Lirbo

Path of Darkness

Dec 23rd, 2019
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  1. Infernal Infusion ••
  2. At this rank the infernalist may manipulate the form of existing shadows and infuse them with malicious infernal energy.
  3. Enemies caught inside of these shadows would suffer difficulties performing physical actions and the corruption would interrupt their movement in space, feeling like the Abyss is consuming them.
  4.  
  5. System:
  6. The infernalist rolls as usual and spends a blood point, succeeding would allow the infernalist to manipulate any shadow in their sight and infuse it with confusing infernal energies. Each success would reduce 1 dice of the victim's physical dice pool, this effect can be encountered with a Willpower (difficulty 8) roll, however blind mechanics still apply.
  7. Manipulating these shadows to a location of a victim would require Dexterity + Occult roll, and can be dodged regularly.
  8. The infernalist is immune to their own shadows.
  9. Upon a botch the infernalist's body would feel the pull of the Abyss on their own body, each 1' rolled would reduce 1 dice from their physical actions for the rest of the scene.
  10.  
  11. Abyssal Conjuring •••
  12. At this rank the infernalist may vacuum such corrupted shadows from the Abyss that it would literally be solid. The infernalist may conjure weapons and armors out of pure darkness.
  13.  
  14. System:
  15. The infernalist has to be in pure darkness, roll as usual and spend a blood point. Each success would determine another turn the weapon/armor would be in this realm before it would be vacuumed back into the Abyss. The dices of the conjured item would be equal to the path rating of the infernalist, however, it may be fortified during conjuration through time infusion and blood expenditure. The infernalist may spend additional turns to strengthen their weapon/armor, each blood point infused would increase the damage/dices of the weapon/armor by +1 (Maximum: + Occult rating).
  16. A botch on this roll would make the infernalist cut their own hands in the process of conjuration, dealing 1 aggravated per 1' rolled.
  17.  
  18. Sealing ••••
  19. At this rank the infernalist may seal the holes they tear in the Abyss, therefore preventing their weapons/armors from disappearing.
  20.  
  21. System:
  22. The infernalist must hold the desired item in pure darkness and mutter a dark prayer, the infernalist may make an extended Willpower roll (base difficulty 7) every 30 minutes of concentration. The infernalist must spend during that time blood points equal to the total blood points spent on conjuring the weapon. Each time the infernalist makes the roll, a temporary willpower point has to be spent.
  23. Duration Chart:
  24. 1 Success: 1 Night
  25. 2 Successes: 1 Week
  26. 3 Successes: 1 Month
  27. 4 Successes: 1 Year
  28. 5+ Successes: Permanent
  29. NOTE: Needlessly to say, those weapons would fade away from existence the moment they meet sun rays.
  30. NOTE: The infernalist is limited to amount of sealed items equal to their Willpower Rating, but may unseal the abyssal hole on any of their items anytime to replace them with new ones.
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