Cost: 1 point of blood
Roll: Wits + Occult
Difficulty: Local Shroud rating
Duration: instantaneous
Range: The range of this effect is determined by the successes of the caster, each success equals a distance of 15 meters (50 feet).


Warp Mastery (Level 5)

Description: At this level the necromancer has a level of mastery to take another person along. The caster can choose to end on the Shadowlands side or the living side. It is very diffacult to take someone who is not willing but it is possiable. The rules are the same as level 4 except where noted.
Cost: 1 point of blood
Roll: Wits + Occult
Difficulty: Local Shroud Rating
Duration: Instantaneous
Range: Successes can be used for either distance or extra people. If used for distance each success adds up to 15 meters. Each successes can be used to take 1 extra person with you instead. (If the person is unwilling they roll willpower dif 6, each success takes off one from the distance)