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 Lore of Death

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PostSubject: Lore of Death   Sun Sep 01, 2013 12:13 pm

Associated Apocalyptic Form: Namtar, The Visage Of Death
Associated House: Slayer (Halaku)

Although they're known today as the Angels of the Second World, the Slayers were originally mere agents of change, eliminating plants and animals that had outlived their purpose to make way for new, better generations. The Lore of Death granted them the power to end life quickly and painlessly, then render the bodies of the dead back into their constituent particles for the earth to absorb and begin anew. Of all the Houses, the Halaku were forced to evolve the most in the wake of the Fall. With the loss of mankind's immortality, the Slayers were thrust into a difficult and painful situation of ending human life, often well before its time, then surrendering the spirit to an unknown fate. The Lore of the Spirit grew from the Slayers' desire to prevent the loss of these souls, anchoring them to places on the earth in their former bodies, but this wasn't enough to protect the ghosts from the depredations of loyalist Reapers. Finally, the Halaku decided on a more desperate course: The construction of a haven outside the physical universe where God's Reapers couldn't find the souls of the dead. The first step in this plan was to learn the ways of stabilizing and traveling to pockets of reality that existed outside the physical cosmos, leading to the evolution of the Lore of the Realms and culminating in the creation of the spirit realm.Although they're known today as the Angels of the Second World, the Slayers were originally mere agents of change, eliminating plants and animals that had outlived their purpose to make way for new, better generations. The Lore of Death granted them the power to end life quickly and painlessly, then render the bodies of the dead back into their constituent particles for the earth to absorb and begin anew. Of all the Houses, the Halaku were forced to evolve the most in the wake of the Fall. With the loss of mankind's immortality, the Slayers were thrust into a difficult and painful situation of ending human life, often well before its time, then surrendering the spirit to an unknown fate. The Lore of the Spirit grew from the Slayers' desire to prevent the loss of these souls, anchoring them to places on the earth in their former bodies, but this wasn't enough to protect the ghosts from the depredations of loyalist Reapers. Finally, the Halaku decided on a more desperate course: The construction of a haven outside the physical universe where God's Reapers couldn't find the souls of the dead. The first step in this plan was to learn the ways of stabilizing and traveling to pockets of reality that existed outside the physical cosmos, leading to the evolution of the Lore of the Realms and culminating in the creation of the spirit realm.


* Read Fate [ Demon: The Fallen -- Page 209 ]
This evocation allows the demon to look into the eyes of a dead body and see the manner in which he or she died.

System: Roll Perception + Awareness. The number of successes achieved determines the amount of detail your character can determine about the mortal's fate. One success provides a picture of the moment of death. Each additional success goes further back in time, from minutes at two successes, hours at three, and days at four. It also provides a broader context for the circumstances behind the person's passing.

Torment: Monstrous demons are able to discern a subject's fate only if that person died as a result of violence, whether accidental or intentional.


** Decay [ Demon: The Fallen -- Page 209 ]
One of the Reaper's primary powers, this evocation accelerates the process of decay, reducing living and non-living matter to its component particles.

System: Your Slayer must be able to touch his intended target to perform this evocation. Roll Stamina + Medicine. Each success inflicts one health level of aggravated damage (lethal damage to a mortal). If performed on a dead body, each success removes a point from the body's Stamina. When all the dots have been eliminated, the body is reduced to dust. The process works in a similar fashion on inanimate objects, but the difficulty varies depending on an object's composition. Decaying an article of wood or cloth, for example, is difficulty 7, while decaying a piece of plastic is difficulty 8. Decaying metal is difficulty 9, and stone is 10. Each success decays one cubic foot of material.

Torment: Monstrous demons affect people and objects in an area as opposed to single targets. Everything within a radius of yards equal to the character's Faith score is affected.


***Vision Of Mortality ยท [ Demon: The Fallen -- Page 210 ]
This evocation saw frequent use in the War of Wrath, permitting Slayers to fill the minds of their foes with visions of impending death. Even battle-hardened angels found their mettle sorely tested by these bone-chilling sights, throwing down their arms and fleeing before the Halaku's remorseless advance.

System: Roll Manipulation + Intuition. The target resists the evocation with a Willpower roll, using the Slayer's Faith as the difficulty. If you succeed, the target abandons her action and flees form your demon's presence. If the target's Willpower roll botches, he flees and suffers a temporary derangement. This evocation can target individuals up to a number of yards away equal to your character's Faith rating. A target who winds the resisted roll can't be subjected to this evocation again for the remainder of the scene.

Torment: Monstrous demons affect every living being around them as opposed to a specific target. The demon affects targets within a number of yards equal to their Faith score, and resisted Willpower rolls are made for each potential victims.


**** Extinguish Life [ Demon: The Fallen -- Page 210 ]

The Reaper's touch means death. By placing a hand on a living body and exerting her will, a demon can sever a victim's soul from his body, killing him instantly. This capability can be used on the fallen as well, but rather than cause instant death, the evocation produces an icy chill that saps the vitality from a demon's body.

System: The Slayer must be able to physically touch her intended target to perform this evocation. Spend one Faith Point and roll Strength + Awareness. Compare your successes to the target's Stamina. If your successes exceed the target's Stamina, he's killed instantly. If your successes are less than the target's Stamina, each one inflicts a level of bashing damage as the Slayer's icy touch saps the strength from the mortal's body. If this evocation is employed against another demon and the successes exceed the target's Stamina, each success inflicts a level of aggravated damage. if the successes are less than the demon's Stamina, apply them as levels of bashing damage.

Torment: Monstrous demons don't need to touch their victims to employ this evocation. Their icy hatred radiates from them in all directions, stilling the hearts of living beings. The high-Torment version of this evocation affects every living being within a number of yards equal to your character's Faith score.


***** Unlife [ Demon: The Fallen -- Page 210 ]
This powerful evocation allows a living body to function without the presence of a soul or vital spirit, creating an unliving creature completely under the Slayer's control.

System: Spend one Faith Point and roll Stamina + Medicine. A walking-dead creature has only one point in each of its Physical Attributes upon creation, though each extra success can be used to add additional points in any Physical Attributes, at your discretion. These creatures don't suffer wound penalties in combat, using their full dice pools at all times. They must suffer no less than 10 health levels of damage before being destroyed. Undead minions are mindless automatons, acting solely according to your demon's will. Each time your character wants one of her minions to perform an action, make a Willpower roll (difficulty 7). If your character controls more than one creature at a time, you must divide your Willpower roll among them per turn. A failed roll causes a zombie to continue the last action it was commanded to perform. Alternatively, a Slayer can program a minion to perform a rote set of instructions; one action per point of Wits that your character has, all by spending a temporary Willpower Point. Since these instructions are transmitted mentally, it's possible to create a detailed set of commands, including complicated travel routes and detailed physical descriptions. Once programmed, however, a minion can't be given further commands. If the demon uses her Willpower to command the minion to perform an action outside the realm of its instructions, its programming is lost. Slayers can raise and control a number of minions equal to their Faith at one time. The bodies must be within Faith in yards to be affected. The effects of the evocation last for the duration of the scene. If your character wishes, the effects can be made permanent by the expenditure of a temporary Willpower Point per body. A permanent minion remains until destroyed, and it can't be raised again thereafter. Disembodied fallen may possess animated corpses with the Slayer's permission, or they can try to wrest control of programmed corpses from the demon with a resisted Willpower roll. Unless transformed by use of other lore, the demon's host remains a dead body with all due appearances, smell, and physical limitations.

Torment: Monstrous demons can't prevent their Torment from infusing creations with an unnatural craving for violence, raising flesh-eating monsters that must be held in check constantly or they attack any living thing they can reach, including the Slayer herself. If not programmed with a rote set of instructions, these creatures go into a violent frenzy unless their creator makes a successful Willpower roll (difficulty Cool each turn. This Willpower roll is in addition to any to impose commandments from action to action.
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