|
Optio
|
Oct 18 2014, 04:06 AM
Post #1
|
- Posts:
- 42
- Group:
- Global Moderators
- Member
- #3
- Joined:
- May 26, 2014
|
To coincide with the new mortal powers are a new human only merit and a human only flaw themed around our magical magic users. The merit: Kinfolk represents a genetic relationship to werewolves that you may or may not be aware of. This merits grants you access to the kinfolk gifts which can be found in the mortal power thread here
The flaw, echoes, is the various witches curses of folklore. Milk curdles in your presence, gravity refuses to work right etc. To make this even more interesting, it comes with FOUR tables based on how many points you spend on it that I shall make publicaly available allowing players to randomly roll for the effect that occurs or choose which effect they'd like for the given thread.
Gnosis (2 point merit, Must be human, must be Kinfolk in bio) You have access to gnosis, the spiritual power of Gaia granted through a werewolf heritage somewhere in your family tree. This can be used to purchase gifts and fuel their use.
Echoes (1 to 5 point flaw) The beliefs of the unawakened affect you more strongly than they do most witches. Depending on where you are at any given time, the superstitious beliefs of the Sleepers around you can actually become your reality. The severity of the Echoes differs from witch to witch -- for some, there is only minor inconvenience, but for others, the situation can be deadly. Roll a D6 on the table of your number of points in this flaw (roll on table 3 if you have Echoes: 3 etc) or choose an effect from that table. Whenever you use any form of magic whether it be telekinesis, true faith or a gift: the effect manifests
Flaw points 1 and 2
- Dark Foreboding – A wind blows from nowhere and everybody near the sorcerer gets a feeling that something bad has happened somewhere in the city.
- Shadow Echo – Regardless of the surrounding, for several seconds voices and noises echo around the sorcerer. These noises come from somewhere in the galaxy or quite possibly the shadowlands.
- Ethereal Stench – A smell manifests around the Sorcerer that may either be nice or foul depending on the ST (generally an attack power will smell bad, etc.).
- Mounting Paranoia – The Sorcerer (and possibly those around him/her) get the sense that something bad is about to happen to them very soon. This feeling persists for a few seconds before it ebbs. Whether something actually DOES happen is up the ST.
- Grave Chill – The temperature around the Sorcerer drops suddenly and frost appears on things, coating them with a thin film of ice up to a number of meters away decided by the ST.
- Unnatural Aura – Any animals within a number of meters becomes spooked and very nervous and restless.
Flaw level 3
- Memory Worm – Anyone within Line of Sight to the Sorcerer forgets something trivial as the energy of that memory goes to power the Sorcerer’s ability.
- Spoilage – Food and drink go “funky” or stale within a number of meters.
- Haunting Breeze – Moderate winds whip up all around the Sorcerer within 15 meters that rustles and blows around clothing, papers, flags, etc.
- Veil of Darkness – For 6 seconds, all light within 20 meters goes out and the area is plunged into thick, gloomy darkness.
- Distorted Reflection – All mirrors crack and anything that’s reflective that is not rigid within 30 meters ripples or distorts.
- Breath Leech – The Sorcerer and everyone within Line of Sight goes short of breath for 6 seconds (like an asthma attack) and cannot run or do major physical exertion. This also affects the undead.
Severity 4
- Daemonic Mask – For a fleeting moment the Sorcerer takes on a Daemonic appearance and forces mortals to flee if anyone can see his/her face.
Unnatural Decay – All plants within 30 metres of the Sorcerer wither and die.
- Spectral Gale – Howling winds erupt around the Sorcerer, lifting him slightly into the air and forcing both him and anyone within 35 metres to be knocked to the ground.
- Bloody Tears – Blood weeps from stone and wood within 30 metres of the Sorcerer. If there are any reflections of people or statues in this radius, they appear to be crying blood.
- The Earth Protests – The ground suddenly shakes and everyone (including the Sorcerer within a 35 metre radius is knocked down.
- Static Discharge – Static electricity fills the air for 10 metres causing hair to stand on end, while the Sorcerer rises 6 metres into the air, falling back to earth after a second or two.
Flaw Level 5
- Shadow Ghosts – Ghostly apparitions fill the air for 30 metres around the Sorcerer, flying around and howling in pain for a few brief moments.
- Falling Upwards – Everything within 36 metres of the Sorcerer (including him) rises 10 metres into the air as gravity briefly disappears before falling to the ground after a second or two.
- Banshee Howl – A deafening keening sounds out for a kilometre, shattering glass and forcing everyone in the area (including the Sorcerer) to be deafened for a few seconds. Acute Senses: Anyone with Acute Senses up is deafened for the rest of the thread.
- The Furies – The Sorcerer is thrown to the ground by unseen hands and thrashes about for a few moments as vicious claw marks tear through clothes and flesh, these unseen assailants also pick up light objects in the area and hurl them in his direction.
- Shadow of the Shadow – For a split second the world changes in appearance and everyone within 20 metres has a glimpse at the Shadowlands. Everyone in the area (including the Sorcerer) gain a temporary derangement for the thread and gain the benefits of the Medium merit for the thread.
- Elemental Scorn – The spirits reject your unnatural ways. The ground rages at the Sorcerer's presence and forces him to the ground, fires and torches go out in the area, searing winds tear at his skin with gale force and water goes out of its way to force him into their depths.
|