Powers: Level 4
Necrotic Plague
Necromancers schooled in medicine have enough talent to make this power appear in the form of specific illnesses, sometimes including those that died out in decades or centuries past. Regardless of how it manifests, the symptoms will eventually disappear even without medical treatment, whether or not the victim survives.
- Hecata Trained
Necromancers schooled in medicine have enough talent to make this power appear in the form of specific illnesses, sometimes including those that died out in decades or centuries past. Regardless of how it manifests, the symptoms will eventually disappear even without medical treatment, whether or not the victim survives.
- Cost: One Rouse Check, Two Stains
- Dice Pools: Intelligence + Oblivion vs. Stamina + Medicine or Fortitude
- System: The user makes a Rouse
Check and then rolls Intelligence +
Oblivion while touching their victim.
If the victim is weak (a baby, elderly,
unwell, recovering from an illness,
dying, or with 3 unmarked Health
boxes or less), they are automatically infected. If the victim is healthy,
they roll Stamina + Medicine (those
with Fortitude may use it in place
of Medicine), resisting the disease
if they roll more successes than the
vampire. This power cannot be used
on vampires. Storytellers may decide
spreading such a horrific disease
warrants Stains.
Victims of the disease take one Aggravated Health damage at the start of every scene following their infection. The victim suffers from the disease for a number of scenes equal to the user’s Oblivion rating. The sickness cannot be medically treated, as it is supernatural in origin, but it is healed through drinking vitae.
If the player rolls a critical win when activating this power, they can choose to make the disease communicable via touch, with subsequent recipients suffering the disease for one scene fewer than the victim by whom they were infected. If the player rolls a total failure, the vampire’s own vitae convulses as if poisoned. They suffer three Aggravated Health damage as the infected blood pours out of them and must make a Rouse Check. - Duration: One turn to activate, variable length of condition
- Lasombra Trained
- Cost: One Rouse Check.
- System: The user makes a Rouse Check and spends
a turn concentrating, spreading the shadow over the
desired surfaces. The effect covers a circular area with a
radius equal to twice the user’s Oblivion rating in yards/
meters. The area is centered on the user or a spot in their
line of sight.
Anyone caught in the Stygian Shroud receives a three-dice penalty to all rolls, unless they possess the ability to see through supernatural darkness. Any mortals caught in the Stygian Shroud suffer one level of Superficial damage for every turn they remain within it, due to the power’s suffocating effects. - Duration: One scene
- Lasombra Trained
- Cost: One Rouse Check, Gain one Stain
- Dice Pool: Wits + Oblivion vs. Dexterity + Wits
- System: In order to use this power, the vampire
needs clear sight of both the victim and their
shadow. The vampire’s player or Storyteller then
rolls Wits + Oblivion vs. Dexterity + Wits to maneuver the victim’s shadow beneath them, creating a supernatural rift into which they appear to fall. At
the Storyteller’s discretion, a stationary victim not
paying attention can be automatically caught.
A victim caught by this power will then reappear, falling out of the shadow cast by the user. (As with similar powers, the power does not work if the caster is without a shadow.) An unprepared mortal victim will be terrified and likely catatonic, while a vampire must test for fury or fear frenzy, Storyteller’s choice, at Difficulty 4. - Duration: Instant