Difference between revisions of "Path of Cruor"

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==='''Percieve the Tempest - Level 1''' ===
 
==='''Percieve the Tempest - Level 1''' ===
 
<br>
 
<br>
With this power the Necromancer can peer beyond the shroud to see the creatures in the tempest. Warning in that many creatures don't wish to be spied on, and could become agitated at the Necromancer for looking at them.
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With this power the Necromancer can peer beyond the shroud to see the creatures in the tempest. A warning in that many creatures don't wish to be spied on, and could become agitated at the Necromancer for looking at them.
  
 
'''System: '''Roll is a Perception + Occult, every success allows the Necromancer to see 10' into the Tempest.
 
'''System: '''Roll is a Perception + Occult, every success allows the Necromancer to see 10' into the Tempest.
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=== ''' Experience the Storm- Level 2''' ===
 
=== ''' Experience the Storm- Level 2''' ===
 
<br>
 
<br>
The Necromancer can experience the Tempest with all senses while remaining in the Material world.  This goes both ways, allowing the creatures of the Tempest to effect the Necromancer.
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The Necromancer can experience the Tempest with all senses while remaining in the Material world.  This goes both ways, allowing the creatures of the Tempest to effect the Necromancer.<br>
'''System: ''' Perception + Occult,
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'''System: ''' Perception + Occult
  
''' - Level 3'''<br>
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=== '''Heart Beat Drum - Level 3''' ===
 
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<br>
 
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The Necromancer begins playing a drum, which because of this power echoes into the Tempest.  The Necromancer tries to create the sound of a beating heart which can attract Tempest denizens to talk to him or her.  Being able to see and hear them in no way confers the ability to force them to do anything unless there is something else active to do so.
''' - Level 4'''<br>
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<br>
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'''System: '''The Necromancer rolls Charisma + Occult to send out the call.
  
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=== '''Susserus To The Spectre  - Level 4''' ===
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<br>
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The Necromancer must know the name of a denizen of the Tempest and by repeating it in a forced whisper can call that being to himself.  In using the name in this way the Necromancer binds the spirit to himself for a short amount of time and can force it to perform a service.
 +
<br>
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'''System: ''' The necromancer rolls Charisma + Occult vs. the local Shroud. The number of successes equals the number of rounds the Necromancer can force the creature to stay. If the necromancer wants the creature to manifest in the Living World he must expend one Blood Point.  If he wants it to serve him in the Shadowlands then he is not required to expend Blood. It takes the creature a number of rounds to arrive, equal to the necromancer’s Charisma minus ten.  The creature remain for a Scene or until their physical / spiritual form is destroyed. The necromancer may command them according to his desire. If the necromancer botches this roll a number of creatures equal to the number of botches arrive as per the Night-Cry description below and attack the necromancer. The creatures vary in power and it is left up to the fiendish mind of the storyteller as to what these things are and how powerful. If the necromancer is wise, he expends no Blood for these creatures. They remain as long as they like.
  
 
'''Nightcry - Level 5'''<br>
 
'''Nightcry - Level 5'''<br>

Latest revision as of 09:55, 9 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


Percieve the Tempest - Level 1


With this power the Necromancer can peer beyond the shroud to see the creatures in the tempest. A warning in that many creatures don't wish to be spied on, and could become agitated at the Necromancer for looking at them.

System: Roll is a Perception + Occult, every success allows the Necromancer to see 10' into the Tempest.

Experience the Storm- Level 2


The Necromancer can experience the Tempest with all senses while remaining in the Material world. This goes both ways, allowing the creatures of the Tempest to effect the Necromancer.
System: Perception + Occult

Heart Beat Drum - Level 3


The Necromancer begins playing a drum, which because of this power echoes into the Tempest. The Necromancer tries to create the sound of a beating heart which can attract Tempest denizens to talk to him or her. Being able to see and hear them in no way confers the ability to force them to do anything unless there is something else active to do so.
System: The Necromancer rolls Charisma + Occult to send out the call.

Susserus To The Spectre - Level 4


The Necromancer must know the name of a denizen of the Tempest and by repeating it in a forced whisper can call that being to himself. In using the name in this way the Necromancer binds the spirit to himself for a short amount of time and can force it to perform a service.
System: The necromancer rolls Charisma + Occult vs. the local Shroud. The number of successes equals the number of rounds the Necromancer can force the creature to stay. If the necromancer wants the creature to manifest in the Living World he must expend one Blood Point. If he wants it to serve him in the Shadowlands then he is not required to expend Blood. It takes the creature a number of rounds to arrive, equal to the necromancer’s Charisma minus ten. The creature remain for a Scene or until their physical / spiritual form is destroyed. The necromancer may command them according to his desire. If the necromancer botches this roll a number of creatures equal to the number of botches arrive as per the Night-Cry description below and attack the necromancer. The creatures vary in power and it is left up to the fiendish mind of the storyteller as to what these things are and how powerful. If the necromancer is wise, he expends no Blood for these creatures. They remain as long as they like.

Nightcry - Level 5
The vampire can issue an unearthly cry heard both in the Living World and in the Shadowlands, regardless of where the vampire is at the time. The cry will summon creatures of the Tempest. The creatures will appear in the Living World if the vampire so wishes it or remain nearby in the Shadowlands. The vampire must declare what properties the creatures must have, what type of Tempest creature he wants to heed his call in the way he words and performs the call.

System: The necromancer rolls Charisma + Occult vs. the local Shroud. The number of successes equals the number of creatures called. If the necromancer wants the creatures to manifest in the Living World he must expend one Blood Point for each creature to take physical form. If he wants them to serve him in the Shadowlands then he is not required to expend Blood. It takes the creatures a number of rounds to arrive, equal to the necromancer’s Charisma minus ten. The creatures remain for a Scene or until their physical / spiritual form is destroyed. The necromancer may command them as individuals or as a group, according to his desire. If the necromancer botches this roll a number of creatures equal to the number of botches arrive as per the Night-Cry description above and attack the necromancer. The creatures vary in power and it is left up to the fiendish mind of the storyteller as to what these things are and how powerful. If the necromancer is wise, he expends no Blood for these creatures. They remain as long as they like.



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

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