Nocturne V.2
A World of Darkness Sim
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STIGMATA : INFERNAL FLAWS
For every 15 freebie points the player spends on enhancing his character’s thrall, he must also inflict three points of stigmata and flaws on the thrall. Most flaws can be inflicted on a thrall multiple times, each time weakening her in a different way. The following
list is not exhaustive.Stigmata are never worth more than three points. While infernal gifts may be revoked Flaws and Stigmata may NOT. These are permanent additions to a character. A deal with the devil, ((or an earthbound celestial is not something to be taken lightly))
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MUTATIONS
The character's mortal form undergoes metamorphosis toward abomination. These mutations may be taken numerous times. However you may not purchase them at the -same- rank. For example you may not take 3 minor mutations upon rank 2 though you could take 1 minor mutation at rank 2 and 1 minor mutation at rank 3 and 1 more at rank 4.
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Minor Physical Mutation (1 point): The thrall’s body changes slightly, in a way that can be hidden or disguised without too much effort. Examples include a strange scar or ‘birthmark’ that symbolizes the Earthbound, eyes with split or double pupils, patterns of fur, scales or mottled skin, albinism, becoming a hermaphrodite or losing all body and head hair. he develops a grotesque or traditionally demonic feature easily hidden beneath normal clothing, such as a "witch's nipple" or other unusual birthmark. If discovered, this mark serves as evidence of his allegiance to Hell, but otherwise inflicts no particular drawback.
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Major Physical Mutation (2 points): The thrall’s body mutates in a way that is difficult to disguise without major effort, and that will probably disgust or horrify witnesses. Examples include a second face growing from the torso, grotesque amounts of body fat, small vestigial limbs that can be strapped down under clothing, withered limbs, lack of ears or eyes, cloven hooves instead of feet or constantly bleeding wounds on the hands and feet. the mark is either more extensive yet concealable (a patch of scales or fur on the back; living tattoos slithering and undulating beneath the skin, etc.), or subtle but difficult to hide (hairy palm, equal-length middle fingers, or a suspicious mole).
Severe Physical Mutation (3 points): The thrall’s body has mutated so much that disguising the change is impossible. Mortals react to the thrall with fear, disgust and horror. Examples include a second head, limbs swollen to twice their normal size, skin covered with slime and oozing sores, extra limbs, a tail, a set of horns or rotting flesh that sloughs off in clumps.
In this case the Thrall cannot go out in public without some supernatural power of concealment or form altering ability. Even with form altering ability this mutation will always appear at the start of every new scene.
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MORTAL WEAKNESS
The character's mortal form starts to atrophy.
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Attribute Atrophy (3 points): One of the thrall’s Attributes decreases by one dot and can never be increased with experience points or by the thrall’s Earthbound master.
Sensory Impairment (1 or 2 points): The thrall has a sense that is either damaged or that has failed completely. If the thrall has lost her sense of taste, touch or smell, or if she suffers a +2 difficulty penalty to sight or hearing-based Perception rolls, this flaw is worth one point. If she is completely blind or deaf, it’s worth two points
Incompetence (2 points): For each purchase, the character adds + 1 to the difficulty of all rolls for an Ability he has at least one dot in. His mind recoils from intuition and learning.
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Nature's Bane (1 -3 points ): This Taint takes the form of an extremely severe allergy. Regardless of the reason or nature of the dangerous material, characters with Nature's Bane suffer one die of unsoakable bashing damage for each turn of direct skin contact they maintain with the offending substance.
For one point the allergy applies only to the raw unprocessed form of the element.
For 3 points the allergy applies to even the processed form.
Acceptable allergies are. Gold,Silver, Salt, Iron,Gemstones (Diamond, Quartz etc) Coal,copper, tin, lead etc. Note: Weapons using the proccessed or raw form inflict 1 point of aggravated damage if you have chosen the 3 point version. (FYI: Firearms no longer use lead)
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Sin Addiction. (1 point per sin.)
When ever the thrall is presented with an opportunity to engage in a particular sin they must make a willpower roll (Difficulty Cult Rank + 12) to resist the temptation. If the fail rolls the thrall is distracted by the oppurtunity and can think of nothing else, placing the thrall at minus one dot pentality to all rolls until the sin in indulged. The sin type is chosen by the thrall and the sins are as follows. Each sin may be taken but once. Triggers are for the thrall to decide. Note: a thrall is never forced to -act- upon their sin, but they are at a disavantage during the scene where the oppurtunity is present if they both fail the wp roll and the oppurtunity to act.
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Avarice: the pursuit of wordly goods, this can manifest as gambling or kleptomania.
Gluttony: Over indulgence, this can manifest as simple over eating or consumption of drugs
Lust : The pursuit of sexual pleasure, this can manifest as the need to self pleasure or take pleasure forceably from another.
Sloth: This is simple laziness, this can manifest being tempted to sleep on guard duty, or simply abandon difficult tasks half way through.
Wrath: Anger in its simpliest form, this can manifest as destuctive behavior in the face of failure.
Pride: This is blind hubris and may manifest with an obsession on ones own image or a refusal to take advice from an -inferior-
Envy: This is jealousy and may manifest as a need to sabotague the efforts of compeditors or work to take jobs/lovers/items from them.
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Altered Diet (3 Points)
The character can no longer subsist on mortal food, but must now eat according to a more "refined" palate. She may be required to devour insects, ashes, human flesh or blood, or even stranger and more grotesque things (depending on the creativity of the player). For every day the character goes without eating a meal-sized portion of the substance, she suffers a level of lethal damage and loses a dot of Stamina (to a minimum rating of one dot). Each day of "proper" diet restores one of these lost Stamina dots, but damage must heal normally.
Feeding Requirement (1 Point) (Those with Altered Diet cannot take this)
The thrall needs to ingest a specific substance in order to survive. This requirement isn’t just an addiction, though. The thrall’s body has actually changed so much that it needs this substance in order to live. Possible substances might be blood, human feces, human flesh, Semen, pure heroin or similar unpleasant or hard-to-obtain materials. The thrall takes a level of bashing damage each day she goes without this substance, and this damage cannot be healed until she finally fills her need.
Apparition of Enmity (3 Points):
For three points, the character's shadow or reflection reveals his inner Torment. Thralls generally appear savage and warped like demented parodies of humans.
Bound by Hospitality (3 Points):
Thralls may not enter a mortal's dwelling without verbal permission from the owner or a legitimate occupant. Until then, an invisible barrier of force keeps these Thralls from entering through any open doors or windows. Once a demon receives permission to enter a particular structure, it may thereafter do so without asking again unless the owner specifically tells it that it is no longer welcome.
Derangement ( 3 Points ):
The character's mind decays with the growing stain of Torment, lost to frightening madness. Choose One Derangement from Derangement page.
Faith Seared ( 3 points): The character suffers aggravated damage from holy ground and relics.
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Nightmares (2 points )
The character is besieged with terrible nightmares that linger throughout the following day.
At the start of each night
ROLL: COMPOSURE + RESOLVE
DIFFICULTY: 12+ TORMENT
FAILURE: +1 difficulty to all tasks that day.
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Plague Bearer (3 points ):
The character carries a deadly disease. Although personally immune to this plague, she is highly contagious and cannot ever purge her system of the disease. Choose a Disease
Uncontrolled Arcana (2 points):
One of the character's gifts activates on its own at inopportune moments, directed without regard for friend or enemy by his suppressed malice
On Botch, one of your offensive gifts activates.
Wounds of Pride (1 point):
The character suffers pain and injury when calling on her gifts. Powers tied to this Taint inflict one point bashing damage per activation. Passive Gifts do not trigger this damage.
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Repulsive to Animals (1 point )
Horses shy, dogs bark or whine but this does not apply to infernal creatures, familiars, or demon-ridden beasts.
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Bitter Tongue (3 points)
Every time the character speaks, invectives, lies and evil prophecies pout out. The character cannot speak without insulting someone, blatantly lying, or making some cryptic remark that foreshadows a coming disaster.
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Infernal Aura (3 points )
Radiates a black, toxic aura that anyone with aura sensing ability can sense. Chances are, she smells of sulphur and leaves ashen footprints when she walks. Whatever guise she wears, the thrall cannot hide her corruption may register as wyrm taint to garou.
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True Reflection (1 or 3 points)
Mirrors reflect your infernal (apocalyptic) form, no matter what guise you wear. Only mirrors made as mirrors reflect this, other reflective surfaces do not. The 1 point reflection is only visible to you and demons or thralls. The 3 point reflection is visible to everyone who looks at your reflection.
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True Masochist (1 or 3 points)
You enjoy pain beyond the normal limits of human beings,
For 1 point you enjoy being beaten and choked .
For 3 points (Requires Lust sin Addiction) you can only gain sexual gratification from sexual acts that cause you extreme pain, anything from being stabbed to having skin flayed from for you body.
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INFERNAL PACTS
So you've reached the end of your cult progression and can advance no further? Fear not, help is at hand, it just requires extra and continual devotion.
Pacts have a maximum value of 10 points that may be spent on -gifts- However the exact number of points generated depend on the pact.
There is nothing to stop a character making multiple pacts in order to gain gift points.
Do remember though, for every 15 points spent on gifts, 3 points must be spent on flaws.
Pacts must be discussed with your cult storyteller. It is unlikely the story teller will allow the number of pacts to exceed cult rank.
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All Pacts have three important variables that interact to govern their final ratings:
Obligation, Frequency and Consequence.
These variables come together to form a crude pledge in which the thrall promises "I will/will not do (Obligation) at a regular interval of (Frequency) or I will suffer (Consequence).
Everything else merely refines or defines this pledge into an actual oath of devotion.
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OBLIGATION
This variable represents the specific action a thrall promises to perform or avoid. Since each thrall is different, acts of devotion are entirely relative. A poor farmer accustomed to hunger views fasting as an unavoidable reality, but hardly the life-changing sacrifice bemoaned by a pampered and obese merchant. As a result, the measure of an Obligation depends heavily on a character's concept. The severity of an Obligation determines its value according to the following guidelines:
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1 The thrall promises a seemingly trivial task of no real importance to the demon or herself. Alternately, she promises to avoid something extremely rare or pledges abstention from something she already avoids for other reasons.
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2 The character promises a cask or abstention that requires minimal effort or presents little inconvenience.
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3 The thrall swears to perform an action requiring moderate effort or slight danger. Alternately, he pledges avoidance of an action he would otherwise do, but one that he feels no particular emotional attachment toward.
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4 The character promises an action requiring serious effort or danger to complete. Instead, she may forswear an act she enjoys or an act that requires serious effort to avoid.
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5 The thrall promises a task requiring gruelling effort or extreme peril. Instead, he may sacrifice something dear or pledge to avoid an act he enjoys immensely and would otherwise perform on a regular basis.
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FREQUENCY
This variable determines how often a thrall must fulfill her duty or avoid the forbidden act defined by Obligation. Unlike Obligation, individual concept does not adjust the values associated with Frequency.
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1 The thrall must perform the required action once a day or abstain from the forbidden action at all times.
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2 The character must give the promised service three times a week or avoid the banned act most of the time (exceptions decided at the sealing of the pact).
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3 The thrall must perform the action once a week or abstain from the forbidden act approximately half the time. Obligations of avoidance cannot have a higher Frequency rating than three.
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4 The character must perform the action biweekly.
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5 The thrall must give the service once a month.
CONSEQUENCE
A thrall can fail to meet her Obligation, either by doing something forbidden or not performing a task as promised. If the character could not fail, the Pact would require no real effort to maintain and would not generate faith. Thus, the final variable determines exactly what its name suggests: the consequence of failure. If desired, a thrall may suffer multiple consequences for a single failure. Such compound Consequences have a rating equal to the sum of their component punishments, but these cannot have a rating greater than four.
Only certain death merits a Consequence rating of five
The full Consequence of a Pact only land on a character who fails to meet his Obligation by choice.
Those forced into disobedience only suffer a rating 1 Consequence as a warning.
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1 The Pact terminates and the thrall suffers one of the following effects: She loses a number of Arcana with a total value no less than the value of the Pact (determined when the Pact is sealed). She manifests a Taint with the same value as the Pact (decided when the Pact is sealed). Instead of ending the Pact, the character may alternately lose a point of Willpower or suffer a level lethal damage upon each instance of failure.
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2 The character suffers one level of aggravated damage
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3 The character suffers extreme bad luck, forcing one roll of the Storyteller's choice to result in an automatic botch. No force of will or magic can counteract this catastrophic failure. Alternately, the character permanently loses a dot from an Ability (decided at the sealing of the Pact); only experience can restore the loss.
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4 The thrall's permanent Torment rises by one dot or she permanently loses a dot from an Attribute (decided when the Pact is sealed); only experience can restore the loss.
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5 The thrall suffers a horrific, agonizing death.
With all variables determined, the final value of the Pact equals
Obligation rating plus Consequence rating minus Frequency rating ( O + C - F )
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This value must be greater than zero for the Pact to have any spiritual use. Finally, the wording of the Pact should receive any final adjustment for unusual or complicated clauses. For example, a relatively minor Pact could read "I will say a prayer of thanks to my master once a day or find my soul wracked with despair (i.e. lose a point of Willpower)." This Pact incorporates Obligation 2 (a prayer of thanks), Frequency 1 (interval of one day) and Consequence 1 (lose one point of Willpower), for a final value of 2.
A more serious Pact could read "I will never kill another thrall of my master or I will die." This incorporates Obligation 2, Frequency 1 and Consequence 5, for a final value of six points.
SPORE CLOUD:••••
5 points:
Prerequisite: Corrupting Touch
the Thrall can emit a cloud of spores from his body that are light enough to remain suspended in air and drift with the wind.
Living creatures that pass through this cloud of spores pick up scores of microbes on their skin and clothes but are otherwise unharmed. The thrall can receive sensory information from this spore cloud for the duration of a scene, allowing the thrall to see and hear everything occurring in the vicinity of the spores as though she were standing there herself.
NOTE: Spore cloud must be emoted into a scene as observing.
The spores themselves are microscopic so cannot be seen.
The spore direction can not be controlled if people wander away from its location it cannot follow them.
SPORE CLOUD CAN BE USED ONCE A DAY FOR ONE SCENE ONLY.
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PLAGUE TOUCH: •••••
6 points:
Prerequisite: Spore Cloud
With a single touch, the thrall can inflict a deadly disease on a victim.
A successful touch or grapple move must be made prior.
The victim suffers a number of points of bashing damage equal to the Thrall’s Torment score.
Further, unless a successful Stamina roll is made (difficulty 14+), the target suffers one point of lethal damage per day for a number of days equal to the thrall’s Torment score.
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CELSTIAL RADIANCE & SHADOW MASTERY
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CELESTIAL RADIANCE 10 Points
The character may emit and control light by unveiling the burning power of her soul.
NOTE: Obtenebration or Shadow mastery is ineffective against Celestial Radiance.
SYSTEM:
ROLL: FAITH
DIFFICULTY: 14+
DURATION: All effects last for the duration of a scene.
SUCCESSES:
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ONE: success allows the character to create simple parlour tricks with light for a scene. She may conjure these effects anywhere within two meters, summoning dancing will-a-wisps, sprays of sparks or even causing her eyes to glow. None of these effects produce more illumination than a guttering candle.
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TWO: successes allow for more complicated illusions of light manifesting anywhere the character can see throughout the scene. The apparitions remain crude abstractions of light, but can have almost any shape and color.
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The character may alternately envelop herself in an aura of light as bright as a torch. The aura's color normally correlates with the character's Vice; in the case of wrath, the nimbus of black fire glows a throbbing maroon the unmistakable color of dried blood.
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THREE: successes grants light ·with the brilliance of a bonfire, either centered on an incandescent orb or flaring around the character as a brighter and more impressive aura. add + 2 to defence vs ranged attacks because of the difficulty from the glare.
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FOUR: successes requires faith 5+ and generates enough light to turn night to noon (no sun involved) for a large courtyard or glade. The thrall can be a figure of blinding brilliance or evoke spectacular effects like a pillar of light ascending nearly a mile into the sky. An aura created at this level of success gives the thrall +3 to defence versus ranged attacks. adds+ 3 and+ 1 defence to close-range assaults.
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FIVE: success effects require the thrall to have faith 7 +, but can illuminate an entire battlefield from blackest night to the twilight murk of radiance diffused through the air itself. If the thrall chooses to release the entire effect as a single flare, everyone who stares at the flash goes blind unless their players make successful Wits + Dexterity roll (difficulty 16+) to turn away or blink in time. Blindness lasts 10 - Stamina turns.
SHADOW MASTERY :10 Points
The character may control darkness by exerting the greater darkness of his damned soul. This is Similar to Obtenebration, but the effects are slightly different.
NOTE: Characters who possess Obtenebration or This power are immune to its effect and vice versa.
SYSTEM:
ROLL: TORMENT
DIFFICULTY: 14+
DURATION: 1 Scene (unless otherwise noted)
SUCCESSES: All effects evoked with this Arcana last a scene unless otherwise noted.
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ONE: can darken the character without affecting the environment. His body dims as though recessed in deep shadow (- 2 difficulty to Stealth rolls through Dim environs) and his eyes may dilate into pools of empty blackness to peer through the deepest darkness with perfect clarity.
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TWO: the character may deepen existing shadows in a sphere with a radius in yards equal to Resolve, centered anywhere in line of sight. This reduces the difficulty of the character's Intimidation rolls by -1 against those who witness the effect, whether or not they actually realize anything supernatural happened. In addition, characters attempting to sneak through the darkened area reduce the difficulty of Stealth rolls by -1.
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THREE: All shadows obey the character, distending at will and moving to project shapes quite different and often more fearsome than their actual sources. Characters who see this obcene shadow puppetry suffer a -1 to all Social rolls from unease unless their players make successful composure + resolve roll (difficulty 14+).
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Alternately, the character may darken himself to an inky silhouette, reducing the difficulty of pertinent Stealth rolls by -3.
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FOUR: allow the character to conjure the essence of shadow as a cloud of impenetrable darkness generating a cloud anywhere in line of sight with a total diameter in yards equal to the character's permanent Torment. All Perception rolls suffer a minus 5 penalty and the difficulties of all rolls from characters within the cloud are increased by +2 . Additionally, the cloud is a breach of the Abyss into the material world; let loose into the world of the living, it will attempt to drain the life from any beings caught in it. Characters inside the cloud have their Stamina reduced by two. For mortals, if this reduces their Stamina pool to zero or lower, they suffocate.
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alternately create a single wave of constricting force capable of extinguishing a single non-magical source of flame up to the size of a bonfire.
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FIVE: effects require Torment 5 + the thrall can instantly snuff out every flame and source of illumination within sight to a maximum radius of one mile, leaving that area blanketed in roiling darkness
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Alternately, the thrall can direct the darkness to swallow a single target within line of sight, trapping her in an oubliette formed from the essence of the abyss. The target must achieve five success on a Willpower roll (difficulty 12+) to escape the effect; failure causes the closest patches of darkness to reach out and swallow her. This horrific experience leaves her paralyzed in a limbo of absolute nothingness for a number of hours equal to the creator's permanent Torment. When this duration ends, the darkness reluctantly disgorges its prisoner at her original location. Mortals imprisoned in a shard of the Abyss gain a derangement.
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PATH OF CHAOS
The path of chaos derives from the Earthbound LORE OF CHAOS, The Lore of Chaos allows the Earthbound to rend Creation and allow the darkness from outside to creep in, temporarily upsetting all laws of physics, reality and sanity. Gifting their favoured champions with the path of chaos makes a thrall a formidable force of impossibilities.
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CHAOTIC MIND •
1 points: ​
The thralls mind is protected by the outer reaches of chaos itself, its eyes are wild and filled with madness.
SPEND 1 FAITH:
The thralls thoughts are unreadable and any attempt to read them simply opens the observer to the realm of chaos. Any attempt to -touch- the mind of the thrall either by viewing or seeking to incapacitate automatically inflicts a random derangement on the viewer. Note: Social or manipulation attempts (magically or otherwise) work as normal, but viewing or attempting to inflict damage to the characters mind will be met with this defence.
DURATION ONE SCENE
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CHAOTIC PATTERN ••
2 points:
Prequisite Chaotic Mind
The thralls philology continually shifts and alters, meaning determining any type of pattern attack against it is virtually impossible. It could be a spirit pattern one moment, and a life pattern the next and a matter pattern the moment after. These changes happen at break neck speed, the thrall seems to flicker before the senses.
SPEND 1 FAITH:
For the duration of the scene the thrall is immune to any and all pattern attacks, or attempts to alter its pattern. It is simply impossible to harm the thrall with any means of transformation other than those the thrall chooses to enact themselves. Mages may try in vain to determine the correct sphere usage to affect the thrall but it consistently and -randomly- shifts from one pattern sphere to another at speed faster than a mage could observe, Static magic which enacts transformation is simply doomed to failure.
Physical mundane attacks or forces attacks will work as normal.
DURATION ONE SCENE
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AURA OF CHAOS •••
5 points:
Prequisite Chaotic Pattern
The thrall exudes an aura of pure chaos as if reality is simply broken around them. It is. Liquids turn solid, solid matter runs like water, Objects float or fly, buildings fold in on themselves wherever the thrall goes. This does not -effect- the structures or health of objects or characters, as reality reverts back to normal as the thrall passes by them. The visible effect of the phenomenon is 10 meters around the thrall.
SPEND 1 FAITH:
For the duration of the scene the thrall is immune to any attempts to -modify- its dice rolls. This is typically against luck or entropy based attacks attempting to pit fortune or luck against the thrall. The chaotic nature of the aura means that such forces are unable to -compensate- for the chaotic nature of the reality around the thrall.
DURATION ONE SCENE
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CHAOS GATE ••••
10 points:
Prequisite Aura Of Chaos
The thrall opens a gate way or portal into chaos itself. The portal opens up upon a realm of total madness, Anything is possible in the affected area - the laws of physics and sanity are completely suspended, and nightmares walk the Earth. Rains of blood; floating pillars covered with screaming, fanged mouths; tentacles erupting at random from flesh - anything that is impossible becomes reality.
SPEND 1 FAITH:
ROLL: FAITH + CULT RANK
DIFFICULTY: 10+ Barrier rating
SUCCESS:
Each success adds + 1 difficulty to any feats (including magical ones, however all magic cast in (or into) the area of effect is -coincidental- )
Each success removes 1 ability dot for calculating -versus- roll outcomes.
Each success adds + 1 to the botch threshold in the area of effect. (For example with 1 success botches will occur on rolls of 2 instead of 1)
AOE: 20 meters
The thrall and those with at least the first level of path of chaos are not affected by the madness that ensues in the area of effect, everything else in the area of effect is greatly hampered by the disruption to reality and will face 1 x successes bashing time for each turn in the area of effect. Any paradox accrued in the area of effect is automatically dispersed. Consensual reality cannot exist in the face of such madness.
DURATION ONE SCENE
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CHAOS INCARNATE •••••
15 points:
Prequisite Aura of Chaos, Chaotic Pattern, Chaotic mind
The thrall can activate Aura of Chaos, Chaotic Pattern and Chaotic mind all at once as free reflexive action during the initiative phase.
SPEND 3 FAITH:
DURATION ONE SCENE
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VITALITY
INCREASED HEALTH•
1 Point
The character gains one additional health point.
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SENSE VITALITY: ••
2 Points:
Prerequisite: Increased Health
With a glance, the character can determine the overall health of a being.
SYSTEM:
ROLL: WITS + PERCEPTION
DIFFICULTY: 12+
SUCCESS:
One: whether the subject is actually alive or animated with the semblance of life {like a vampire or golem, zombie, Risen, Kuei-Jin)
Two : the subject's current health level
Three: whether the subject currently suffers from or carries any diseases
Four: whether he has a toxic substance in his body.
NOTE: While it is possible to tell difference between alive and animated it is not able to narrow it down to species type. Also remember the rules for species detection apply.
CONTAGION MASTERY: •••
4 Points:
Prerequisite: Sense Vitality.
The character may touch a living being and purge her of all disease and poisons
SYSTEM:
SPEND: 1 point of Faith.
Expelled diseases and toxins rise to the surface of the skin as an inert black sludge.
Alternately, the character's touch can inflict disease.
SYSTEM:
ROLL: TORMENT versus victims STAMINA:
If the infernal character wins, he may inflict any desired malady on the target (see Diseases for suggestions).
NOTE: Undead are immune to diseases.
REGENERATION:••••
5 points:
Prerequisites: Contagion Mastery
ACTION: Reflexive action
SYSTEM:
SPEND: 1 Point of faith
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The point of faith instantly heals one point of lethal damage or all Bashing damage.
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Three points of faith heals one point of aggravated damage.
All healing wrought by this power takes place automatically if the character is at rest.
In combat, healing only takes place if the player makes a successful Stamina roll (difficulty 12+).
Failure means the character does not heal that turn, but neither does she lose any faith for the attempt.
HEALING TOUCH:•••••
6 points:
Prerequisites: Regeneration
The character can heal living beings with a touch.
SYSTEM:
SPEND: 1 point of faith.
ROLL: Faith
DIFFICULTY: 12+
SUCCESS:
Each success can heal one point of lethal damage or all of the subject's bashing damage.
Three successes heal one point of aggravated damage.
Cannot use on self.
SPIRIT
ADVANCED SPIRIT SIGHT:•
1 Points:
The character can perceive all incorporeal spirits normally roaming invisibly through the world or the close spiritual planes reflecting the world. This includes nature spirits, ghosts and demons without bodies. The character may also scrutinize a mortal and discern whether a spirit of any kind possesses her.
SYSTEM:
ROLL: INTELLIGENCE + OCCULT
DIFFICULTY: 14+
for the character to identify the type of spirit he sees
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10+ Wraith:
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12+ Nature Spirit:
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14+ Bane/ Astral Projector /Sidestepping werewolf.
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16+ Umbral Demon (not fallen or earthbound)
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18+ Demon Fallen/Earthbound
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20+ Chimera / Nervosa
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SPIRIT STRIKE: ••
2 Points:
Prerequisites: Advanced Spirit Sight.
SYSTEM:
SPEND: 1 faith point.
The character can strike immaterial spirits for the remainder of the scene.
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EXCISE SOUL:•••
4 Points:
Prerequisites: Spirit Strike
GRAPPLE FOLLOW UP.
SYSTEM:
SPEND: 1 faith point.
ROLL: FAITH + OCCULT vs Opponents COMPOSURE + RESOLVE
If the number of successes exceeds the target's Stamina, his soul tears free from his body.
The body immediately enters a deep coma or torpor like state.
The disembodied character does not become a ghost, but a denizen of the astral plane for a number of days equal to targets successes.
While on the Astral Plane the victim is unable to interact with the material world and has the following statistics.
INTELLIGENCE: for attacks WITS: for defence WILLPOWER: as health.
Any telepathic abilities the character has may still be used. The character is invisible and incorporeal and can only be attacked by other astral entities or beings with spirit strike like abilities.
NOTE: In the case of targets who are possessed, this power rips the invading spirit from its victim (meaning that characters with this power make effective exorcists).
RAISE THE DEAD:••••
5 Points:
Prerequisites: Excise Soul
The character commands the dead to rise, speaking blasphemous mockeries of the Word that breathed life into dust.
SYSTEM:
SPEND: 1 faith point.
ROLL: FAITH
DIFFICULTY: 14+
The thrall may either raise one cadaver per success as a corpse servant or raise a single body as a greater corpse knight (in either case, any corpse to be raised must be within the demon's line of sight)
CORPSE SERVANT
HP: 8
Attack: +5
Defense/Initiative: +3
Resolve 0, SPEED 10
CORPSE KNIGHT
Corpse knights only exist to kill and devour the flesh of the living. These monsters still obey their maker to the best of their limited intelligence, but can only fulfil violent tasks. Left to their own devices, they will shamble off in search of living prey.
HP: 12
Attack: +8
Defense/Initiative: +5
Resolve 0, SPEED 10
All undead raised with this Arcana lack the ability to heal in any way and suffer one level of aggravated damage each day from decomposition.
NOTE: While the character has Undead activated he cannot summon any more.
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INCORPOREAL FORM •••••
6 Points:
Prerequisites: Raise The Dead
The character transforms his body from solid flesh and bone to an intangible or dissolved state. Depending on the character's purpose and nature, he may liquefy, split into a swarm of insects, erupt into flame, evaporate into a cloud, blaze with a body of light, fade into a living shadow or dissolve his essence to a condition somewhere between material and spirit. Such liquid, gaseous or swarm characters can flow around physical obstructions and pour through tiny chinks.
SYSTEM:
SPEND: 1 Point of Faith OR
ROLL: Faith Difficulty 12+
DURATION: 1 Scene per point of faith OR 1 turn per success.
EFFECT:
-
Purely physical attacks only inflict bashing damage and the character cannot suffer more than one point of damage from a single attack.
-
The reverse also holds true, however, and a character striking with a watery fist or a barrage of wasp stings (or whatever physical force he can exert) only inflicts bashing damage for a maximum of one point of damage per attack.
-
Creative uses of this power can circumvent this limitation, such as assuming the form of water and drowning someone.
-
Fire, magic and other effects that do not rely solely on force may harm a character's Incorporeal Form normally, and the character may in turn use other Arcana to interact with the world.
By Spending 2 faith points:
The thrall achieves true disembodiment, forfeiting matter for a body of light, darkness or a spectral apparition.
-
In this mode the character can neither touch or be touched. (Exept by spirits) It may use any non physical powers it possesses.
-
The character remains faintly visible to perceptive witnesses and may appear more directly by rolling Faith 12+
-
In this form the character uses INTELLIGENCE: for attacks WITS: for defence WILLPOWER: as health against other spirits.
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SIN
READ THE SIN:•
1 Points:
The character may look into the heart of a subject, perceiving the stain of her dominant Vice as an aura of the appropriate color.
ROLL: PERCEPTION + EMPATHY vs INTELLIGENCE +WITS
-
One success reveals the aura
-
Three successes enable the character to gauge the overall strength of the sin.
No matter what their other moral failings
-
vampires blaze with the intertwined black and orange flames of gluttony and wrath
-
werewolves pulse with the living wrath of their Rage.
-
Most magi glitter with pride on top of any other aspect of their personality
-
For a rundown of Sins see Infernal Flaws: Sin Addiction.
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PERFECT LIE:••
2 Points:
Prerequisites: Read The Sin
The character speaks lies with flawless sincerity.
SYSTEM:
Add your characters Torment rank when rolling to defend against detect lie attempts. (see social feats)
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SIN EATING:•••
4 Points:
Prerequisites: Perfect Lie + Sin Addiction Flaw.
The character can regain faith by indulging his Vice or witnessing a mortal indulging the favored sin. The Favoured sin is any that the character has chosen for his Sin Addiction flaw.
SYSTEM:
ROLL: TORMENT
DIFFICULTY:
16+ if the character performs the action
14+ if witnessing a mortal's debauchery
12+ if the character directly tempted, threatened or coerced the mortal into sin.
If a mortal's sin is magically compelled, the character rolls as if performing the sin himself.
The Thrall gains one point of Faith per success.
This Arcana may only be attempted once per Scene.
COMPEL THE SIN:••••
5 Points:
Prerequisites: Sin Eating + Sin Addiction Flaw.
The character may project his Vice onto others for a time, giving them a taste of his own urges.
SYSTEM:
SPEND: one point of Faith.
ROLL: TORMENT + PERSAUASION vs targets COMPOSURE + RESOLVE
chose a single target in line of sight for the spiritual infection.
If the target has an extremely powerful or dominant Vice, success brings that sin to prominence in the victim's soul.
Otherwise, the target rakes on the infernal character's own Vice.
Both effects last until the end of the scene.
During the period of infection, the target succumbs to her Vice in every tempting situation unless her player makes a successful Willpower roll (difficulty 14+).
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SOUL BURN:•••••
6 Points:
Prerequisites: Compel the Sin + Sin Addiction Flaw.
The character may cannibalize her own soul for power in emergencies.
The player may reflexively take an permanent point of torment to fully refresh her Faith pool.
Once gained there is no way of losing the gained torment, making this an Arcana of last resort.
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HEART
READ THE HEART:•
1 Points:
The character may glimpse the colors of a target's emotional halo glowing around and through the darkened stains of sin.
SYSTEM:
Normal Action
ROLL PERCEPTION + INTELLIGENCE vs COMPOSURE + PERFORMANCE
On a success the Thrall may learn the following:
-
An emotional state
-
Recognize someone's derangement on 3+ Successes
SHROUDED SOUL:••
2 points:
Prerequisites: Read the Heart.
The character blurs in the mind's eye, becoming innocuous to the point of anonymity.
SYSTEM:
SPEND: 1 Point of Faith.
DURATION: Scene.
All who interact with her forget the encounter, or at least forget her role in matters:
Players who make successful Willpower roll Difficulty :Thralls Faith + 4 remember as normal.
VISAGE OF GLORY:•••
4 Points:
Prerequisites: Shrouded Soul:
The character glows with the spark of divinity(Metaphorically speaking) for the rest of the scene. Anyone in the presence of the thrall finds their attention inexplicably drawn to them. Those listening to the thrall speak might suddenly agree on subjects where they once held different viewpoints. While this power doesn’t cause rapt infatuation, it is still strong enough to sway the minds of most mortals.
SYSTEM:
RANGE: 1 x Faith Meters.
ROLL: CHARISMA + FAITH vs WITS + COMPOSURE
DURATION: 1 Scene.
NOTE: This does not prevent characters with hostile intentions from following through with their intentions.
This power if successful just allows the characters faith be added to any feats that use Charisma.
​
GIFT OF FAITH:••••
6 Points:
Prerequisites: Visage Of Glory
The character touches or makes eye contact with his target, while the player spends as many faith points as desired.
If the target is a demon or thrall, she adds these faith points to her own pool, but cannot surpass the usual limit of her permanent rating.
Targets refreshed by this power feel an intense surge of belief and spiritual wholeness.
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MIND
READ THE MIND:•
1 Points.
The character may gaze at a sentient being and probe his thoughts and memories.
SYSTEM:
ROLL: FAITH + EMPATHY vs target's COMPOSURE + RESOLVE
Each success allows to find out one piece of information.
With 5+ successes The Thrall may even access a deep repressed or forgotten by target information.
Demons are immune to this power
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CONQUERING WILL:••
2 Points:
Prerequisites: Read The Mind
The character issues a spoken command in the inflection once used to convey the word of God.
SYSTEM:
RANGE: 2 x Faith meters.
SPEND: 1 Point of Faith
ROLL: FAITH + PERSUASION vs COMPOSURE + RESOLVE
Sentient beings within earshot who lose the roll must obey the speaker for the rest of the scene to the best of their ability to do so, though the compulion cannot drive them to directly harm themselves or loved ones unless they are already strongly predisposed to do so. The speaker cannot simultaneously command a number of people greater than his Faith rank with this Arcana; when addressing crowds larger than this, the characters with the lowest Willpower ratings obey. The character may spend an additional FAITH point to magnify his voice so that it echoes with thunder and unmistakable power, easily cutting over the din of a noisy battlefield if so needed. when This is done the range is doubled.
NOTE: Spontanous orgies require ooc -consent- and as self preservation is maintained you can't make others fight for you. However you can command them to stop fighting, provided they are in no immediate danger by doing so.
Demons are immune to this power
SHIELD OF SPITE:•••
4 Points:
Prerequisites: Conquering Will
*Passive*
Whenever anyone attempts magic that opens telepathic contact with the character, either to read or attack his mind or control him they suffer 1 x torment bashing damage.
NOTE: As this is "mental damage" it is possible to knock undead unconcious if they are reduced to zero wounds. However they are not torpored and will awaken 1 x Torment turns after being knocked out. If it does not reduce a character to zero health it will give them a super massive headache inflicting a minus 2 penality on all actions.
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MENTAL BLAST: ••••
5 Points:
Prerequisites: Shield Of Spite
The thrall can overwhelm a persons mind with a wave of telepathic energy
SYSTEM:
SPEND: 1 point of Faith
ROLL: WITS+ TORMENT vs The targets COMPOSURE + RESOLVE Each success inflicts a level of bashing damage to the target and leaves him stunned and unable to act for one turn.
This power is invisible to onlookers but detectable with supernatural awareness, and it has no effect on demons.
MIND EATER: •••••
6 Points:
Prerequisites: Mental Blast
The thrall can drain opponents of their mental faculties and grow smarter and more quick-witted in the process.
SYSTEM:
The thrall must touch her target to use this power, when a grapple or touch is successful.
SPEND: 1 point of Faith.
ROLL: INTELLIGENCE + OCCULT vs COMPOSURE + RESOLVE
Every success gained by the thrall drains a dot from one of the target’s Mental Attributes and adds that dot to the thrall’s corresponding Attribute — to a maximum of 5.
Mind Eater may be used only once per scene, and its effect last until the end of the scene.
​
​
FORTUNE
FORTUNATE GUESS:•
1 point :
The character gains an uncanny intuition for the flow of chance and destiny. He can deduce the outcome of any random circumstance just before it unfolds
SYSTEM:
ROLL: WITS + PERCEPTION
DIFFICULTY 12+
The player does not choose the outcome, but knows how a die will roll, who will draw the short straw and so forth. The usefulness of this ability is usually situational though it does allow for a massive edge in games of chance when predicting outcomes can be very rewarding.
PREMONITION:••
2 points:
Prerequisite: Fortunate Guess
Like a spider in its web, the character senses vibrations in the strands of fate when danger approaches. Although he only receives a moment of warning, this is enough to infallibly ward against ambush or similarly hostile surprise. He may not be fast enough or clever enough to escape the danger, but at least he can attempt to respond to it.
The character adds his Faith rating to his initiative rating, and always acts first in case of a tied initiative.
​
CERTAINITES OF CHANCE: •••
4 points:
Prerequisites: Premonition
From merely observing the flow of chance, the character may now direct the outcome.
SYSTEM:
SPEND: 1 faith point OR
ROLL: FAITH
DIFFICULTY: 12+
Each success applies a + 1 or -1 modifier to one roll.
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FORETELL:••••
5 points:
Prerequisite: Certainites Of Chance.
The character may discern likely events of the future
SYSTEM:
ROLL: WITS + PERCEPTION
DIFFICULTY: 16+
Each success permits the player to ask one question about a specific event or outcome yet to come, and the Storyteller must answer as truthfully as possible given her knowledge about character plans and motivations.
Predictions are never completely accurate, but serve to model likelihoods. Only God sees the fullness of time with clarity.
This ability obviously requires storyteller interpretation. If the insight requested involves a group, the storyteller must be from that group.
​
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PLAGUE
​
DEATH SIGHT:•
1 points:
The thrall can look at a person and determine his relative health.
No roll is required.
A single glance tells the thrall how close the individual is to dying through natural causes or injury.
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CURATIVE SALIVA:••
2 points:
Prerequisite: Death Sight
Once per scene, the thrall can lick the wounds of a character, or themselves (Provided they can reach)
This is a full action, but requires no roll.
This action heals all bashing damage or one point of lethal damage, or converts one point of aggravated damage to lethal damage.
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CORRUPTING TOUCH:•••
4 points:
Prerequisite: Curative Saliva
The thrall’s touch infects others with a toxic fungal rot or slow physical degradation.
A successful touch or grapple move must be made prior.
SYSTEM:
SPEND: 1 Point Faith
ROLL: STAMINA
DIFFICULTY: 16+
The target loses a dot from his Physical Attributes each day, for a number of days equal to the successes on the roll.
When the rot ceases to spread, the Attributes slowly recover at a rate of one dot per week. Unless magical healing is used.
Demons and undead are immune to this power.
RANK 4 ORACLE GIFTS
Reach/ Vitality/ Spirit / Sin / Heart / Mind / Fortune / Plague / Celestial Radiance & Shadow Mastery/Path Of Chaos
The Oracle Gifts are ancient and powerful Arcana that date back to the dark ages. The repository knowledge of the C.O.T.E.B organization and Coteb himself is a pathway to many abilities some consider to be unnatural.
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REACH
PUSH •
1 Points:
The character can apply a telekinetic push to any object or person.
-
As with all abilities within the Reach power tree, the caster must "Physically make the action" they wish to perform. Reach simply gives their normally intimate action, Range.
SYSTEM:
RANGE: 5 meters per REACH LEVEL (Line of Sight required)
ROLL: STRENGTH + WITS + REACH LEVEL
DIFFICULTY: 12 + 1 per meter of object size (Rooted objects cannot be pushed) OR Vs Opponents STAMINA + DEXTERITY +ARMOR DEF
SUCCESS:
Each success = 5 meters the object is pushed away from user. If object is rooted, the push applies damage to the object of 1 per success. If the target is a person, they receive damage if they hit an obstacle before traveling the full distance of the push. 1 bashing point of damage per 5 meters of travel interrupted.
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PULL ••
2 Points:
Prerequisite: Push
The character can apply a telekinetic pull to an object or an object held by another person.
-
As with all abilities within the Reach power tree, the caster must "Physically make the action" they wish to perform. Reach simply gives their normally intimate action, Range.
SYSTEM:
RANGE: 5 meters per REACH LEVEL (Line of Sight required)
ROLL: STRENGTH + WITS + REACH LEVEL
DIFFICULTY: 12 + 1 per meter of object size (Rooted objects cannot be pushed) OR Vs Opponents STRENGTH + DEXTERITY + MELEE
SUCCESS:
Each success = 5 meters the object is pulled towards the user.
Note: This counts as an disarm maneuver if used on an object held by another character.
​
GRIP •••
4 Points:
Prerequisite: Pull
The character can hold an object or person in place
-
As with all abilities within the Reach power tree, the caster must "Physically make the action" they wish to perform. Reach simply gives their normally intimate action, Range.
SYSTEM:
RANGE: 5 meters per REACH LEVEL (Line of Sight required)
ROLL: STRENGTH + WITS + REACH LEVEL
DIFFICULTY: Vs Opponents STRENGTH + DEXTERITY + RESOLVE
SUCCESS: This counts as a ranged "Grapple" and the grapple is maintained until broken as per grapple rules.
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LIFT ••••
5 Points:
Prequisite: Grip
Following a successful Grip attack, the character can levitate their opponent
-
As with all abilities within the Reach power tree, the caster must "Physically make the action" they wish to perform. Reach simply gives their normally intimate action, Range.
SYSTEM:
RANGE: 5 meters per REACH LEVEL (Line of Sight required)
ROLL: STRENGTH + WITS + REACH LEVEL
DIFFICULTY: Vs Opponents STRENGTH + DEXTERITY + RESOLVE
SUCCESS:
Each success = 5 meters the opponent is lifted vertically. The user can drop their opponent at any time and also MOVE them the same distance horizontally, over an obstacle or into a hazard.
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CRUSH •••••
6 Points:
Prerequisite: Lift
Following A Grip or Lift, the character may apply a Crush to their opponent. The character may also crush objects without having to use the grapple first.
SYSTEM:
ROLL: STRENGTH + WITS + REACH LEVEL
DIFFICULTY: Vs Opponents STRENGTH + DEXTERITY + RESOLVE (Difficulty 12+ 1 per meter of object size)
SUCCESS:
Each Success applies 1 point of bashing damage to an opponent. The location of the crush is entirely up to the user of this power, Some favor full body crushes, others throats , some are known to crush more intimate areas.
​
RANK 3 DISCIPLE GIFTS
Disciples gain access to limited evocations at rank 3 as well as access to level 3 infernal gifts.
Most Disciple gifts are based around command and allure.
​
SEA'S BEAUTY:
3 points
The character’s physical appearance, poise and grace leave others in stupefied awe.
The character gains the following bonus traits: +3 Charisma (This may take the character above 5 points in that trait)
​
BECKON:
2 Points:
The Character is so beautiful that those who lay eyes upon him cannot help but follow him, entranced by his preternatural charisma.
SYSTEM:
ROLL: CHARISMA + PERSUASION + FAITH vs Opponents COMPOSURE + RESOLVE
Any character who fails a resisted willpower roll, must follow the character as best he can, keeping the character in sight at all times.
The subject snaps out of his reverie if he is attacked or simply shaken.
SPARK OF FAITH
3 points:
The Thrall can cause a mortal’s Faith to flare up with a touch.
SYSTEM: The Thrall must touch her target to use this ability
ROLL: FAITH or TORMENT vs Targets COMPOSURE + RESOLVE
SUCCESS: If the roll is successful, the thrall heals one health level of bashing damage per success.
If the player rolls Torment instead of Faith they inflicts a level of Lethal damage per success.
If the afflicted player has TRUE FAITH they suffer 1point of damage (Bashing or Lethal depending on method) Per rank of true faith.
RADIANT AURA
1 point:
The character’s body is wreathed in a corona of shifting, multi-coloured hues that distract and confuse her foes.
SYSTEM:
Roll Faith (Difficulty 12+)
Duration 1 scene.
The difficulties of all ranged attacks directed at the character increase by +1
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AURA OF MISFORTUNE
5 points:
SYSTEM:
Roll Faith (Difficulty 12+)
Duration 1 scene.
Any individuals caught within 1 x Torment meters suffer a botch on any roll of 1,2,3 or 4.
AURA OF WANT:
10 points:
The Thrall can affect mortals with overpowering feelings of longing and despair
SYSTEM:
Roll Faith (Difficulty 12+)
Duration 1 scene.
RANGE: 1 x Torment Meters.
Characters in range must roll Composure + Resolve difficulty 10 + Thralls Torment
If the victim fails he forfeits his action each turn as long as he remains within the area of effect.
Demons are immune to this ability.
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CHIMERICAL ATTACK:
3 points:
Swirling illusions surround the Thrall and attack opponents engaged in close combat.
These chimerical figures have the same initiative as the thrall, and they attack a single opponent in close-combat range.
SYSTEM:
SPEND: 1 Point of Faith
DURATION: 1 Scene
Use the thralls Torment as the Attack & Defence Values. The health of the Illusion is 5+ Torment. Damage caused is aggravated.
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REND THE SOUL:
3 points:
The Thrall lays a hand on a target and shows him, for one split second, how infinitesimally small he (the target) is in the grand scheme of Creation.
SYSTEM:
FREE ACTION:
ROLL: MANIPULATION + TORMENT vs Opponents COMPOSURE + RESOLVE
For each success, the target suffers a -1 penalty on all willpower rolls. If five successes are scored the target can do nothing but sit and weep.
DURATION: 1 Scene.
NOTE: Demons are unaffected by this power.
NOTE II: The target must be touched, this may require a Dexterity + Brawl roll before hand to simply touch the subject without consent. This brawl attack won't cause damage, Nor be seen as an attack maneuver, but if successful will allow immediate use of this ability
TOUCH OF DEATH:
3 points:
The Thrall must have her intended target in a grapple to use this ability.
SYSTEM:
GRAPPLE FOLLOW UP:
ROLL: COMPOSURE + RESOLVE + FAITH OR TORMENT vs Opponents COMPOSURE + RESOLVE
FAITH VERSION :
On a success, the target cannot move, speak or feel at all. The target cannot feel pain, and unless this power is rolled with Torment ability, he is strangely at peace. The target can escape ONLY by making a successful willpower roll. Otherwise, the power takes effect again.
TORMENT VERSION:
The monstrous version of this power traps the hapless target in the target's own body and inflicts 1 lethal damage per success.
The target can escape ONLY by making a successful willpower roll. Otherwise, the power takes effect again.
NOTE: Demons and undead are unaffected by this power.
INVISIBILITY:
5 points
The character blurs and fades from view, shrouded from the eye of the world.
SYSTEM:
ROLL: FAITH + STEALTH
DIFFICULTY: 14+
SUCCESS:
-
Invisibility lasts for a number of turns equal to the successes rolled.
-
The duration can be extended to one scene for a cost of one faith point.
DETECTION
Invisible characters leave a faint blur where they pass
-
Onlookers can spot this blur at the start of a turn by rolling WITS + PERCEPTION Difficulty 18+
-
Once an onlooker actually spots the blur, the difficulty of the next turn's detection roll drops to 16+ and remains so until the witness fails one of the Alertness rolls or otherwise fails to see the character for a turn.
-
Unless they spot the invisible character, opponents attempting to attack an invisible character suffer a -2 pentality to the difficulty of close range attacks and cannot make ranged attacks at all.
If the character attempts any other action that calls for a die roll, the invisibility fails. Demons can attempt to penetrate this as they would any illusion.
MIRAGE:
5 points
The character can create an illusory aura that transforms her appearance, allowing her to disguise her features from distant or careless observers.
SYSTEM:
ROLL: INTELLIGENCE + PERSUASSION
DIFFICULTY: 12+ (difficulty 6).
Observers must gain more successes on a Perception + Wits roll (difficulty 16+) than the character scored with Mirage roll, to see the character’s true features.
Demons can penetrate this as they would any illusion.
​
VOICE OF THE BANSHEE:
2 Points
the Thrall can emit a hideous wail that fills her foes with feelings of imminent death.
SYSTEM:
ROLL: No Roll Required:
RANGE: 1 x FAITH meters
Any individual (friend or foe) within range will flee from the Thrall’s presence unless a successful COMPOSURE + RESOLVE roll difficulty 10+ Thralls Faith is made.
This ability can be used Once per scene
​
​
CAUSE INSANITY:
4 points:
The thrall can cause mortals to become temporarily insane.
SYSTEM:
SPEND: 1 point of faith.
ROLL : MANIPULATION + PERSAUASION vs Opponent COMPOSURE + RESOLVE
SUCCESS:
If the thrall gains more successes, she may inflict any chosen derangement onto the target, which lasts until the end of the scene.
Use once per target per scene.
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SCRY:
5 points :
The character concentrates and names a location, object or being familiar to her. She must have visited the location, touched the object or met the target in the past.
SYSTEM:
ROLL: FAITH
RANGE: 1 mile x faith rank. The target must be within range or the effect automatically fails.
This range may be cumulatively doubled for each point of faith spent for that purpose.
DIFFICULTY 14+ (or 4+ targets willpower)
SUCCESSES:
-
Each success revealing the target and surrounding location for one turn. This period can be extended to a full scene for a cost of one faith point.
-
The character may use as many senses to perceive the target as the number of successes rolled.
CONJURATION:
2 points:
The character is capable of supernatural sleight of hand, seeming to conjure items out of thin air, only to make them vanish again with a flick of the wrist. She can draw an item from a pocket or conceal an item without detection.
ACTION TYPE: Quick action.
ROLL: DEXTERITY + STEALTH + FAITH vs Opponents WITS + PERCEPTION
SUCCESS: Means an item no larger than Jacket conceal can be conjured apparently out of nowhere or likewise vanished.
The item itself does not need to be secreted about the character, so long as they possess the item through xp purchase.
​
SHATTERING TOUCH:
5 points.
The Thrall can read the harmonic vibration of an inorganic object by touch and shatter it with a precise application of pressure.
SYSTEM:
ROLL: FAITH:
DIFFICULTY: The difficulty depends on the relative density of the object:
-
12+ for glass
-
14+ for wood
-
16+ for stone
-
18+ for metals.
-
20+ for exotic or magical materials. Syir, Primium etc.
SUCCESS : The character can shatter one square meter of matter per Torment point.
​
​
​
STRENGTHEN CREATION/WEAKEN CREATION:
2 points:
The tapestry of creation is visible to the character, he can pinpoint weak spots and with a gesture reinforce it. Only those who once shaped reality and their servants may manipulate the threads.
3 points:
FREE ACTION:
ROLL: MANIPULATION + RESOLVE + FAITH RANK
DIFFICULTY 10+
Each success adds + 1 to the area banality/ Shroud/ Veil/Gauntlet or subtracts 1 point.
Each success adds + 1 or subtracts 1 to/from the essence rating of those in the area for calculating pattern defence vs mage pattern attacks. (see magic defence) this does not increase essence in other other regard.
AOE: 2 x users Faith Rank.
DURATION: 1 Scene
NOTE: This ability MAY be used during the initiative phase if the thrall has supernatural awareness and successfully detects magic use.
Earthbound/Demons and Earthbound Thralls of higher rank ignore this ability if used to hinder them.
​
​
PSIONIC DISRUPTION
5 points:
A high pitched whistling in the minds of those affected by this ability makes concentration exceedingly difficult.
3 points:
ROLL: MANIPULATION + RESOLVE + FAITH RANK
DIFFICULTY 10+
Each success adds + 1 difficulty to extended rolls (Including spell casting) or attempts to use mental abilities (Including mental defence rolls)
Characters in range must successfully roll Composure +Resolve +(Arete/Glamour rank/Highest Mental Discipline/Gift Rank) Each success negates 1 success applied to their character.
AOE: 4 x users Faith Rank. (Difficulty applies to effects -into- the area from outside the area too)
DURATION: 1 Scene
Earthbound/Demons Earthbound Thralls are immune to this ability.
__________________________________________________________________________________________________________________________________________
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Gifts are are favours of the earthbound that ensure continued and loyal service to its cult. Gifts are as varied and unique as characters are and it is rare you will find a thrall with identical gifts. However Gifts do have a price. For every 15 points of Gift 3 points of flaws must be obtained.
RANK 1 INITIATE
Gift Points 5 to Purchase Rank 1 Gifts
Flaw points None:
​
All RANK progression must be approved by Cult Storyteller. Regardless of XP expenditure. Cult Progress is determined by IC factors.
You cannot promote yourself or purchase a rank without Cult Storyteller permission.
​
RANK 2 ACCOYLYTE (25 XP)
Gift Points 15 to Purchase Rank 1 or rank 2 Gifts
Flaw points 3 (must be spent)
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RANK 3 DISCIPLE (50 XP)
Gift Points 15 to Purchase Rank 1 or rank 2 or rank 3 Gifts
Flaw points 3 (must be spent)
​
RANK 4 ORACLE (75 XP)
Gift Points 20 to Purchase Rank 1 or rank 2 or rank 3 or rank 4 Gifts
Flaw points 3 (must be spent)
If the thrall has no points left to spent, the may enter a pact to generate extra points. (See Pacts: Going deeper) Pacts do -not- require stigmata as they have their own negative offset. However if 15 points are spent 3 flaw points must be spent. Pacts MUST BE APPROVED by cult storyteller.
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INFERNAL GIFTS & FLAWS
ALL INFERNAL GIFTS ARE LOST IF COTEB DEEMS TO REMOVE THEM
(They are on loan so long as you remain loyal. Literally ALL gifts are lost if the cult is betrayed. There is no loophole or work around)
Unless Noted gifts & flaws cannot be taken more than once. FLAWS however remain in play.
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RANK 1 INITIATE GIFTS
Initiate gifts are a small taster of the power available to thralls, These gifts elevate humans far beyond their mortal companions but are not quite so miraculous as to be noticeable. These gifts are relatively speaking minor powers.
​
INCURABLE CONDITION REMOVAL.
1 Point Per Condition Cured.
The demon can simply cure the thrall of any incurable condition. If the pact is broken, the condition returns.
CONDITIONS: Mental Illness, Derangement, Lost body parts (1 point total to restore all body parts), Old age. Incurable disease such as AIDS and Cancer, Infertility.
​
BIOLOGICAL CHANGE
1 Point Per Biological change. (Required for supernatural who wish to become cult members)
The demon can simply change the Thralls biological nature. It can not change it to a supernatural species, though it could easily remove the ghoul condition. It can change the Gender, Skin Color, Aesthetic Looks of the Thrall to the Thralls desired state. Note: The new Gender of the species biologically functions as the New Gender. A male to female for instance, could be impregnated. A Caucasian turned African American, would have children of African American Heritage. If Pact is broken, original biology returns.
CONDITIONS: De-Ghouling, Gender +Aesthetic change, Racial + Aesthetic Change. Aesthetic change only. This gift can even permanently change you from a supernatural character a regular human (all previous gifts ,powers associated with previous species or mortal plus are lost but your character remains Only Celestial entities have the ability to undo celestial curses )
PRECURSOR BODY
(4 points):
The Precursor body is the body that humanity was gifted with before the event of the fall caused by "Original Sin"
Character’s Physical attributes STRENGTH, STAMINA, DEXTERITY and CHARISMA are all increased by 1 dot. This may take the character above 5 in the dots. Characters seem to eschew the Aesthetic appearance of the Greek God archetypes or Super Hero physique. Their charisma increase is due to the near perfect symmetry of their faces and chiselled features. More than one Hollywood Celebrity In L.A the City Of Angels has made pacts with resident Fallen or Earthbound there for this very gift. As with all gifts, this ability is taken back upon leaving the cult, though when it is two dots are taken back instead of the 1 dot given. In Hollywood this explains the fall of many celebrity and the traumatic cases of botched plastic surgery.
​
INHUMAN ALLURE:
(1 points):
The character’s voice and features are refined to inhuman perfection, adding +2 bonus to rolls involving the following
Performance (Public Speaking)
Manipulation
Or + 4 to rolls involving both.
​
KNOWLEDGE
(2 points):
The character’s mind is flooded with knowledge they previously did not possess.
This allows the character to choose ONE additional field for any Knowledge base they already possess.
EXAMPLE: If the character possesses "PERFOMANCE" They may choose any ONE additional speciality within the performance knowledge base.
​
LORDLY MIEN:
(1 points):
The character’s aura of divine authority reduces the difficulty of her Manipulation & Persuasion rolls by 2. (+2 in contested)
​
DETECT FORGERY:
1 Point.
The thrall can immediately discern if an item is a forgery by holding it in her hands and studying it for the space of a turn (No roll required)
CONDITIONS: None, even master crafted forgeries are affected by this ability.
​
REMEMBER NAMES:
1 Point.
This power gives your character the ability to bring to mind any name she has previously known. It's very useful for an employer of a lot of workers - not only so she can address each of them, but inquire after their family as well - but historians and other researchers can also benefit immeasurably. Subtract 1 from the difficulty of all 'Social' rolls involving characters you have met before. Subtract 1 from the difficulty of research based tasks involving names.
CONDITIONS: None.
​
FORTUNE:
3 points.
A winning lottery ticket, an unexpected benefactor, a personal fortune mysteriously becomes yours.
CONDITIONS: This takes your Resources to five dots, of course you may lose this no matter how well you invest your resources should Coteb reverse the favor.
Easy come, Easy go.
​
CLING TO LIFE:
3 points : This ability allows the thrall to resist death even when her body has been mortally injured.
SYSTEM: At the moment of the thrall's death.
ROLL: COMPOSURE + RESOLVE
DIFFICUTLY: 14+
each success allows the thrall to remain alive for one hour.
The thrall will survive is she receives medical attention within this period of time, otherwise she dies once her extended life span has expired.
CONDITIONS: Strangely even complete dismemberment does not end the thralls clinging power. However the likely hood of traditional medicine fixing this condition is unlikely.
NOTE: Character is "immobilized" and cannot move themselves. Though they are 100% conscious. Characters however cannot attack the character any further unless they make a successful WITS +PERCEPTION roll Difficulty 20+, As far as other characters are concerned the character is dead.
​
RESUCITATE:
1 point: This enhancement allows the thrall to resuscitate someone who is clinically dead.
SYSTEM:
ROLL FAITH
DIFFICULTY: 14+
-
One success allows her to resuscitate a dead body within one minute of its death
-
Two successes allow the character to resuscitate a dead body within five minutes of its death
-
Three successes allow the character to resuscitate a dead body within fifteen minutes of its death
-
Four successes allow the character to resuscitate a dead body within thirty minutes of its death
-
Five successes allow the character to resuscitate a dead body within sixty minutes of its death
As well as restoring the soul, the body is healed just enough to maintain life for at least another hour. In effect, it restores one health point.
The character can spend a point of faith to gain 1 automatic success if they so desire.
CONDITONS: Resuscitate may be performed only once on any given body per day. If the roll fails, the body is beyond resuscitation.
​
IMMUNITY TO AGE
1 Point
Demons have long been able hold back time and offer the power of eternal youth and immortality. The Thrall can even be rejuvenated to 18 years of age if the Thrall and the Demon both wish the change.
CONDITIONS: This also protects against supernatural ageing by mage spheres. Immortality is granted with this power, though it does not mean the Thrall cannot be destroyed by conventional means. It only halts -entropy-
​
IMMUNITY TO POISON
1 point:
The thrall is immune to any toxins, drugs, sedatives. Even alcohol and nicotine, sadly this means they are also immune to anaesthetics.
This immunity means the character is not able to be addicted to anything, this includes blood bonds.
CONDITIONS: If an addiction is part of an infernal flaw then this offers no protection from that flaw.
​
IMMUNITY TO DIESEASE
1 point:
The character cannot take ill, suffer infection or even serve as a passive carrier of disease. Only supernatural maladies can affect her.
CONDITIONS: none.
​
FIRE IMMUNITY
3 points.
Fire causes no inconvenience to the character and he suffers no damage from being ablaze.
However a character set ablaze suffers the "Blinded" Condition until the flames are extinguished.
While the character may be fire proof his clothes are not, unless the character is wearing armor with a defence value greater than 3.
​
ELECTRICITY IMMUNITY
3 points.
Electricity causes no inconvenience to the character and he suffers no damage from being stuck with electricity and is not required to make any test versus electricity.
​
RESILENT METABOLISM:
1 Point.
The thrall is capable of deriving nourishment from food sources that would kill a starving rat. As long as the material is organic, anything from spoiled meat to cardboard - the character can eat it and survive.
CONDITIONS: None
WATER BREATHING:
1 point:
The thrall can breathe underwater just as if she were breathing air.
CONDITIONS: Does not protect from gases or other inhaled substances.
PRESSURE RESISTANCE:
1 point:
The thrall is immune to high and low pressures one gains at great heights or depths.
CONDITIONS: This really is most useful for deep sea diving.
​
MARK OF ARMISTICE
1 Point.
Passive.
This power marks your character in much the same way as demons can brand their enemies, although far more beneficial results. Mortals cannot attack the thrall unless a successful willpower roll (difficulty 16+) is made, unless said mortals are acting in self-defence .
It works on Regular Humans/ Kinfolk /Kinain /Ghouls / Revenants/Hunters/Gifted.
CONDITIONS: Armistice does not work on Coteb cultists of higher ranking.
ENHANCHED DODGE:
1 Point:
The thrall adds +2 to all dodge rolls.
CONDITIONS: none.
​
IMPROVED INITATIVE:
2 Points:
This allows the thrall to add +2 to all initiative rolls used for deciding combat order.
CONDITIONS: None
​
SURE FOOTING:
1 point:
This enhancement gives the thrall the ability to keep his footing in treacherous conditions. As long as he is not trying anything too acrobatic, or doesn't have people trying to knock him down, no roll is required.
For more challenging actions (Such as running across a street in the middle of an earthquake ), roll Dexterity +Athletics (Difficulty 14+)
CONDITIONS: This basically prevents knock down by weather patterns.
​
LIAR'S EAR:
5 points :
The thrall can automatically tell when someone lies to him. Every time the player suspects a lie they can ask the other player in private messages to treat the challenge to detect a lie as passed. The other player will simply state "True " or "False" to a particular statement their character made.
CONDITIONS: This only detects a lie, not opinion. It also does not reveal the truth, it only highlights -lies- Higher cult ranks than the thrall and Coteb are immune from this ability.
​
PERFECT PITCH:
1 point:
The Thrall is able to sing with perfect clarity, hitting just the right note every time. Performance (singing) rolls are made with -1 difficulty.
SYSTEM:
ROLL: INTELLIGENCE + PERFORMANCE (singing)
DIFFICULTY: 14+
SUCCESS: On a successful roll the Thrall can shatter glass within 1x Faith Rank meters.
CONDITIONS: None.
​
LYRICAL VOICE:
1 point:
The difficulties of all performance rolls (involving voice) decrease by two.
​
SHARPENED SENSES :
2 points:
The character attunes his preternatural awareness to unravel the hidden details and secrets of the world.
This gives the thrall + 1 per cult rank for Perception Rolls.
CONDITIONS: must be activated by spending 1 faith for the scene, may be overwhelmed by loud noises or bright lights.
DARKSIGHT:
2 points:
The thrall can see in total darkness, and he never takes any penalties for reduced light conditions (including blind fighting).
CONDITIONS: This includes supernatural darkness.
​
SOCIAL CURRENTS:
2 points
This enhancement allows a thrall to enter a room and a gain an immediate sense of the social undercurrents at play among the people within.
SYSTEM:
ROLL: PERCEPTION + EMPATHY
DIFFICULTY :14+
The number of successes gained determines the depth and detail of the information gained.
-
One success might reveal who has strong emotions towards whom (Love, Hate, etc)
-
Two might reveal the relative positions of authority and influence among the gathered crowd - who the dominant personalities are, who feels loyal to whom
-
Three successes might reveal subtler clues such as subliminal communications between individuals- the meaning of a knowing look or enigmatic smile.
CONDITIONS: This enhancement can be used once per scene. It only gives a read of the room as the thrall enters it.
​
SOUL GLIMPSE:
1 point:
If a thrall meets the gaze of a character , he can gain a sense of that person’s basic nature.
SYSTEM:
ROLL: PERCEPTION + WITS
DIFFICULTY: 14+
if successful, the thrall learns the characters behavioural archetypes.
CONDITIONS: This power generally uncovers nature and demeanour which may require discussion with the subject. For example if a person was a sadist but pretended to be a guru this glimpse would reveal that. This ability does not uncover supernatural abilities/Species or allegiances or possession.
​
SENSE EMOTION :
2 Points:
The thrall can sense subtle clues in a persons voice, blood pressure and body heat that reveal the person's emotional state (not undead)
SYSTEM:
ROLL: PERCEPTION + WITS
DIFFICULTY : 14+
One success is enough to inform the thrall of the target's current level of emotion.
CONDITIONS: This enhancement is useful for thralls whose line of work requires the occasional interrogation.
​
DANGER SENSE:
1 point.
The thrall cannot be ambushed or otherwise taken by surprise. when the character is threatened with bodily harm from an ambush...
SYSTEM:
ROLL: PERCEPTION + WITS (after rolling your defence against the surprise attack)
DIFFICULTY 14+
Each success takes away an attackers successes following a surprise attack.
Each success adds + 1 to the characters Initiative roll.
CONDITIONS: This does not work in -predictable- situations, only surprise/ambush attacks made against the character.
This is used once per surprise attack. ((Attacks made after first are NOT surprise))
​
WEATHER SENSE
1 Point.
The character can always intuitively sense changes in the weather up to a distance of 10 miles times her Faith score.
CONDITIONS: None
​
LOCATION SENSE:
1 point.
The thrall knows precisely where she is at all times (No roll required) additional she can estimate the distance to anything she can see with great accuracy
SYSTEM
FREE Action
ROLL: WITS + PERCEPTION
DIFFICULTY: 14+
One Success is all that is required to judge distance perfectly.
Each success can add + 1 to next firearms/Athletics ranged attack roll.
CONDITIONS: None
​
MACHINE SENSE:
1 point:
The Thrall gains the ability to repair any mechanical device with a few deft adjustments (Or sometimes a swift kick)
SYSTEM
ROLL: PERCEPTION + TECHNOLOGY (Mechanics)
DIFFICULTY: 14+
One Success means that the device will continue to function for the duration of the scene.
Two successes mean that it will continue to function for the remainder of the day.
Three or more successes mean that the device is permanently repaired.
CONDITIONS: This does not work on supernatural machines.
​
MINERAL SENSE:
1 point:
The thrall gains the ability to detect mineral deposits and natural resources including Oil. The character must be able to touch the surface of the earth in the area he's surveying.
SYSTEM
ROLL: INTELLIGENCE + PERCEPTION
DIFFICULTY: depends on size of the deposit being sought.
A pocket of gemstones 18+
A Vein of ore 16+
A large pocket of oil 14+
RANGE: 30 x Faith Rank meters.
​
MANIPULATE CURRENT:
2 Points:
This enhancement allows the thrall to affect electrical current, stopping or starting the flow within particular wires.
SYSTEM:
ROLL: DEXTERITY + TECHNOLOGY (Electronics.)
DIFFICULTY: 14+
One Success means your character can affect a wire she is touching directly.
Additional successes allow her to affect the current so long as she is touching some part of the machinery and has a rough idea of how it works.
For example, she could stop or start a car's ignition by touching the hood or defuse a bomb without knowing precisely which wire to cut,
interrupt the electronic lock on a door by touching the door or keypad.
BOTCH: overloads the wiring (Or blow up the bomb)
CONDITIONS: manipulation of this power is not fine enough to affect the working of circuit boards or chip sets, but such items can be short-circuited or burnout with a few wayward volts.
SHOCKING TOUCH:
2 Points:
The character’s grapple move inflicts bashing damage equal to the attacks success.
The grapple inflicts 1 bashing per point of faith rank per turn grapple is maintained.
CONDITIONS: This special capability may be used only once per scene.
​
ANIMAL EMPATHY:
2 Points:
This reduces the difficulty of all animal kinship rolls by 2.
CONDITIONS: None
​
ANIMAL CONTROL:
2 points:
The thrall can summon any chosen animal or animals within the immediate area and command them to do her bidding. She cannot command the animal to perform any action it would not normally be able to do.
SYSTEM:
ROLL: MANIPULATION + ANIMAL KINSHIP
DIFFICULTY: 14+
If successful, the thrall summons and commands an animal within 100 meters. Use Animal Bestiary
-
One Success: Insect Swarm
-
Two Successes: Small Animal
-
Three Successes: Medium Animal
-
Four Successes: Large Animal
-
Five Successes: Animal swarm or pack of choice
CONDITIONS: The effects of the power last for a scene.
​
WARP TATTOO
1 Point.
This power allows the thrall to create and control tattoos that cover her body, allowing them to move - including changing shape, color and size - at will.
CONDITIONS: None, the benefits are not enough to give chameleon like effects, but can be effective at changing ones own, or replicating another's -distinctive- tattoo's. This mostly comes in handy for discrediting witness testimony or framing others by replicating their unique tattoo's. The forming of text is also possible, allowing ones body to act as a silent means of communication.
​
​
SUPERNATURAL AWARENESS
1 points.
The thrall has a limited version of her master’s power to sense supernatural energies. To get a “feel” of the supernatural qualities of a given area. A hospital room might emanate a sense of pain and loss, imprinted by the emotions of the patients and doctors who’ve struggled and died within its walls. An otherwise unassuming basement might reek of the foul rituals performed there days before. Additionally, an alert character can sense the use of supernatural energies within her general vicinity. The fabric of reality distorts momentarily when powers are used, and the character can feel the ripples caused by this brief disturbance. Highly perceptive characters can draw extensive information from these ripples, gaining a sense of where the supernatural event took place. If a character wishes to sense the energies at work in her area.
NOTE: This is more powerful than -basic- "Awareness" as it gives more details and is -not- contested. This is a sensitivity to the fabric of reality, not an individuals skill at affecting it.
FREE ACTION (Reflexive action when somebody uses magic on your character or in the same scene as your character)
NORMAL ACTION (If Actively searching magic)
ROLL: PERCEPTION + OCCULT
DIFFICULTY 12 +
RANGE : 10 meters per Faith Rank.
If the roll succeeds, your character detects the momentary distortion caused by these energies. Additional successes provide further detail.
One success: The character knows that something has occurred (or is occurring) in the vicinity and a general idea of how powerful the effect was or is.
Two successes: They gain a rough idea as to the direction from which the distortion emanates.
Three successes: The know without a doubt the direction from which the distortion emanates, and he has a rough idea of the distance.
-
Four or more successes:
-
They know precisely how far away the disturbance is, and in what direction. If she knows the area well, she can work out exactly where the event took place or now occurs.
-
They may even deduce what -type- of magic was used "Mind, Illusion, Elemental, Spiritual, Scry" Etc.
-
They may even tell -who- used magic if they are in the same scene or the caster remains at scene of spell.
-
This will never reveal the species of the caster though.
-
Wraith automatically trigger supernatural awareness by their presence.
NOTE: This detection is a free action and may rolled -each- turn that magic is used, or even during the casting process. This is rather unfortunate for those who need extended castings.
​
SPIRIT SIGHT:
1 Point
The Thrall may see wraith unless they activate the -enshroud- ability of Argos.
SYSTEM
ROLL: PERCEPTION + WITS
DIFFICULTY: 14+
The character can hear and see the wraith with it needing to use the embody Arcanoi. However the Thrall needs a reason to activate spirit sight, such as wraith doing something, or Supernatural Awareness triggering.
​
CREATORS MARK:
1 point:
The Thrall knows who created an object, as well as when it was constructed and the manner of its construction.
SYSTEM:
ROLL: PERCEPTION + WITS
DIFFICULTY 14+
The character must be able to touch the object in question to gain the information.
SUCCESSES:
-
One: When the object was made.
-
Two: What mundane materials the object is made of.
-
Three: If the item contains supernatural elements.
-
Four: Who made the item.
-
Five: Practically everything that could ever be found out about the object.
​
MIMIC:
1 point:
The thrall can manipulate her vocal cords to almost perfectly mimic any natural sound.
SYSTEM:
Upon hearing a sound or voice the character wants to mimic.
ROLL: PERCEPTION + PERFOMANCE
DIFFICULTY: 16 - 1 per turn spent listening to sound to be replicated. (minimum difficulty 12+)
​
SILENT STEPS: *Passive*
1 point
The Thrall makes no sound whatsoever as she moves, seeming to glide soundlessly over the ground.
The thrall adds + 5 to all stealth feats.
ADDICTIVE PRESENCE
1 point
Character must spend 1 scene interacting with the character. At end of scene the thrall can do the following.
SPEND: 1 FAITH
ROLL: MANIPULATION +PERSUASION vs targets WITS + COMPOSURE
If the thrall wins, then the subject is addicted to his presence, and will go to extremes in order to be with the thrall once again. (Or should favour the thrall in scenes where there is the option to be with the thrall compared to another being (This compulsion is not as addictive as blood bonds or other supernatural effects, but it -is- more powerful than -zero- supernatural presence or addictive powers.)
once per week, the target may make another roll to attempt to break this addiction. (Composure + Resolve Difficulty 12+ Thralls cult rank)
​
​
​
___________________________________________________________________________________________________________________________________________
RANK 2 ACCOLYTE GIFTS
RANK 2 GIFTS INTRODUCE THE ARSENAL OF THE BEAST:
​
Known as the Arsenal of the beast or the infernal form among thralls this particular set of powers give the thrall a "Combat" form of sorts.
CONDITIONS: Though the features may be grown simultaneously, you cannot -stack- the damage. You can only use one feature per action.((Defensive features may be used every time attacked though)
​
USING THE ARSENAL:
-
Features marked *passive* do not need to be grown, these features are passive and always in play.
-
All other features need to be grown /activated This takes one full action per feature or a point of faith to be spent to make it a quick action.
​
INFERNAL FORM:
-
The thrall may grow all features it has purchased at once. This is called an Infernal form. The Thrall needs to spend 1 point of faith and the transformation is instant
-
An Infernal form has + 2 health + 2 stamina + 2 Strength + 2 Dexterity + 2 to Brace rolls. In addition to other purchased abilities.
-
An infernal form causes Lethal damage. However spending an additional point of faith for transformation makes the damage Aggravated.
-
Infernal forms cause REVELATION.
-
Infernal MUST be represented as quite different from the humans normal form. Infernal forms appear suitably "Demonic" or "Angelic" depending on Torment of character. There should be absolutely no question of passing for normal in infernal form.
-
Infernal /Apocalyptic form allows the character to perceive trods and chimerical reality. Though the mists still erase the memory of what is seen in this form.
_________________________________________________________________________________________________________________________________________
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ELDRITCH TONGUE*Passive*
1 Point.
The character's tongue has mutated into five slender pink tentacles covered in small suckers. It retains the normal ability of a human tongue for language and taste but is also dexterous enough to perform manipulation of objects much in the same way as a human hand. It is possible to type and perform similar such manipulations entirely hands free. The tongue (or tentacles ) can not lift any thing heavier than a shot glass, so using the appendage for combat applications is not possible. However in situations where hands are bound the tongue is more than capable of performing delicate tasks such as picking locks (with lock picks) or sending text messages via a phone. There are other -adult- applications of the tongue of course that definitely would give a sex worker a definitive edge over the competition. Folding and pressing the tentacles together maintains the appearance of a regular human tongue, though it might appear to be abnormal length.
HARDENED FLESH *Passive*
1 Point.
With this ability the character gains 1 extra point of stamina. This may take the thrall above 5 stamina.(Don't forget Stamina contributes to your HP)
RESILIENCE *Passive*
6 points:
Prerequisite: Hardened Flesh.
The character heals Lethal damage at the rate of bashing damage.
The character gains an additional point of stamina. This may take thrall above 5 stamina. (Don't forget Stamina contributes to your HP)
CARTILAGINOUS FLESH *Passive*
2 points.
The thrall's skin becomes thick and rubbery and is highly resistant to any form of blunt trauma. reduce bashing damage to half successes.(rounding down)
Example: Half of 6 or 5 success = 3 success. Half of 4 or 3 successes = 2 successes , Half of 2 or 1 successes = 1 success.
Immune to abilities or martial art manoeuvres that knock characters out before reducing character to zero health.
​
BONELESS:*Passive*
2 Points
Prequisite: Cartilaginous Flesh
Who needs a skeleton anyway? The perquisites ensure the thrall is able to maintain structural integrity and lose none of the impact of their offensive abilities.
The thrall isn't -technically- boneless. They just don't have bones made of bone stuff. Instead their bones are rubbery and can be bent in any direction, but never broken. Bone breaking techniques afforded by some disciplines or powers have no effect on the thrall. The bones are sturdy enough to allow a thrall to function normally and provide protection for vital organs as normal, but under extreme stress they bend rather than break. Rather than shatter when punching an immoveable object they will crumple before reforming their shape. This also means they can survive falls of almost any height. Reduce fall damage by a factor of 1000. Throw manoeuvres that would normally injure the character do not.
SCALES:
2 points:
The character’s skin is covered with dark, lustrous scales that count as 1 point of armor defence for Brace defence (Stamina + Athletics + Armor def)
Note: this cannot stack with -worn- armor.
SHARK HIDE:
3 Points:
The character’s shark-like skin count as 2 point of armor defence for Brace defence (Stamina + Athletics + Armor def)
Note: this cannot stack with -worn- armor but can stack with -scales-
​
SPINES:
15 points:
Spikes of bone or quills protrude from the character's skin; or perhaps she radiates blistering heat or a shock of lightning; or perhaps she has a host of fanged mouths opening across her entire body.
SYSTEM:
Anyone foolish enough to brawl or grapple attack a thrall with spines suffers 1 lethal damage per success they rolled. The thrall takes damage or is grappled successfully, but the attacker takes the damage as well.
Spines do not add damage to the character's own attacks
​
ABSORPTION:
8 points
The Thrall is capable of absorbing inorganic objects into his body, turning his appendages into living tool boxes or causing his body to bristle with an assortment of blades, spikes and cruel hooks.
SYSTEM:
ROLL: STAMINA + ATHLETICS + 3 vs Opponents Attack (The thrall cannot use this ability with Armor unless it is Scales or Shark Hide.)
If successful the following applies.
-
Projectiles such as bullets and arrows instead are absorbed and cause no damage.
-
The opponent automatically loses their melee weapon for the rest of the scene.(Perhaps permanently is the thrall escapes the combat)
-
The opponent automatically becomes grappled if using a brawl attack and must make a contested strength test vs thrall to break free or be released when the thrall deems.
NOTE: This only lasts as long as the thrall is in its infernal form — once the thrall reverts to his mortal form, the objects are expelled.
​
FLESH OF MAGMA:
5 points
The Thrall’s flesh glows orange like molten steel. Anyone who comes in contact with this thralls' flesh suffers one level of lethal damage per successful brawl attack or grapple/grapple progression move. Inflammable materials burst into flame upon contact with the thrall’s skin. Wooden weapons are immediately set ablaze. The thrall is immune to fire attacks while this is activated.
​
FIERY BLOOD *Passive*
10 points:
PREQUISITE: Flesh Of Magma ((For Infernal form)) + 'Fire immunity' (For mortal form)
The character’s blood burns like magma. Inflammable objects that touch more than a few drops burst into flame, and opponents in close combat suffer one point of lethal damage if they score only 1 success with lethal or aggravated attacks.
The thrall -may- turn off their fiery blood, but otherwise it is always -on- note: vampires feeding on the thrall will take aggravated damage and will require a Rötschreck roll (Composure + Resolve Difficulty 16+) if the thrall has not turned off their fiery blood.
​
CLINGING FLESH *Passive*
1 Point
The Thrall’s skin is covered with millions of molecule-sized hooks that allow her to cling to almost any surface. The character can climb the sheerest of surfaces, even plate glass.
SYSTEM:
ROLL: DEXTERITY + ATHLETICS
DIFFICULTY 12+
INHUMAN STRENGTH *Passive*
5 points :
The character gains preternatural strength, whether visible as a bulky form or imbued upon the very visage of frailty.
This enhancement adds +1 point strength. This may take the thrall above 5 in strength.
​
VENOM: *Passive*
Prerequisite: immunity to poison.
3 or 4 points:
The character's body produces a deadly venom.
For three points, the venom secretes from a specific orifice or organ, most likely in the mouth.
Alternately, one of the character's bodily fluids is highly toxic, be it saliva, blood, semen, urine or anything else .
For four points, all of a character's bodily fluids are toxic.
Venom System:
Anyone touching the character's poison suffers lethal damage equal to her permanent cult rank. If the character injects the venom into a victim or he ingests the tainted substance, the number damage is double the cult rank.
NOTE: Those species immune to poisons (namely undead) are unaffected by this.
​
VENOM SPIT
3 Points:
Prerequisites: Venom.
The character has a venom gland in his throat that allows him to spray poison. (Venom works as above)
SYSTEM:
ROLL: DEXTERITY + ATHLETICS vs Opponents Dodge or Brace roll.
RANGE:5 meters.
CAPACITY: Character has one dose per point of stamina. He replenishes 1 dose each hour.
5 meters.
NOTE: Damage is Lethal
SPEED OF THOUGHT
9 points:
FREE ACTION
SPEND 1 FAITH
The character may attack several targets at the same time as if they were an A.O.E attack.
ROLL: STRENGTH + BRAWL OR DEXTERITY +MELEE+ WEAPON BONUS
DIFFICULTY: 10+
CHARACTERS ROLL DODGE/BRACE/PARRY/BLOCK at DIFFICULTY 10+
All up to 1 x faith rank characters within 2 x Faith rank meters (Foes only) are attacked and must roll a defence.
Example at Faith 6 the character using this power can attack 6 enemies within 12 meters simultaneously.
DURATION INSTANT:
INK CLOUD:
2 points:
The thrall can expel a cloud of indigo ink that hangs in the air and blinds her foes.
SYSTEM:
ROLL: FAITH
DIFFICULTY 12+
RANGE: 1 x Faith meters.
DURATION: 1 x Cult Rank turns.
Individuals within the cloud are blinded unless they manage to dodge out of the cloud.
Victims are subject to the Blinded condition.
​
WEBBING
4 points:
The thrall can vomit sticky webbing onto her foes to immobilize them.
SYSTEM:
ROLL: FAITH vs Victims Dodge
RANGE: 1 x Faith meters.
If the roll succeeds, the target is enveloped in webbing that has a Strength equal to the thrall’s Faith+ 3, which the target must overcome in a resisted roll to escape. The target is considered Immobilized while webbed.
NOTE: The webbing can be dodged but not parried, blocked or braced.
​
SOPORIFIC TOUCH
15 Points.
The Thrall’s touch can cause a victim to fall into a deep sleep.
ROLL: STRENGTH + BRAWL + FAITH vs OPPONENTS DEFENCE
If the Thrall’s player wins the contest, no damage is done but the victim falls into a near-comatose state for 1 turn per success.
If the victim is attacked/ violated while unconscious Characters may make a willpower roll (Difficulty Thrall's Faith +10) to awaken.
NOTE: This power does not affect demons or undead.
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CLAWS/ FANGS
1 point:
The thrall can grow two-inch fangs or claws at will.
These weapons inflict lethal damage and add a + 2 combat bonus to brawl attacks
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GAPING MAW:
15 points:
The character's jaw unhinges or simply distends impossibly wide, presenting row upon row of glistening fangs. the character can chew and digest anything she gets her mouth around.
SYSTEM:
ROLL STRENGTH + BRAWL +3 Vs Opponents STAMINA+ ATHLETICS OR DEXTERITY + ATHLETICS (( cannot be blocked or parried or use Armor ))
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HORNS:
8 points: The character sprouts archetypal goat horns, antlers like a stag, unnatural bone spurs protruding from the skull or some other growth that enables goring attacks. A gore attack is a running attack
ROLL: DEXTERITY + ATHLETICS + 5 versus enemy dodge or brace.
DAMAGE: Lethal
NOTE: Gore attacks cannot be blocked or parried. Enemy suffer "Knockdown" effect.
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LASHING TAIL:
4 points: The character sports a powerful muscular tail enabIing strikes that do bashing damage.
ROLL: STRENGTH + BRAWL + 3 vs Opponents defence roll
DAMAGE: Bashing
NOTE: The character can opt for a sweep manoeuvre, sacrificing damage instead to knock the opponent prone. Opponents who are knocked by this sweep move cannot be affect by it again during the same scene.
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TENTACLES:
10points
The character has long tentacles that can wrap around enemies and constrict them, permitting a punch, clinch or grapple from as far as three meters away. Tentacles also allow the character to hang suspended, and lift objects using his full Strength.
SYSTEM:
ROLL: STRENGTH + BRAWL vs Opponents Defensive move.
If the tentacle character makes a successful grapple move they may inflict a Clinch each turn on the victim as a free action, enabling them to attack other characters freely.
CLINCH MOVE (TENTACLE VERSION)
ACTION TYPE: FREE (Turn after successful grapple)
ROLL FOR DAMAGE: STRENGTH + ATHLETICS + CULT RANK Vs Opponents STAMINA + ATHLETICS + ARMOR DEF BONUS
DAMAGE: BASHING /LETHAL AT STRENGTH 4+
NOTES: Undead are immune to Clinches
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TENTACLE BARBS:
5 points: Prequisite Tentacles.
Tentacles end in a barbed stinger and do lethal damage.
The character may stab with this barb attack, possibly injecting poison if the character also has venom ability.
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WINGS:
7 Points:
The character grows large wings from her back, stretching a third again as long as the character is tall at full extension. These may resemble those of a bird, bat, butterfly or something stranger still, perhaps sculpted out of fire, light, clouds, shadow or unfurling jagged crystal.
the character's wings become a mere formality; she can move without regard for gravity or momentum, hovering, skimming and gliding with impossible manoeuvres rooted in personal mastery of motion. Her powerful wings only propel her more quickly, allowing her to fly in any direction at any time up to five times her running speed.
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RAZOR WINGS:
3 points: Prequisite wings.
The character can attack opponents with razor sharp wingtips in close combat
FLYBY
ACTION TYPE: Full
ROLL : DEXTERITY + ATHLETICS + 5 Vs Opponents Dodge /brace defence
DAMAGE: AGGRAVATED
NOTES: A flyby cannot be blocked or parried. Character must be in flight before performing a flyby.
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WEBBED FEET/HANDS
1 point:
The thrall suffers no slowed movement in water due to the amphibious quality of their extremities.
The thrall also gains an advantage of +2 to all combat rolls when immersed in a large body of water. (Canal, River, Lake) vs non aquatic opponents.
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ABYSALL EYES
1 Point
The Thrall’s eyes turn to liquid shadow, oozing down his face or occasionally reaching out like tendrils or fingers.
SYSTEM:
Opponents must roll COMPOSURE + RESOLVE DIFFICULTY 10+ THRALLS TORMENT.
FAILURE: Opponent suffers a -2 penalty to all attack rolls directed at the thrall.
DURATION: Scene. Opponents may roll each turn to overcome the fear induced.
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EXTRA LIMBS:
5 points
The thrall grows a second set of arms.
SYSTEM:
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Extra arms allow a character + 2 to block or parry rolls and +2 to brawl or melee rolls.
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A character with extra arms may carry two different load out combinations. (Provided character has items)
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For example the character could defend with a shield and sword and attack with a two handed weapon.
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A character with extra limbs can reload as a quick action, but they may not shoot with the reloaded weapon until following turn. However they may make attacks with their other weapons on the same turn as reloading.
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ALTER SIZE:
3 points:
The thrall can alter her physical size in order to slip through narrow gaps or crawl into impossibly small spaces. She can reduce her size to as little as one third of her original volume. (1/3 = 6 foot tall to 2 foot tall )While this size the miniture thrall adds + 2 her defence and her stealth. However she subtracts 2 from strength and attacks.
Character can also slip any bonds (not grapples) by simply shrinking out of them.
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UPSCALE:
7 points: Prequisite Alter size
The thrall can alter her physical size in order to be an impressive and formidable foe in combat. She can increase her size threefold her original volume.
( 6 foot tall to 18 foot tall )While this size the giant thrall adds + 2 her attack /strength and Stamina. However she subtracts 2 from stealth and dodge
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DISTORTION:
2 points:
The thrall's form shifts and shimmers as if the viewer were looking at the character through water. +2 defence vs ranged attackes, + 1 vs close quarters. Demons can resist these effects as they can any other illusion
ICHOR:
2 points:
A foul black ichor covers the thrall’s body, making him difficult to grab or restrain. + 2 defence vs grapples.
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THE HOST:
10 Points:
Fanged mouths appear on the character’s body.
SYSTEM:
After a successful grapple attack, victims held by the Thrall suffer 3 aggravated damage per turn held.
When the mouths are not otherwise occupied they whisper blasphemies in any language the character knows.
(May be used in place of a Tentacle clinch move allowing the character to fight on unhindered while their clinched opponent is bitten with the many mouths)
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SAVAGE GENITALIA
1 Point (Bashing Damage)
2 Points (Lethal Damage)
3 points (Aggravated Damage)
5 points to be able to flip through full range, selectable upon faith activation.
The Thrall (regardless of gender) can imbue their genitals with some menacing feature. Male variations include excessive length (14"+) or hardness, thorns, sandpaper texture or curved barbs; female versions are infamous for teeth, ripping suction and internal meat grinders. This is obviously no good in combat, but devastating in bed.
Using this Power requires sexual contact; after that the target is at the thralls mercy.
SYSTEM:
SPEND : 1 Faith
No roll required; sexually engaged victims receive one Damage per turn (Type depends on the points spent to purchase the gift) . The "special features" are not usually evident until it's too late, and getting away without permanent damage is difficult--the thrall must often be knocked unconscious, and even that may not be enough.
Note: with out faith spent, the genitalia is normal. (As this is a form of sexual violence, consent must be sought to cause lethal and aggravated damage in this way)
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