World of Darkness: Tenebris Raptis

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 Lore of Spirit

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PostSubject: Lore of Spirit   Sun Sep 01, 2013 2:11 pm

Associated Apocalyptic Form: Nergal, The Visage Of The Spirit
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.


* Speak With The Dead ยท [ Demon: The Fallen -- Page 211 ]
This evocation allows the Slayer to communicate with spirits roaming the physical or spirit world. Sprits addressed in this way are compelled to respond, and they must answer the demon's questions to the best of their ability.

System: Roll Manipulation + Awareness. The spirit can attempt to avoid the evocation's compulsion with a resisted Willpower roll (difficulty 9). If the evocation is successful, the spirit must answer the Slayer's questions truthfully. The Slayer can affect any spirit within reach of her voice, and the effects of the evocation persist for a number of turns equal to the character's Faith score.

Torment: Monstrous demons can perform this evocation as well, but the spirits they contact become warped by the demon's Torment and grow inimical to living beings for days afterward. Spirits affected by this evocation become restless and hostile to the living for a number of days equal to the demon's Torment score if a Willpower roll (difficulty 9) fails.


** Summon The Dead [ Demon: The Fallen -- Page 211 ]
Slayers use this evocation to summon spirits to their presence, their influence reaching across entire city blocks. Spirits summoned in this fashion must come to the demon whether they wish to or not, and they remain until dismissed.

System: Roll Manipulation + Leadership. The Slayer can summon one spirit per success rolled, if any are present in the area. The evocation affects 10 square yards times the character's Faith score, and spirits within the affected area are drawn to the Slayer's presence immediately. They remain until the effects of the evocation expire of the demon dismisses them. The effects of this evocation last for the duration of the scene. At the Storyteller's discretion, a particularly potent or willful spirit could try to break the demon's control with a resisted Willpower roll (difficulty equal to the demon's Faith score) made against your Manipulation + Leadership successes.

Torment: Monstrous demons can summon spirits but the effects of their Torment cause the beings to become inherently hostile to the living for a number of days equal to the character's Torment score if a Willpower roll (difficulty 9) is failed.

*** Command The Dead [ Demon: The Fallen -- Page 211 ]
A Slayer may command a spirit of the dead to do her bidding, forcing the ghost to perform any actions that the demon desires if her will proves greater than its.

System: Roll Manipulation + Leadership. The Slayer may command any single spirit that can hear her voice. The spirit may attempt to counteract the effect with a resisted Willpower roll (difficulty Cool. If the spirit's roll fails, it must obey the demons' commands to the best of its ability. The effects of this evocation last for a number of turns equal to the character's Faith score.

Torment: Monstrous demons can command spirits as well, but they warp any beings by the force of their Torment, causing ghosts to become maddened, violent entities that lash out at the living at the first opportunity. Once the evocation's effects expire, the Storyteller makes a Willpower roll (difficulty Cool for an affected spirit. The roll requires a number of successes equal to or greater than the number of turns that the ghost spent under the demon's control. If the roll fails, the spirit becomes malevolent and hostile toward the living for a number of days equal to the demon's Torment score. If the roll botches, the change is permanent.

**** Anchor The Soul [ Demon: The Fallen -- Page 212 ]
This powerful evocation allows a Slayer to anchor a disinterred mortal soul (or a demon's spirit) to a physical object, creating a haunted artifact that traps the spirit in the physical world. In the darker days of the War of Wrath, Slayers used this evocation to bind the souls of mortals and angels to fuel powerful weapons and tools crafted by the Annunaki.

System: Spend one Faith Point and roll Stamina + Awareness. The difficulty is determined by the nature of the object being used as an anchor. Binding a soul to something that was close to the person in life (difficulty 6) is the most effective kind of anchor, while foreign object prove more challenging depending on their composition. Crystal, gems, or precious metals are useful (difficulty 7), while natural objects such as wood, glass, or bone are less so (difficulty Cool. Synthetic objects such as plastic or high-tech items such as computers are challenging to use (difficulty 9). Your character must be within a number of yards o the spirit equal to his [your character's] Faith rating in order to affect it, and he must hold the intended anchor. The spirit can resist imprisonment with a resisted Willpower roll (difficulty Cool. If you get more successes, the spirit is trapped within the anchor and can't interact with the outside world unless the object has been properly attuned (see Lore of the Forge). Demons bound to an attuned item can still access their inherent powers (including their lore paths), provided they have Faith available. Any existing pacts with mortal thralls remain in effect. This evocation persists for a number of days equal to your character's Faith score, or it can be made permanent by expending a temporary Willpower Point. If an anchor is ever destroyed, the spirit is freed immediately. Freed mortal souls disappear forever or become ghosts haunting a locale, at the Storyteller's discretion. Freed demons must resist the pull of the Abyss and attempt to locate another host body or physical anchor.

Torment: Monstrous demons bind spirits with a shroud of suffocating darkness, imposing the slightest taste of the agony suffered in the Abyss. These trapped souls are so frenzied by their hardship that their despair leaks into the physical realm, surrounding their anchors with an aura of ill fortune. Individuals touching or carrying such as a spirit anchor botch their actions on a roll of 1 or 2.

***** Restore The Dead [ Demon: The Fallen -- Page 212 ]
This evocation allows a Slayer to anchor a spirit into any soulless physical body. This effort returns the ghost to the land of the living, at least for a short time.

System: Spend one Faith Point and roll Stamina + Awareness. The Slayer must have the soul she wishes to restore in her immediate vicinity and be able to touch the body she wants it to possess. The body in question must have died only recently (i.e., within the last 48 hours). If successful, the soul is anchored to the body, healing any injuries the body may have had and returning the spirit to the land o the living. The new person has the same Physical Attributes that the body had in its former life, and the Mental and Social Attributes and Abilities of the new soul. The effects of this evocation last for a number of days equal to your character's Faith score, or it can be made permanent by expending one point of permanent Willpower. Demon spirits without hosts can be placed into bodies through this evocation.

Torment: Monstrous demons who perform this evocation invariably taint the spirit with their own Torment, leaving the soul twisted by hate and pain. Once the soul has been restored, the Storyteller makes a Willpower roll for it with a difficulty equal to your character's Torment. If the roll is successful, the restored person suffers a temporary derangement. If the roll fails, the derangement is permanent. If the roll botches, the restored person becomes a frenzied monster, attacking the living until it's destroyed. If a disembodied demon spirit is put into a body with the high-torment version of this evocation, a Willpower roll is made for it, too. If the roll is successful, the possessing demon has a Torment score that's one point less than your character's. If the Willpower roll fails, the possessing demon's Torment score equals your character's. And, if the willpower roll botches, the possessing demon's Torment score exceeds your character's by one point.
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