••••• The Living Web
This power transforms the Malocusian’s very haven into the geomantic equivalent of the Spider himself: a vampire. The entire area within the haven’s blood-soaked perimeter draws life force and blood from the landscape around it and feeds it to the Spider in his web. When this power is in effect, the Malocusian need not hunt, as he is already passively preying on every living thing in the entire countryside. His haven and grounds maintain themselves perfectly to his standards — his gardens remain in a state of perpetual bloom or naked sorrow, as he sees fit. The whole of the haven estate changes expressions to reflect the master’s mood. The haven even discretely repairs itself of any damage and stores blood for its master.
Material Components
Cost: 2 Vitae plus 1 Willpower per day or night
Gestures & Ritual
Dice Pool: This power requires no roll to activate, but numerous actions are affected or made possible through the power’s use. The Spider’s Haven becomes a subtle extension of his psyche, much as the previous power made it a gross extension of his body. The character’s dots in Domus become a bonus to all Social rolls he makes in the vicinity of the Haven as the garden grows welcoming and colorful for Socialize rolls or falls dark and fierce for Intimidation efforts. The Malocusian might subtly alter the grounds to draw in animals (Manipulation + Animal Ken + Domus) or dramatically alter the grounds to draw in curious schoolchildren (Presence + Persuasion + Domus). At the Storyteller’s discretion, the character’s command over the Haven grounds can also be used to augment other actions, such as a Stealth dice pool to hide bodies or a Survival dice pool to trap lured animals.
The Haven also hunts and stores blood for its master, though it has no special ability to alter the nature of Vitae. For example, if the Haven is far removed from human society, it may be unable to procure human Vitae. Once a day, while the Spider sleeps, or once a night, while the Spider is out, the Haven may hunt for blood from Foraging animals, neighbor kids and even errant vampires. As with all hunting actions, no single dice pool is appropriate for this task. However, the Haven has the advantage of being able to use its dots in Haven Location or Haven Size to form dice pools as well. As with other hunting rolls, each success brings in one Vitae, which the Haven stores within its walls and grounds. Two Vitae may be stored by a Haven for each dot it has in Haven Size.
Finally, the Haven is also capable of “Healing” itself over time by channeling geomantic forces into its form. All damaged surfaces, fixtures and so forth within the Haven repair one point of Structure each night this power is activated. Destroyed objects cannot be repaired.
Example: Dorian, an Invictus Malocusian nesting in a forgotten farmhouse, chooses to activate The Living Seb upon his return home shortly before dawn. He’s been sensing the crunching of gravel under bicycle tires and the shouts of roughhousing boys in his sleep of late, and he wants his Haven to fetch him some of their blood. His player spends the necessary Vitae and Willpower and informs the Storyteller that he’d like to alter the atmosphere of the Haven to lure the boys playing on his property closer to the farmhouse with a Presence + Subterfuge + Domus roll — young kids can’t resist a mystery. That’ll be the Haven’s dice pool for hunting.
The Storyteller decides that if the kids can be lured into the farmhouse with a few suspiciously opening and closing doors from the abandoned old farmhouse — or even just by leaving a radio on inside — then they’re sure to hurt themselves on something.
Dorian’s player rolls the hunting dice pool and nets four successes. One of the neighborhood boys is hurt pretty bad, having gashed open his leg on some broken glass. His blood runs down the dirty jagged edge into the dirt, where the Haven stores it for Dorian. Later, the boy’s doctor is amazed that he lost so much blood from such a relatively minor injury.
Even stranger, when the kids return the following weekend, they find the window their friend cut himself on is still old and still filthy, but is in one piece again, with no blood to be found anywhere.
The Haven also hunts and stores blood for its master, though it has no special ability to alter the nature of Vitae. For example, if the Haven is far removed from human society, it may be unable to procure human Vitae. Once a day, while the Spider sleeps, or once a night, while the Spider is out, the Haven may hunt for blood from Foraging animals, neighbor kids and even errant vampires. As with all hunting actions, no single dice pool is appropriate for this task. However, the Haven has the advantage of being able to use its dots in Haven Location or Haven Size to form dice pools as well. As with other hunting rolls, each success brings in one Vitae, which the Haven stores within its walls and grounds. Two Vitae may be stored by a Haven for each dot it has in Haven Size.
Finally, the Haven is also capable of “Healing” itself over time by channeling geomantic forces into its form. All damaged surfaces, fixtures and so forth within the Haven repair one point of Structure each night this power is activated. Destroyed objects cannot be repaired.
Example: Dorian, an Invictus Malocusian nesting in a forgotten farmhouse, chooses to activate The Living Seb upon his return home shortly before dawn. He’s been sensing the crunching of gravel under bicycle tires and the shouts of roughhousing boys in his sleep of late, and he wants his Haven to fetch him some of their blood. His player spends the necessary Vitae and Willpower and informs the Storyteller that he’d like to alter the atmosphere of the Haven to lure the boys playing on his property closer to the farmhouse with a Presence + Subterfuge + Domus roll — young kids can’t resist a mystery. That’ll be the Haven’s dice pool for hunting.
The Storyteller decides that if the kids can be lured into the farmhouse with a few suspiciously opening and closing doors from the abandoned old farmhouse — or even just by leaving a radio on inside — then they’re sure to hurt themselves on something.
Dorian’s player rolls the hunting dice pool and nets four successes. One of the neighborhood boys is hurt pretty bad, having gashed open his leg on some broken glass. His blood runs down the dirty jagged edge into the dirt, where the Haven stores it for Dorian. Later, the boy’s doctor is amazed that he lost so much blood from such a relatively minor injury.
Even stranger, when the kids return the following weekend, they find the window their friend cut himself on is still old and still filthy, but is in one piece again, with no blood to be found anywhere.
Related Discipline
Effect Casting Time
Varies
Level
5