Difference between revisions of "Arms of Ahriman"
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Revision as of 19:04, 3 January 2014
As the Lasombra masters his control over the inky, primordial blackness, he turns the darkness into a weapon. He can draw tentacles from shadowed reaches and use them to attack enemies nearby. In the traditional lore of the clan, the practitioner is literally calling out to the dark half to make itself manifest and grasp at its victims.
System: The player spends one blood point and rolls Manipulation + Melee (difficulty 7). Every success creates one tentacle, six feet long with Strength and Dexterity equal to the character's Obtenebration trait. The player may spend additional blood points to increase the Strength and Dexterity of a single tentacle by one per blood point, or increase its length by six feet per blood point. Each tentacle has four health levels and does not face wound penalties. It soaks damage using the character's Stamina + Fortitude total, and it has even worse vulnerabilities to fire and sunlight than a Cainite would have. It cannot soak aggravated damage of any kind.
The tentacles can undertake mundane tasks such as lifting objects, and they can make simple bludgeoning attacks. They use Dexterity to attack and do Strength bashing damage. Alternatively, they may attempt to grapple a foe, again using Dexterity to hit and constricting for Strength +1 levels of bashing damage if they succeed. The tentacles do not all have to come from the same source as long as all sources are within about 20 yards of the vampire. Controlling them does not require exclusive concentration. The Magister can take ordinary actions while controlling the Arms of Ahriman, at no penalty as long as her orders to the arms are straight forward. ("Attack" is fine; "Lift the key from the guard's belt" is not.) More complex actions require the vampire's attention.