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Lirbo

Path of Charms

Nov 16th, 2020 (edited)
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  1. * Please, if you're reviewing it make sure you do review it carefully, many of you already missed many details and questioned me things that are already explained in the rank description.
  2.  
  3. * It's also important to remember that in order to access these powers in the first place the infernalist has to convince the victim to use the charm in the first place, and they can automatically resist all of the powers of this path by simply NOT USING the charm.
  4. ---------------------------------------------------------------------------------------------------------------------
  5.  
  6. [CHANGELOG]
  7.  
  8. Rank 2:
  9. Unlike rank 1, rank 2 actually messes with the mind of the victim. After long discussions I have added an additional way for the victim to resist the power, aside of simply taking the charm off and not using it, there's a contested roll between the players (However the victim is still at a disadvantage, they're wearing a cursed charm after all).
  10.  
  11. Rank 3:
  12. Defined limitations of the power (check below)
  13.  
  14. Rank 4:
  15. Botching will now no longer make the opposite effect but decay the charm to ashes as a whole, ruining the item.
  16.  
  17. --------------------------------------------------------------------------------------------------------------------
  18.  
  19. [Path of Charms]
  20. This path allows the infernalist to infuse objects with infernal essence, turning them into infernal charms.
  21. - Cursed mirrors that steals the observer's thoughts, damned sword that weakens its wielder's strength, or even amulet that empowers its wearer (at cost to their mind and soul), are great examples for the usage of this power.
  22.  
  23. -------------------------------------------------------------------------------------------------------------------------
  24.  
  25. Mind Piercing •
  26. The infernalist may create a charm that steals its user's mind, allowing the infernalist to dig through their thoughts and memories.
  27.  
  28. System:
  29. The infernalist sacrifices a blood point and rolls Willpower at difficulty 4, the successes have to be split between effect and duration.
  30. The effect determines what the charm is able to do while the duration determines for how long the energies remain in the object before they get pulled back into the Abyss.
  31. * The effect immediately stops as the victim ceases to use the charm (e.g. turns away from the cursed mirror, or drops the cursed sword).
  32. * Botching this power will make the reverse effect allow the charm user to dig through the infernalist's mind.
  33.  
  34. Effect:
  35. 1 Success: Sense Aura & Emotions
  36. 2 Successes: Sense Aura & Surface thoughts
  37. 3 Successes: Dig through past memories
  38.  
  39. Duration:
  40. 0 Successes: 1 Night
  41. 1 Success: 3 Nights
  42. 2 Successes: 1 Week
  43. 3 Successes: 1 Month
  44. 4 Successes: 6 Months
  45. 5+ Successes: Permanent
  46.  
  47. --------------------------------------------------------------------------------------------------------------------
  48.  
  49. Mind Shaping ••
  50. The infernalist may infuse the object with such energies that allows them to completely reshape their victim's mind.
  51.  
  52. System:
  53. The infernalist sacrifices a blood point and rolls Willpower at difficulty 5, the successes have to be split between effect and duration.
  54. The effect determines what the charm is able to do while the duration determines for how long the energies remain in the object before they get pulled back into the Abyss.
  55. * The effect immediately stops as the victim ceases to use the charm (e.g. turns away from the cursed mirror, or drops the cursed sword).
  56. * Botching this power will allow the object's user to reshape the infernalist's mind.
  57.  
  58. Effect:
  59. 1 Success: Reshape Emotions
  60. 2 Successes: Reshape Surface thoughts
  61. 3 Successes: Reshape past memories (might reshape the victim's aura, depending on the usage).
  62.  
  63. Duration:
  64. 0 Successes: 1 Night
  65. 1 Success: 3 Nights
  66. 2 Successes: 1 Week
  67. 3 Successes: 1 Month
  68. 4 Successes: 6 Months
  69. 5+ Successes: Permanent
  70.  
  71. --------------------------------------------------------------------------------------------------------------------
  72.  
  73. Posession •••
  74. The infernalist may infuse an object with horrific energies that will anesthetize the victim and link the infernalist to the victim's body. While in this state the infernalist effectively controls 2 (or more) bodies instinctively.
  75.  
  76. System:
  77. The infernalist sacrifices a blood point and rolls Willpower at difficulty 6, the successes have to be split between effect and duration.
  78. The effect determines how hard it is to resist the charm's effect while the duration determines for how long the energies remain in the object before they get pulled back into the Abyss.
  79. * The effect immediately stops as the victim ceases to use the charm (e.g. takes their amulet off).
  80. * Botching this power will allow the user of the charm to possess the infernalist.
  81.  
  82. Whenever the infernalist would like to gain control over their victim, a contested willpower roll has to be made (unless it's a willing target). The base difficulty is 6 for both sides, however, each success invested into Effect upon charm creation will increase the difficulty of the victim to resist by 1.
  83. The possession takes effect for one scene where the victim is completely dormant.
  84.  
  85. Abilities and Limitations during Possession:
  86. - Physical Attributes & Appearance of the possessed person remain as they are during the possession.
  87. - Abilities and the Infernal Disciplines (such as Daimoinon, Dark Thaumaturgy, Corrupturum, Jiguko, Maleficia) are equal to the infernalist's stats.
  88. - The infernalist CANNOT activate any non-infernal discipline during the possession.
  89. - The infernalist CANNOT use blood to activate the disciplines of the possessed victim, however, they may still benefit from passive effects caused by physical disciplines of the victim (such as Potence, Celerity, and Fortitude - but can't use blood to activate them).
  90. - The infernalist CANNOT use spend more blood per turn than their own generation through the possessed victim, even if they're lower generation (however their vitae (or blood in case of a mortal victim) may be used to fuel Infernal Discipline usage).
  91.  
  92.  
  93. Effect:
  94. X Successes: +X difficulty to resist.
  95.  
  96. Duration:
  97. 0 Successes: 1 Night
  98. 1 Success: 3 Nights
  99. 2 Successes: 1 Week
  100. 3 Successes: 1 Month
  101. 4 Successes: 6 Months
  102. 5+ Successes: Permanent
  103.  
  104. ---------------------------------------------------------------------------------------------------------------------
  105.  
  106. Entropy ••••
  107. The infernalist may infuse an object with chaotic entropic energy that will disrupt the odds of reality.
  108. Increasing or decreasing the difficulty for all rolls of the chosen Ability or Virtue.
  109.  
  110. System:
  111. The infernalist sacrifices a blood point and rolls Willpower at difficulty 7, the successes have to be split between effect and duration.
  112. The effect determines how strong is the charm while the duration determines for how long the energies remain in the object before they get pulled back into the Abyss.
  113. Each success stands for an additional or decreased level of difficulty for all rolls of the chosen Ability or Virtue.
  114. * Cursed objects can never make the victim roll over difficulty 9.
  115. * Attempts to stack enchantments/curses on one object will make the object violently explode or decay to ashes.
  116. * The effect immediately stops as the user ceases to use the charm (e.g. takes their amulet off).
  117. * Botching this power will instantly decay the item to ashes.
  118.  
  119. Duration:
  120. 0 Successes: 1 Scene
  121. 1 Success: 1 Night
  122. 2 Successes: 1 Week
  123. 3 Successes: 1 Month
  124. 4 Successes: 6 Months
  125. 5 Successes: Permanent
  126.  
  127. --------------------------------------------------------------------------------------------------------------------
  128.  
  129. Bless of the Inferno •••••
  130. The infernalist may infuse a charm with infernal gifts that always come at a great cost to its user's mind and soul.
  131.  
  132. System:
  133. The infernalist has to perform a lengthed infernal ceremony in the middle of a pentagram drawn by the blood of a victim. The infernalist drops a bit of their own blood over the charm in question and calls forth their dark masters to accept the offering and bestow their gifts upon the charm.
  134.  
  135. The base difficulty of this roll is 8 but may vary depending on the victim in question.
  136. Legendary Sacrifice: Bygones, Faeries, etc... (-3 difficulty)
  137. Supreme Sacrifice: Children, Vampires, Werewolves, Awakened Humans... (-2 difficulty)
  138. Rare Sacrifice: Humans, Albino Ravens, Brown Pandas, White pigeons (-1 difficulty)
  139. Regular Sacrifice: Sheep, pigs, cows, horses, camels... (no difficulty modifier)
  140. Inferior Sacrifice: Cats, dogs, birds... (+1 difficulty)
  141.  
  142. The successes achieved are split between Effect and Duration, the same effect can be purchased multiple times.
  143.  
  144. Effect:
  145. Increased or Decreased difficulty to use (Cost: 1 Success)
  146. Increased or Decreased damage (Cost: 1 Success)
  147. Increased or Decreased damage-type (Cost: 1 Success)
  148. Increased or Decreased Attribute/Ability/Virtue (Cost: 1 Success)
  149. Increased or Decreased level of Discipline of Choice: Potence/Celerity/Fortitude (Cost: 2 Successes)
  150. Infernal Investment (akin to Visages) (Cost: 1 Success per Investment Point)
  151. Single power from an infernal discipline (Cost: <Power Rank*2> Sucesses)
  152.  
  153. Duration:
  154. 0 Successes: 1 Night
  155. 1 Success: 1 Week
  156. 2 Successes: 1 Month
  157. 3 Successes: 3 Months
  158. 4 Successes: 6 Months
  159. 5 Successes: Permanent
  160.  
  161. Equipping such powerful charms will tear its user's mind and soul, with each level infused into Effect the user gains an additional temporary Torment rating that will wear off only once the user ceases to use the charm. Every 2 levels of Torment will increase the difficulty to resist Frenzy by 1 (up to difficulty 9), mortals are also prone to go on a frenzy while equipping such items. Reaching over 10 Torment will start deforming the charm's user to the point they can no longer be mistaken as a human, mortals organs will instantly explode if they ever reach such levels of torment as their fragile bodies are incapable of bearing the pain.
  162.  
  163. *Attempting to stack blessings/curses on the same item will make it ash on the spot.
  164. *Botching this power will send the infernalist into a coma for the rest of the night.
  165.  
  166. [Example of use]
  167. Camila would like to prepare a gift for her ghoul, an enchanted amulet with infernal powers, the same night she has kidnapped a construction worker around town and got him down to her basement. Camila doesn't waste her time and quickly decapitates the guy and starts drawing the pentagram with his blood. Right after that she bites her own finger and drips a bit of her own blood over the amulet and begins chanting and praising the name of Namtaru so he will accept her sacrifice. Camila rolls her Willpower against difficulty 7 (Base difficulty 8, -1 due to sacrifice rarity) and scores 6 successes, she decides to split her successes in the following way:
  168.  
  169. - Total 6 Successes -
  170. Sense the Sin (Daimoinon •) access (2 Successes)
  171. +1 Occult (1 Success)
  172. Duration: 3 Months (3 Successes).
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