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Lirbo

Path of Enchantments

Dec 4th, 2021 (edited)
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  1. Upgrade Item (Rank •):
  2. The sorcerer spends one blood point to draw blood and begins to inscribe their blood rune on the item. Roll Willpower at the base difficulty of 4 (+ modifiers stated in the Modifiers Chart below). The successes achieved on the activation roll are then split among Duration (see Duration Chart below) and Effects. Once the duration elapses, the runes rust away - often damaging the weapon as a result, though not beyond recovery. These items can be restored to full working condition with a Perception + Crafts 8 roll.
  3.  
  4. • Rune of Lightness: This rune will reduce the weight of the item in question, for every 2 successes an item's Dexterity penalty may be reduced by -1 OR reduction of -1 Strength requirement to employ the item per success.
  5.  
  6. • Rune of Strength: Increases the Protection/Rating of an item by +1 for each success to a maximum of the sorcerer's path rating halved (rounded up).
  7.  
  8. • Rune of Sharpness: Increases the Damage of an item by +1 die for each success to a maximum of the sorcerer's path rating or three times the original damage of the item (whichever is lower).
  9.  
  10. • Rune of Skill: Decreases the difficulty of using an item by -1 per success, to a minimum of difficulty 3 (this can not apply for armors and such).
  11.  
  12. Notes:
  13. * Botching this effect will instantly crumble the item to ashes.
  14. * The sorcerer may draw multiple runes on a singular item and split the successes among their effects.
  15. * Using this power on an already-enhanced item will simply render the previous runes useless.
  16. * The items must stay in the proximity of the sorcerer, shall the item be stolen or given away and the duration of the rune will instantly dilute by 3 successes.
  17.  
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  19.  
  20. Lapse the Rune (Rank ••):
  21. This power allows the sorcerer to rework their bloodied runes to extended the duration of the effect of their runes. The sorcerer must first expend their Willpower along with a blood point then make a Willpower roll against difficulty 5 (difficulty 6 for larger or composite items made of multiple parts). The amount of successes corresponds to the duration chart below. For every success achieved above the remaining duration, an additional blood point must be spent.
  22. * Failing this roll will elapse the duration of the rune, which will also damage the item.
  23. * Botching this roll will instantly crumble the item to ashes.
  24.  
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  26.  
  27. Enhance Item (Rank •••):
  28. The sorcerer can now draw complex runes tied together to form greater, more complex enhancements. This power can stack with the effects of Upgrade Item (•), however it has its own duration chart that may be manipulated by Lapse the Rune (••), yet at a +1 difficulty per applied Rune. The sorcerer must expend a Willpower point along with a Blood Point and Roll Willpower against difficulty 6. The effect must be split between Effect and Duration.
  29. * The sorcerer can use up to 2 Runes on a single item.
  30.  
  31. • Rune of Darkness: This rune will darken the item to unnatural level where it grants an extra dice for Stealth rolls in the darkness per success to a maximum of the sorcerer's path rating.
  32.  
  33. • Rune of Radiance: This rune will give the item an unnatural glow to the point it blinds those who look at it; Increases their difficulty to block or parry the relic's holder attacks by 1 (up to a maximum of +2). On the other hand, it will reduce the difficulty for everyone to spot the relic holder by the same amount of successes. This Rune obviously CAN NOT be applied along with the Rune of Darkness.
  34.  
  35. • Rune of Stickiness: This rune will make the item in question extremely sticky, which can prove to be useful in a variety of ways. When applied on a weapon the holder gains +1 dice when using the disarming maneuver per success, up to a maximum of the sorcerer's path rating.
  36.  
  37. • Rune of Wrath: This rune can be applied on weapons only and will infuse the them unnatural fury that can be percieved by Auspex users as has a radiant red aura. For every 5 successes scored the weapon's damage type will be upgraded by +1 (Bashing turns into Lethal, and Lethal turns into Aggravated).
  38.  
  39. • Rune of Presence: This rune will allow the sorcerer, and the sorcerer alone make a Perception + Occult roll against difficulty 10 minus the amount of successes divided by two (rounded down) infused into the effect to get an approximate feeling where the item in question is currently at.
  40. 1 Success: Country
  41. 2 Successes: City
  42. 3 Successes: Street
  43. 4 Successes: Household
  44. 5 Successes: Exact Location
  45.  
  46. -----------------------------------------------------------
  47.  
  48. Area Rune (••••):
  49. The sorcerer must draw a rune with their own vitae below their feet, expend a Blood Point and roll Willpower at difficulty 7. For each successes the bloodied Rune grows 2 square feet, this process takes a whole turn, and an obvious masquerade breach. The total successes must be spent between Effect and Duration (This rank has its own duration chart):
  50.  
  51. • Rune of Power: Increases the Strength of the sorcerer by +1 for every success infused into the effect up to a maximum of the sorcerer's path rating.
  52.  
  53. • Rune of Speed: Increases the Dexterity of the sorcerer by +1 for every success infused into the effect up to a maximum of the sorcerer's path rating.
  54.  
  55. • Rune of Resilience: Increases the Stamina of the sorcerer by +1 for every success infused into the effect up to a maximum of the sorcerer's path rating.
  56.  
  57. • Rune of Potence: Increases the sorcerer's Potence rating by 1 for every 2 succsess infused into the effect up to a maximum of the sorcerer's path rating halved (rounded up) & Generational limit +1.
  58.  
  59. • Rune of Celerity: Increases the sorcerer's Celerity rating by 1 for every 2 succsess infused into the effect up to a maximum of the sorcerer's path rating halved (rounded up) & Generational limit +1.
  60.  
  61. • Rune of Fortitude: Increases the sorcerer's Fortitude rating by 1 for every 2 succsess infused into the effect up to a maximum of the sorcerer's path rating halved (rounded up) & Generational limit +1.
  62.  
  63. • Rune of Foresight: Increases the sorcerer's initiative by +3 for every success infused into the effect.
  64.  
  65. • Rune of Focus: For every success infused into the effect the sorcerer may ignore an additional difficulty penalty caused by multiple opponents.
  66.  
  67. • Rune of Ward: Making it difficult for enemies and allies alike to get any closer to the sorcerer, whoever wishes to walk into the rune must roll their Willpower against the difficulty of the sorcerer's path rating + the successes infused into the effect.
  68.  
  69. Duration Chart:
  70. 0 Successes: 1 turn
  71. 1 Success: 3 turns
  72. 3 Successes: 5 turns
  73. 4 Successes: Scene
  74.  
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  76.  
  77. Body Rune (•••••):
  78. The sorcerer may draw a rune with their own vitae on themselves or others who they wish to empower, expend a Blood Point and roll their Willpower at difficulty 8. The Effect must be split between Effect and Duration, which may be extended regularly with Lapse the Rune (••) at +3 difficulty.
  79. * Botching this effect will make the Rune burn into the subject's flesh and deal number of aggravated equal to the rolled 1's.
  80.  
  81. • Rune of Fortune: Allows the sorcerer to boost any Attribute/Ability by +1 up to the Generational Limit +2 OR lower the difficulty of all a specific Ability by -1 (minimum difficulty 4).
  82.  
  83. • Rune of the Mind: Allows the sorcerer to create a subtle mind shield that protects them from direct influence of mental supernatural powers. Every 2 successes infused into the effect will substract 1 success from any attempts to directly influence the sorcerer's mind.
  84.  
  85. Notes:
  86. - Only one Body Rune may be applied at a time.
  87. - The duration of this effect on other people is treated as if it was 3 successes less (to a minimum of 1 Scene).
  88.  
  89. -----------------------------------------------------------
  90.  
  91. Modifiers Chart:
  92. Small Items (up to the size of a Short Sword): +0 difficulty
  93. Big Items: +1 difficulty
  94. Items with mechanical parts (Firearms, locks, engines, etc...): +1 difficulty
  95. Technology (calculators, computers, phones, etc...): +2 difficulty
  96.  
  97. Duration Chart:
  98. 0 Successes: One Scene
  99. 1 Success: 1 Night
  100. 2 Successes: 1 Week
  101. 3 Successes: 1 Month
  102. 4 Successes: 3 Months
  103. 5 Successes: 6 Months
  104. 6 Successes: 1 Year
  105. 7 Successes: Permanent
  106.  
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