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Disciplines

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1 Disciplines on Wed Jan 11, 2012 10:05 pm

ST 2


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Animalism – See V:tR pp 115-119 (Note that Animalism has changed from the previous version in a number of details)

Auspex – See V:tR pp 119-123

Celerity – See V:tR pp 123-124 (Note the substantial changes compared to the previous version of Celerity)

Dominate – See V:tR pp 124-128

For consistency with the old world of darkness setting, Dominate will not work on Vampires of higher blood potency.

Majesty – See V:tR pp 128-133 (Note that Majesty substantially differs from the old discipline of Presence in the level 2 power – Dread Gaze is replaced by Revelation)

Obfuscate – See V:tR pp 135-138 (Note that L2 ‘Mask of Tranquility does not exist as the ‘Predator’s Taint’ mechanic is not in use; it is replaced by Mask of 1000 Faces, as written below. Note also the substantial changes to other levels of this discipline).
•• Mask of 1000 Faces: This power allows the user to assume a different visual aspect with a successful modified Wits + Subterfuge + Obfuscate draw. The appearance is always nondescript and cannot mimic any other person, but can be used to establish an identity with that appearance. This power causes no change to actual appearance, but overlays an unexceptional blandness in the minds of those who observe the user. This does not change the appearance of any clothing worn or other items carried. Successful use of Mask of 1000 Faces negates both appearance merits and appearance-related Clan flaws; Nosferatu habitually use this power. A character with Auspex can potentially see through the disguise with a successful Clash of Wills (see p 119). Modifiers to the base draw include; User employs this appearance regularly +2, User has never used this appearance before -2, Change to gender -3.

Protean – See V:tR pp 138-140 (Note that L1 ‘Aspect of the Predator’ does not exist as the ‘Predator’s Taint’ mechanic is not in use; it is replaced by Eyes of the Beast, as written below. Note also that there are changes to the base Wolf form for Shape of the Beast).
• Eyes of the Beast: With the expenditure of one vitae as a reflexive action, the user gains bestial glowing red eyes which allow her to see in pitch black darkness. This is an obvious breach of the Masquerade unless concealed (for instance by wearing sunglasses).
Wolf Form – As V:tR p 139 with additional bonuses +1 Strength & +1 Stamina

Resilience – See V:tR pp 140-141 (Note that we are using the MET version, where the bonus to Stamina is always active. Also note the substantial changes compared to Fortitude)

Vigor – See V:tR pp 141-142 (Note the substantial changes compared to Potence)

Devotions listed in V:tR are available. Combo Disciplines from oWoD sources will be converted on a case by case basis. Custom devotions will be considered on a case by case basis.



Last edited by ST 2 on Wed Jan 11, 2012 10:11 pm; edited 1 time in total

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2 Re: Disciplines on Wed Jan 11, 2012 10:07 pm

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Dementation

• Passion: See the Vampire Translation Guide (VTG) p 23

•• The Haunting: With the expenditure of one vitae and a successful draw of Manipulation + Subterfuge + Dementation – Resolve, the victim is caused to suffer minor nightmares and hallucinations. The power lasts for a period determined by a penalty taken on the original draw and The Haunting cannot be used on the victim again until the initial use wears off. While under The Haunting, the victim suffers -1 to all Mental or Social resistance traits or draws. [Duration: 0 penalty = 1 night, -1 = 3 nights, -2 = 1 week, -3 = 1 month, -4 = 6 months, -5 = 1 year]

••• Eyes of Chaos: With a successful Intelligence + Occult + Dementation draw, the character gains a bonus to its next Investigation draw equal to the number of successes gained on Eyes of Chaos. This power cannot be used on investigation draws to power other disciplines.

•••• Voice of Madness: With the expenditure of one vitae and a successful draw of Manipulation + Empathy + Dementation, contested by Composure + Blood Potency, the user causes a victim or victims to fly into a blind rage (frenzy if the victim is Kindred). The power can be used on multiple targets, but suffers -1 to the draw for every mortal target or -2 to the draw for every supernatural target. Vampires may attempt to exit frenzy normally. This power does not prevent the victim from attacking the user.

••••• Total Insanity: By engaging the victim in conversation, expending a willpower and with a successful draw of Manipulation + Subterfuge + Dementation, contested by Composure + Blood Potency, the user can drive the victim completely mad. The draw is extended, requiring the user to gain successes equal to the victim’s resolve + composure before the victim gains successes equal to the user’s humanity. Note that use of this power is a Humanity Sin at Level 2 (torture). If the user accumulates the target successes first, the victim immediately develops five mild derangements, two severe derangements or one extreme derangement. If the victim accumulates the target successes first, she realises that she is under some form of attack and due to extreme mistrust of the user all future social draws and uses of Dementation by the user on this victim suffer a -3 penalty. Total Insanity lasts for one scene but can be extended by the accumulation of additional successes as determined before drawing. [Duration: 1 success = 1 scene, 2 = 1 night, 3 = 1 week, 4 = 1 month, 5 = 1 year].

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3 Re: Disciplines on Wed Jan 11, 2012 10:08 pm

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Melpominee

• The Missing Voice: The user may cause her voice to generate from thin air at any point within her line of sight. She may carry on two conversations independently, but any simultaneous activity is at a 2 draw penalty.

•• Phantom Speaker: No longer limited to line of sight, the user may send her voice to any target that she knows, provided it is night where the target is. The sending is only audible to the target; anyone in the target’s location attempting to eavesdrop can initial a clash of wills (see V:tR p 119) of Wits + Investigation + Auspex vs Resolve + Expression + Melpominee. Phantom Speaker costs 1 point of vitae per turn.

••• Madrigal: By raising her voice in song, the vampire can inspire emotions of her choice in her audience. With a draw of Presence + Expression + Melpominee – highest target Composure, she adds or subtracts successes cards to the targets' next draw to resist frenzy or resist a Social action. While the game effect lasts for only one draw, the emotional effect lasts for the remainder of the scene. On an exceptional success, the draw bonus or penalty also lasts for the remainder of the scene. Note that the song chosen should accurately reflect the emotion the user wishes to inspire.

•••• Siren’s Beckoning: With the eerie melodies of the Sirens of legend and with a successful draw of Presence + Expression + Melpominee, contested by Composure + Blood Potency, the user can drive the victim insane. The draw is extended, requiring the user to gain successes equal to the victim’s resolve + composure before the victim gains successes equal to the user’s Presence + Manipulation. Note that use of this power is a Humanity Sin at Level 2 (torture). If the user accumulates the target successes first, the victim immediately develops an appropriate mild derangement, or an existing derangement is increased in severity. Siren’s Beckoning lasts for one scene but can be extended by the accumulation of additional successes as determined before drawing. [Duration: 1 success = 1 scene, 2 = 1 night, 3 = 1 week, 4 = 1 month, 5 = 1 year].

••••• Virtuosa: With this level of Melpominee, the user can employ her powers over a wider audience. With the expenditure of one vitae, the user may affect up to 5 targets with either Phantom Speaker or Siren’s Beckoning. Each target draws separately to contest Siren’s Beckoning.



Last edited by ST 2 on Mon Jan 16, 2012 8:37 pm; edited 1 time in total

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4 Re: Disciplines on Wed Jan 11, 2012 10:09 pm

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Obtenebration

• Shadow Play: See VTG p 30. This power is a reflexive action.

•• Shroud of Night: See VTG p 30. This power is an instant action.

••• Arms of the Abyss: See VTG p 30 for effect. This power is an instant action and costs 1 vitae to activate.

•••• Black Metamorphosis: As an instant action with the expenditure of a vitae, a willpower and a successful Manipulation + Occult + Obtenebration draw, the user metamorphoses into a hideous black shadowy form. If the draw fails, the user cannot attempt Black Metamorphosis for the remainder of the scene. If the draw succeeds, the user surrounds herself in blackness, four tentacles sprout from her abdomen and her head and hands disappear. Any who have not previously seen a Black Metamorphosis must succeed at a Resolve + Composure draw or flee; Kindred enter Fear Frenzy. While in this state, the user’s unarmed attacks inflict lethal damage and she may make an additional attack each round with the tentacles. The tentacles have a +2 bonus when attacking in melee. On an exceptional success, the user inflicts aggravated damage.

••••• Tenebrous Form: As an instant action with the expenditure of a vitae and a willpower, the user is transformed into an unliving shadow, able to slither up walls, across ceilings and through the smallest cracks. She can ‘see’ in complete darkness and is immune to physical attacks, though suffers damage normally from fire and sunlight and resisting Fear Frenzy from these sources requires an extra success. The user can envelop targets with the same effect as Shroud of Night and while enveloped, may use mental and social disciplines upon them (including Dominate and Majesty).



Last edited by ST 2 on Mon Nov 12, 2012 6:50 pm; edited 1 time in total

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5 Re: Disciplines on Wed Jan 11, 2012 10:13 pm

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Quietus

• Silence of Death: The user spends one point of vitae to create complete silence in a 10ft radius around herself. No draw is required.

•• Scorpion’s Touch: With a successful draw of Resolve + Medicine + Quietus and the expenditure of vitae equal to the size of a melee weapon, the user coats the weapon in a poison with toxicity equal to the successes on the draw. This is an instant action that may require more than one round of vitae expenditure before it activates. If the weapon inflicts a successful attack, the target draws Resolve + Stamina – Toxicity; failure indicates that his Stamina rating is reduced by the user’s dots in Quietus (this also reduces the target’s Health boxes). If the target’s Stamina falls to zero or below, he falls into torpor (if Kindred) or becomes incapacitated (if mortal). The toxin lasts for one night, after which time mortal targets begin to heal and Kindred awaken from torpor. The poison also only remains active on a weapon for one night and only lasts for a single successful attack. Alternatively, the user may poison her hands or lips (being immune to her own toxin) with the expenditure of one vitae and needs only to successfully touch the target (see WOD p 157). Otherwise the user may spit the poison at the target with a successful draw of Dexterity + Athletics – Defense.

••• Dagon’s Call: See VTG p 31

•••• Baal’s Caress: See VTG p 31

••••• Taste of Death: The user expends one vitae and draws Dexterity + Athletics + Quietus - Defense to spit caustic blood at a target at a range of 10 ft per dot of strength.

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6 Re: Disciplines on Wed Jan 11, 2012 10:14 pm

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Serpentis

• Eyes of the Serpent: By locking eyes with a target and successfully drawing Presence + Persuasion + Serpentis – Composure + Blood Potency, the user renders the target immobile.  If the target suffers damage while immobilised, he may draw Resolve + Composure as a reflexive action, requiring a single success to break free.

•• Tongue of the Asp: With the expenditure of one vitae as a reflexive action, the user grows a forked serpentine tongue.  This can be used in the manner of a snake to detect movement, halving penalties from being blinded (rounded down).  Alternatively, it may be used as a melee attack with a draw pool of Dexterity + Brawl, where the tongue grants a bonus of +2 and inflicts lethal damage.  If the attack is successful, the user may reflexively drink the target’s blood as though she had bitten him.

••• Skin of the Adder: See VTG p 31 (This power is an instant action)

•••• Form of the Cobra: With the expenditure of one vitae as an instant action, the user changes into the form of a giant black cobra 10 feet long and 12 inches in diameter.  Clothing and small items change with the user.  While in snake form, the user can employ disciplines that do not require the use of hands and receives a +2 bonus on perception draws based on sight and smell, but -3 penalty on perception draws based on hearing.  The cobra’s bite inflicts damage equal to the vampire’s, but the bite carries a venom with a toxicity rating equal to the user’s dots in Serpentis.  The target of a successful bite draws Resolve + Stamina - Toxicity; failure indicates that his Stamina rating is reduced by the user’s dots in Serpentis (this also reduces the target’s Health boxes).  If the target’s Stamina falls to zero or below, he falls into torpor (if Kindred) or becomes incapacitated (if mortal).  The toxin lasts for one night, after which time mortal targets begin to heal and Kindred awaken from torpor.

••••• Heart of Darkness: See VTG p 32

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7 Re: Disciplines on Wed Jan 11, 2012 10:15 pm

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Thanatosis

• Hag’s Wrinkles: With the expenditure of one vitae and a successful draw of Wits + Larceny + Thanatosis, the user can expand or contract her skin to alter her appearance or create a pocket capable of concealing small objects. This power is most effective on the already decaying or deformed skin of the Samedi and Nosferatu; on other users, wrinkles or bulges in the skin will be obvious, though their source and anything they might conceal will not. Successes on the activation draw indicate the duration of the power in hours and the penalty to Perception or Investigation draws of anyone attempting to make a visual identification of the character or to discover an item being hidden.

•• Putrefaction: With the expenditure of one vitae, the user may cause supernaturally rapid decomposition of the flesh of a target. The user must first reflexively touch the target (WOD p 157), then draws Manipulation + Medicine + Thanatosis – Stamina as an instant action; the target takes half the successes (rounded down) as lethal damage and all successes as a penalty to all social draws other than intimidation from the suppurating flesh (this does not apply to discipline use). Damage can be healed normally, but the social penalty lasts until the following dawn for vampires, until regenerated for werewolves and permanently for mortals unless magically healed. This power can also be used to wither plants, but not on inanimate objects such as wooden stakes.

••• Ashes to Ashes: With the expenditure of one vitae as an instant action the user can transform herself into a double handful of thick, sticky ashes. While in this form, the user is immune to damage from fire and sunlight and most physical attacks are ineffectual, however she is only dimly cognizant of her surroundings, requiring an exceptional success on any perception draws to notice anything. If the ashes are left undisturbed, the user may reform at any time she chooses, bursting out of any object (such as an urn) in which the ashes may have been confined with full dramatic effect. If the ashes have been moved or scattered, the user reforms in the place where the largest portion of her ashes remain, taking damage an losing blood depending on how widely spread she has become. For each increment on the following table, she takes 1 lethal damage and loses one blood: 1 = city block, 2 = suburb, 3 = city, 4 = country, 5 = other.

•••• Withering: With the expenditure of one vitae, a willpower and by successfully touching the target, the user my now wither a limb entirely. The user must reflexively touch the appropriate limb, which can include the head, (WOD p 157) taking a -3 penalty for the effective called shot, then draw Manipulation + Medicine + Thanatosis – Stamina as an instant action. Successes on the draw are applied to any attempt to use the limb in question; an exceptional success renders the limb completely useless. Where the head is targeted, the victim suffers a -1 to social and mental draws per 2 successes (round down); on an exceptional success, mortals die and supernatural creatures can no longer use social and mental powers. This effect lasts until the following dawn for vampires, until regenerated for werewolves and permanently unless magically healed for mortals.

••••• Necrosis: Like Putrefaction, but now with the expenditure of one vitae the user causes the flesh to slough away from the target’s bones in decay. The user must first reflexively touch the target (WOD p 157), then draws Manipulation + Medicine + Thanatosis – Stamina as an instant action; the target takes successes as lethal damage and as a penalty to all social draws other than intimidation (this does not apply to discipline use). Additionally, the target takes a -1 penalty to strength and dexterity for every 2 successes (round down). Damage can be healed normally, but the social and physical penalties lasts until the following dawn for vampires, until regenerated for werewolves and permanently for mortals unless magically healed.

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8 Re: Disciplines on Wed Jan 11, 2012 10:17 pm

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Vicissitude – See VTG pp 35-36, however appearance alterations on a Nosferatu last until the following dawn (rather than for 1 hour).

• Malleable Visage: With the expenditure of one vitae per body part changed and a successful Dexterity + Crafts + Vicissitude draw, the user changes her own appearance.  To accurately mimic the appearance of another person requires a successful Wits + Subterfuge draw with a penalty ranging from 1-5 based on how familiar the user is with the subject.  Note that this only grants the appearance of the subject; mimicking mannerisms requires a successful Manipulation + Expression draw.  The user may grant herself the Striking Looks merit, however doing so requires the expenditure of a willpower and the draw is at -2 or -4 depending on which level she is attempting to gain.

•• Fleshcraft: See VTG p 35

••• Bonecraft: With the expenditure of 1 vitae the user can alter her own or a target’s bone structure.  If Bonecraft is used as an attack, the user draws Dexterity + Medicine + Vicissitude – Defense, inflicting successes in lethal damage.  If Bonecraft is used for physical alteration, the user can grow bony spikes on the target’s knuckles.  This entails an extended Dexterity + Crafts + Vicissitude – Stamina draw (one hour per draw) requiring 3 successes.  Knuckle spikes allow the character to inflict lethal damage with brawling attacks and grant a +1 bonus to these attacks. There may be other uses for this power; these should be discussed with the STs.

•••• Horrid Form: With the expenditure of one vitae, a Willpower and an instant action, the user transforms into a horrific monstrosity.  The user gains 1 size, all physical attributes are increased by two, while any attempts at Social actions that are not Intimidation automatically fail.  Additionally the user gains bony spikes from her hands which grant +2 to unarmed attacks and inflict lethal damage.

••••• Bloodform See VTG p 36 (This power is an instant action)

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9 Visceratika on Thu Dec 25, 2014 1:34 am

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• Skin of the Chameleon: With the expenditure of 1 vitae, the Gargoyle's Stealth dice pool is increased by five dice for the rest of the scene. This power is subject to the limitations that ground movement faster than a walk negates this power's effect, as does flight (at the Storyteller's discretion).

•• Scry the Hearthstone: The player spends a Willpower point to activate this power, which remains in effect as long as the Gargoyle is within or in contact with the target structure, or until the next sunset. Scry the Hearthstone may be used on anything up to the size of a large castle, including a cave complex, a theatre, a parking garage or a mansion. The character gains an innate sense of the location and approximate size and physical condition of all living (or unliving) beings within the structure. To pinpoint a specific individual's location with this power, the player must succeed in clash of wills using Visceratika instead of Auspex. Scry the Hearthstone may be used to detect the presence of characters who are under the concealment of Obfuscate or similar powers. In this case, the Gargoyle only knows that there is someone present - she cannot actually see the individual in question.

••• Bond with the Mountain: Similar to the Protean power of Earth Meld, Bond with the Mountain allows a Gargoyle to seek shelter within stone (or building materials that are stonelike, such as cement). The merge produced by this power is not as complete as that made by Earth Meld, however. A faint outline of the Gargoyle's shape can be seen by the sharp-eyed observer (Wits + Investigation - Visceratika). This power costs 1 Vitae to activate. A Gargoyle may be attacked if detected, but has Durability 3. If the Gargoyle takes 3 levels of damage they are knocked out of the stone.

•••• Armour of Terra: This power is automatic and always in effect. The Gargoyle gains armour equal to their Visceratika rating, but suffers a -2 penalty to touch based draws from desensitisation.

••••• Flow within the mountain: While bonded with the mountain a Gargoyle may move within or through the rock or structure. This power costs 1 vitae to activate. The Gargoyle may pass through a thickness equal to their Visceratika rating.

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10 Valeren on Thu Dec 25, 2014 1:55 am

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• Sense Vitality: The Salubri can feel the flow of a subject's life force after touching him. The Salubri draws Wits+Empathy+Valeren - Composure. Identifying a subject as a mortal, vampire, ghoul or other creature, or none of the above is at -1, Revealing how many health levels of damage the subject has suffered is at -2, Telling how full the subject's blood pool is (if vampire) or how many blood points she has left in her system (if a mortal or other blood-bearing form of life) is at -3, Revealing any diseases in the subject's bloodstream, such as hemophilia or HIV is at -4.

•• Anesthetic Touch: Cost: 1 Vitae. If the subject is willing to undergo this process, the player makes a Resolve + Composure draw. This allows the subject to ignore all wound penalties for one turn per success. A second application of this power may be made once the first one has expired, at the cost of another blood point and another Resolve+Composure draw. If the subject is unwilling for some reason, they can contest with Resolve + Composure. To put a mortal to sleep, the same system applies. The mortal sleeps for five to 10 hours - whatever his normal sleep cycle is - and regains one Willpower point upon awakening. He sleeps peacefully and does not suffer nightmares or the effects of any Derangements while asleep. He may be awakened normally (or violently). Kindred are unaffected by this power - their corpselike bodies are too tied to death.

••• Burning Touch: Cost: 1 Vitae. The vampire must touch his subject for this power to take effect (if the target does not wish to be touched, the player must make a touch attack), and the effects diminish rapidly after he removes his hand. The Salubri draws Intelligence + Medicine + Valeren - Composure, each success reduces the victim's draw pools by 1 while touched. Each round not touched reduces the penalty by 1. The target must make a Stamina draw modified by the penalties already applied by this power, to avoid crying out, dropping held items, and so on.

•••• Ending the Watch: To End the Watch, the vampire places his hand over the subject's heart, and the Salubri spends a Willpower point. The subject must be willing to end his life; if she struggles or harbors a spark of hope, this power fails. Otherwise, the subject's heart slowly ceases to beat, and death comes like an eternal sleep, restful and painless. Subjects of Ending the Watch may not be subsequently Embraced, and none has been reported to have become a wraith.

••••• Vengeance of Samiel: Cost: 1 Vitae and 1 Willpower. The next attack by the Salubri the round this discipline is activated achieves successes equal to that Salubri's full draw pool; cards are not drawn for this attack. This attack is not subject to damage cap rules and may not be dodged, thus fighting style maneuvers relying on a dodge action may not be used against this strike.

Note: Uses of this power at level three or above cause the Salubri's third eye to glow with brightness based on level of power.

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11 Daimonion on Mon Feb 29, 2016 6:06 pm

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Daimonion

These are the mysteries of the Baali, black arts torn whole and beating from the sorcerer-kings of ancient cultures and prehistoric civilizations, incoherent memories passed from tome to tongue, harkening to times of insensate oblivion. They are sibilant secrets in which all begins to end and begin again...and with every new night and novice brought into the circle, the telling grows shorter.

• Sense the Sin:
The novitiate first learns the art of unmaking where the seeds of chaos are strewn--from within. This power allows the Baali to see into the heart of a person, unearthing his flaws -- this shortcomings, his vulnerabilities, his exploitable weaknesses.

System: The player Draws Wits + Empathy + Daimonion ( - Resolve ) against living or undead beings. If successful, the Baali can sense the subject's greatest weakness. A success might determine Virtue or Vice, weak Willpower or a poorly defended avenue of approach. An exceptional success might yield a guarded secret, conversational misstep, a central Derangement or formative trauma from the subject's past.

•• Fear of the Void Below:

The disciple's power has progressed from the ephemeral to the tangible. Through the use of this Discipline, she may project into listener's minds the beginnings of oblivion -- the nameless, formless terrors of the night, the unknown and the inevitability of non-being.

System: The Baali must first employ Sense the Sin (above) to discern the tragic flaw of the target. She must then speak to the target(s), playing upon his inadequacies, the inescapable consequences of his shortcomings and the certain nothingness that must follow failure. A successful Wits + Intimidation + Daimonion draw (- Resolve) drives the victim into quavering fits of tremulous terror (success) or mindless panic-borne flight similar to Rotschreck. (Exceptional success) All effects last for the remainder of the scene. Kindred subjects may contest with a Resolve + Composure roll draw that garners more successes then the Baali -- they are more accustomed to dealing with their Beast.

••• Conflagration:
Cost: 1 Vitae

Through focus and force of will, the adepts summons forth something of the essence of the Beyond...the briefest trickle of otherworldly power. This sinister "black fire" has been known to manifest as an imperceptible distortion of time and space, as an incandescent halo of ethereal light, even the semblance of eldritch flame -- all of which, of course, leave observer eerily reminded of traditional guises of the infernal...

System: This creates a bolt of black flame that inflicts 1 aggravated damage; more blood points may be spent to increase the damage of the flame. Such fires are fleeting and dissipate at the end of the turn in which they are summoned unless the Baali spends vitae over several turns, gradually creating a more intense flame. The player draws Dexterity + Occult + Daimonion to hit his target (Normal defence applies). Vampires confronted with this black fire make Rotschreck tests as if confronted with a similar quantity of normal flame.

•••• Psychomachia:

At length the Baali, having grasped something of the fervor and frailty of flesh, takes on the power to ravage a victim's unconsciousness, forcing his innermost passions and perversions into palpable physical form -- the stuff of nightmare.

System: The vampire, spinning the nightmare from an individual hell of the victim's own making (after using Sense the Sin, above), forces the subject's player to draw the lower of her Resolve and Composure. Failing this draw pits the target against an apparition summoned from her darker self -- for instance, an abusive father, a long-dead lover, perhaps a childhood boogeyman or (for Kindred victims), even the Beast itself. A dramatic failure indicates the target has been overwhelmed and frenzies or worse, becomes possessed by her inner demons.

This imaginary antagonist should be wholly narrated, or assigned Traits equivalent or slightly inferior to the victim's, at the Storyteller's option. All injuries sustained by the target in such an encounter are illusory (substitute catatonia or torpor for death or appropriate) and vanish upon the phantasm's defeat or the Baali's loss of concentration.

••••• Condemnation:
Cost: 1 WP

Calling upon forbidden pacts, forgotten powers and a legacy of blighted ritual dating back to prehistoric times, the Baali may call down a curse upon his enemies. The least of such afflictions cripple, disfigure, or otherwise hinder their victims; the greatest have become the stuff of legend.

System: An Intelligence + Occult + Daimonion draw (- Resolve) dictates the length and severity of the curse; successes must be split between both these effects, as follows:

1 success Up to one week; "No voice shall be lent to your lying tongue."
2 successes One month; "Sickness and wither, infidel...a babe's weakness upon you.".
3 successes One year; "Reap this bitter harvest -- may your closest friends turn from you.".
4 successes Ten years; "Barren be thy seed and the loins of all your line."
5 successes Permanent; "The mark of doom -- all you touch or love must fail."

At any time, the Baali may choose to end this curse, though few have ever done so. Storytellers should feel free to invent creative or story-appropriate curses; similarly, abuse (including but not limited to overuse) should be met with automatic failure or distortion beyond the curse's original intent.

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