Lirbo

Path of Toxic Wyrm

Jan 12th, 2020
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  1. Path of Toxic Wyrm
  2. Price: Toxic Aura
  3. Upon purchasing the very first rank of this path, the infernalist's aura would be forever tainted with green biohazard-looking steams.
  4.  
  5. Lube Slime •
  6. The infernalist gain the ability to secrete slime that would lubricate their body, making it difficult to hit them.
  7.  
  8. System:
  9. The player rolls regularly and spends a blood point, succeeding this roll would lubricate the body of the infernalist with green slime that would decrease the difficulty to soak flames by 1, and increase the difficulty of attackers to grapple the infernalist by 1.
  10. Duration Chart:
  11. 1 Success: 1 turn
  12. 2 Successes: 2 turns
  13. 3 Successes: 3 turns
  14. 4 Successes: 4 turns
  15. 5 Successes: Scene
  16. 6+ Successes: Until removed by the infernalist.
  17.  
  18. Toxic Slime ••
  19. The infernalist gain the ability to generate green toxic saliva.
  20.  
  21. System:
  22. The player rolls regularly and spends a blood point, each success would cause 1 Lethal to others who touch the slime, and it burns like acid. The slime lasts for a scene only, after that, it would vaporize itself into toxic steams, however wise kindred might find usage for that as well.
  23.  
  24. Biohazard Exhale •••
  25. The infernalist gain the ability to exhale toxic green steams that would cripple their enemies.
  26.  
  27. System:
  28. The player rolls regularly and spends a blood point, each success would reduce the Stamina of the victim by 1 for the rest of the scene (may be resisted with Stamina difficulty 8 roll). A botch would lower the Stamina of the infernalist by 1 for each dice that landed on 1.
  29.  
  30. Cage of the Wyrm ••••
  31. At this rank, the infernalist may spawn the Wyrm to any place they're able to see, spawning cages of toxic slime that would capture their enemies.
  32.  
  33. System:
  34. The player rolls regularly and spends a blood point, a success would spawn a cage that may be dodged before completely sealed (Dexterity + Dodge vs Willpower).
  35. If successfully captured, each success on the Willpower roll would grant the cage a Health Level. It may be broken, however if touched bare-handed, a dice of aggravated damage has to be rolled for each success on the caging roll.
  36. Caged enemies may only attack those who attack them from close, however at +3 difficulty. Firearms would have no difficulty modifiers, but the victim is still uncapable of moving.
  37. Close-Combatant from both sides who botches a physical roll next to the cage would find themselves engaging physical touch with the cage bars, thus, suffering damage.
  38. * Botching the caging roll would cause self-caging instead, each dice that landed on 1 would count as a caging success.
  39.  
  40. I Am Wyrm •••••
  41. At this rank, the infernalist has so succumbed to the Wyrm that they literally unite. The infernalist may turn themselves into green toxic slime.
  42.  
  43. System:
  44. The infernalist rolls as regular and spends 3 blood points, upon succeeding the infernalist would turn into green slime. In that form, the infernalist may take no physical damage from mundane sources unless it's fire. The slime may stretch itself to 7 yards*Succeses, allowing smooth movement and massive destruction. Each success on that roll would stand for Lethal damage dealt to those who engage physical contact with the slime.
  45.  
  46. Upon botching the infernalist would turn themselves into self-destructive toxic slime that would deal 1 Lethal to the caster for each dice landed on 1. Each turn remaining in that Botched form would cause further damage.
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