Difference between revisions of "Path of Ruin"

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'''Eyes of Entropy - Level 3'''<br>
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'''Halo of Entropy - Level 3'''<br>
 
The vampire can strengthen the forces of entropy to the point where it can serve several functions. It can gnarl wood, rust metal, erode plastic, glass and dead organic material. The range of this power is line of sight. However the necromancer utilizing this power must be careful lest he or she be detected as the conduit for Oblivion. When this power is activated the necromancer's eyes seem to glow in an unwholesome and unearthly way. Of more concern is the social unease that infects beasts and mortals who encounter necromancer while this power is active. In fair warning, many types of supernatural being can sense the emanations of Oblivion: mages, shape-shifters and of course wraiths.
 
The vampire can strengthen the forces of entropy to the point where it can serve several functions. It can gnarl wood, rust metal, erode plastic, glass and dead organic material. The range of this power is line of sight. However the necromancer utilizing this power must be careful lest he or she be detected as the conduit for Oblivion. When this power is activated the necromancer's eyes seem to glow in an unwholesome and unearthly way. Of more concern is the social unease that infects beasts and mortals who encounter necromancer while this power is active. In fair warning, many types of supernatural being can sense the emanations of Oblivion: mages, shape-shifters and of course wraiths.
  

Revision as of 15:44, 8 June 2015

Necromancy

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


Ruinous Sight - Level 1
When the Naga Raja invokes this power, she causes herself to see the world as wraiths do, through coffin-colored glasses. This power doesn't allow the necromancer to see wraiths or the Underworld, rather it attunes her eyes to the force of entropy in whichever world she is currently residing. Buildings appear

System: Pg. 22 Wraith Corebook.


- Level 2


Halo of Entropy - Level 3
The vampire can strengthen the forces of entropy to the point where it can serve several functions. It can gnarl wood, rust metal, erode plastic, glass and dead organic material. The range of this power is line of sight. However the necromancer utilizing this power must be careful lest he or she be detected as the conduit for Oblivion. When this power is activated the necromancer's eyes seem to glow in an unwholesome and unearthly way. Of more concern is the social unease that infects beasts and mortals who encounter necromancer while this power is active. In fair warning, many types of supernatural being can sense the emanations of Oblivion: mages, shape-shifters and of course wraiths.

System: For the necromancer to wield entropy properly he must first expend a point of blood and then role Manipulation + Occult versus 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 use the Eyes of Entropy while he or she is staked.

  • -- One Success = One Day
  • -- Two Successes = Twelve Hours
  • -- Three Successes = Six Hours
  • -- Four Successes = One Hour
  • -- Five Successes = Instantaneously


Tempest Strike - 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 effect varies from necromancer to necromancer according to taste. The vampire must be within ten feet of the victim and must reach his hand out towards the victim.

System: The necromancer expends one Willpower Point for each attack. Each attack requires that the necromancer roll Stamina + Occult vs. the opponents Stamina + 3 for difficulty. Each success does two lethal health levels of damage to the victim, which are un-soakable. Of course, only one attack of this type can be made per combat round. A botch on this role inflicts two levels of lethal damage per botch upon the wielder of this power.


Stormbringer - Level 5
Through long esoteric training and hazardous practice the Naga Raja can summon a soul-storm in the Underworld and should he will it so, manifest it in the living lands as well. Like the dervishes of the Middle East or the fakirs of India, the Naga Raja must work himself into an ecstatic state in order to use his body as the conduit for the Maelstrom, bring decay and destruction to everyone and everything in his immediate area.

System: Roll: Sta. + Occult, difficulty 8. The effects, which last for two turns per success, decay non-living material, and cause two levels of damage per success to any creatures in the area -- live, dead, or otherwise.



http://www.coven.divarex.com/discs/nihilistics.htm

http://www.patman.org/wod/disciplines/nihilistics.asp

Proposed changes by Keith, still working: Level 2: Lepers Curse
With this power the Necromancer can concentrate or dissapate the innate Oblivion in a victim. The Necromancer must first succeed in sensing Oblivion, and then through Manipulation + Occult either pull all the Oblivion on a victim to one spot (say a mortals heart) or dissipating it throughout their body and possessions (lifting a disease or illness, by spreading the Oblivion out.) If the Oblivion is concentrated in one spot, that organ or area will turn black and rot first and in a short amount of time. The area around the Necromancer will get very cold and other supernaturals that can sense it will be made uneasy if not alarmed. The Necromancers eyes will turn completely black for the rest of the scene after a successful use. A botch means that Oblivion and entropy coalesce in the Necromancers body causing 1-3 levels of damage, at the ST discretion.