|
Authors Note: While a lot of this is my own work, it is based on In Nomine by SJ Games and Croc. They hold the copyrights, I just borrowed a few ideas. Please don't sue me.The Storyteller System, Vampire: the Masquerade, Werewolf: the Apocalypse, Mage: the Ascension, Wraith: the Oblivion, Changeling: the Dreaming, Demon Hunter X and A World of Darkness are all trademarks of White Wolf Game Studios and the use of these trademarks is without their permission. The mention of or reference to any companies or products including White Wolf Game Studios and their respected products is not a challenge to the trademarks or copyrights concerned.
Character Creation
Assign Attributes (7/5/3)
Assign Abilities (13/9/5)
Backgrounds (5)
Blessings/ Curses / Spells (5 + Mark/Brand)
Primary Path (1)
Opposing Path (9)
Willpower (As breed)
Health Levels (10)
Spend Freebie Points (15)
Saintly Marks
Saints and Outcasts
Cloth
Word
Light
Damned Brands
Damned and Warlocks
Fire
Darkness
Pain
Celestial Powers
Celestial powers are split into several categories, them being Blessings & Curses, Spells, Brands/ Marks and Celestial Path.
Celestial Path
The Celestial path is split into 2 halves, Redemption and Damnation. The path that gives power to the Celestial is called the Primary Path, and the other being the opposition path. The total of the primary path and the opposition path may never be higher or lower than 10.
All rolls are made on the primary path rating and only the primary path grants powers. If the celestial switches which path they follow during play, then the rating doesn?t change only the path and therefore powers granted by it are.
If any rolls on the primary path are botched then they automatically gain 1 opposition path dot (and loose a primary path dot). Any powers lost by this are lost until the level is regained.
When choosing spells, Blessings & Curses, the primary path rating is the upper limit.
Redemption.
1 Airt Sense
When in the realm of the spirit, the power of the Lord allows his servant to find whatever they seek.
Calling upon the almighty, a Saint can alter his form into one more suited for the rigors of battle. In moments of pure stress he can call upon this form. If they try at any other time they will find themselves still in their normal bodies.
Looking into someone?s soul, they can measure its worth.
System: The blade is bound to the Saint. Wherever he goes, the blade will be with him. It can be ?hidden? within the clothing of the Saint, and requires a Redemption roll(difficulty 7) to withdraw it. This causes aggravated damage to all creatures of the dark (Wyrm creatures, Nephandi, Infernalists, Demons, Unseelie, Vampires with less than 5 humanity, Baali, Setities etc?).
The blades statistics are Diff 7, Dam Str + 7.
System: To activate this power, the Saint must roll Redemption (Difficulty 8) and spend 3 essence. All non-awakened beings in the area will kneel before the Saint, and follow his commands. Awakened beings can avoid this by rolling Willpower (Difficulty saint?s redemption). The Dragons Ire, Mask of Shintai and Frenzy automatically negate this effect on the user.
This causes 3 disturbance and lasts a scene.
System: The saint invokes this power by rolling Redemption (Difficulty
8) and spending 2 essence, this effect can come into play. While it is
active, The saint will register as a non-entity to any mystical or mundane
scans, appearing to have no-mind, aura, fingerprints or telltale signs.
Also if viewed casually they will not be noticed.
System: To activate this power, the Saint must roll Redemption (Difficulty 9) and spend 5 essence. Each success allows a larger effect. If time is sped up, then minutes become seconds, hours become minutes and days become hours. This can only be maintained for two hours (real-time i.e. 2 days in sped up time). During this period the Saint cannot be found as they have slipped out of the time stream until time is normal speed.
If time is slowed down, it seems not to move, but the saint can act normally. This effect can only be kept up for 5 turns and costs additional 4 essence per turn the effect is maintained.
For either effect this causes 6 disturbance, but doesn?t register until
the effect is completed.
System: The Saint rolls Redemption (difficulty 9) and spends 5 essence. Each success alters 5? square. The effects of compressing and enlarging space are up to the saint and the ST.
This causes 6 disturbance.
System: Before this effect is used, honour sense must be used to determine the state of the soul. This will not work on any who don?t fit the above profile. Also their true name must be possessed. When this power is invoked, the saint must utter the true name in conjunction with a call to Azrael. The saint must roll Redemption (difficulty 10) and they must spend 10 essence. This requires 3 successes to work. The person has only one chance to survive they must roll willpower (difficulty 8) and get more than 3 successes. Otherwise the target is dead instantly.
This power causes 10 disturbance.
1 Sense the Sin ? as the Daimion power
2 War Form
System: As Above.
System: The warlock rolls Damnation (difficulty 7) and requires
2 successes. The effects of this are the knowledge of the souls primary
drive e.g. Belial?s soul signature is Liar.
System: The Warlock rolls damnation (Difficulty 7) and spends
4 essence. If successful, then the warlock becomes wreathed in flames,
which burn any who aren?t dark (see examples for Sword of Michael above).
The flames can be projected up to 10 feet and cause 5 aggravated damage
to any they can hurt. This lasts for 1 scene.
System: To use this power the Warlock must have physical contact with the person and roll Damnation (difficulty 8). If they are successful then they wrench the poor persons soul out of their body. The person will die soon after. The warlock can use the soul in one of two ways.
The first is for regeneration. The warlock can dissolve the soul and recover all health levels AND all essence points. After this had happened, then the soul is gone?forever.
The other is shapeshifting. The Warlock can attempt to look like the soul did in life. This requires a Damnation roll (difficulty 9) and 4 essence. If successful this lasts until the warlock releases the effect. This doesn?t eat the soul unless a botch is rolled.
Only Human souls can be stolen.
System: When the Warlock gains this level of power, they must choose 2 animals out of this list:
Black Cat,
Crow,
Black Goat,
Toad
Bat
The Warlock will be able change into these animals at will, but none other from the list. If they spend 3 essence then they can change into the animal (reversion is free).
This power causes 3 disturbance.
System: This power allows a warlock to alter the emotions that a person is feeling at the time. To use this power, Damnation must be rolled (diff 8) and spend 2 essence per success. Only certain emotions may be affected. These emotions are: Fear, Anger, Lust, Nothing. Each success dictates the number of scenes the target is affected by the power. The effects are up to the ST
System: Concentrating and rolling Damnation (Difficulty 7) and spending 5 essence activates this unusual power. If successful any targets in close contact with the Warlock are done (Damnation) damage which cannot be soaked. This can be targeted so accidental damage isn?t done. This lasts for 1 scene or until the Warlock releases it.
This causes 1 disturbance for each health level of damage caused.
System: To open a gateway to hell the Warlock must roll Damnation (difficulty local gauntlet). The gateway remains open for a number of minutes equal to the number of successes rolled. During the time the gateway is open free travel between Hell, Earth, The Tempest, the Yomi Worlds and the Abyss are possible. Once the gateway is closed all creatures not in their native realm are trapped and can only go back if they enter another portal.
This requires 10 essence and causes 10 disturbance (+1 per creature to travel through the portal)
Saints
Saints are Damned which have been inbuned with the power of the holy host. They tend to hunt warlocks almost exclusively, hating them for showing the weaker sides of their nature. They often prefer to help normal humans rather than hunt though.
Primary Path: Redemption
Beginning Willpower: 4
Disadvantages: Saints cannot help but help a person in suffering. Also if they detect a Warlocks Disturbance ( 4 + successes required on disturbance roll) they must hunt and kill them.
Warlocks (Dark Saints)
Warlocks are Damned who have chosen the Path of hell. After they escaped they have made deals for power in return for service in the name of Hell. These are more often infernalists who were wily enough to escape the confines of Hell.
Primary path: Damnation
Beginning Willpower: 4
Disadvantages: Warlocks are easy to detect, as their presence turns flames blue, bread will be unable to rise and milk will sour in their presence. Also a ring of salt can protect a mortal from their powers as can standing on consecrated ground, as they cannot stand on it or have (damnation) damage done every turn. This is soakable however.
Outcasts
Outcasts are being who have left Paradise for some reason. They have chosen to walk the human world and for this both angels and demons hunt them. They carry with them the powers of damnation however, and unless a serious amount of charitable acts are carried out, they may be barred entry from heaven for some reason.
Primary Path: Damnation
Beginning Willpower: 3
Disadvantages: As Damned
Damned
The Damned are people who have been sent to hell and have somehow escaped. These make up the majority of the Celestials on Earth at any one time. They are often hunted by both Demons and Angels, and until they can find their way back to Heaven and the path of Redemption they will remain on Earth until the end of time.
Primary Path: Redemption
Willpower: 3
Disadvantages: No Damned can exceed normal human limits except for Health Levels, Damnation or Redemption and Willpower. No other Statistic may be raised above 5.
Disturbance
Every time a Celestial (Angel, Demon, Saint, Warlock, Outcast, Damned) interferes with the mortal world they create disturbance. Using their powers usually causes this and the number of disturbance is noted by the power. Other powers (Blessings and Curses & Spells) cause an amount of disturbance equal to the level of the power. Other circumstances can also cause disturbance as noted below:
Killing a mortal (5 Disturbance) ? Killing an unawakened mortal
causes disturbance, this means someone who often kills will be easily traced
by following the disturbance.
Entering/ Leaving the World (equal to the amount of successes)?
If the Celestial has the power to leave the mortal world will cause disturbance,
like ripples in a pond.
Spending Essence (1 per point spent) ? The Celestial alters
the mortal world just by spending divine power in the world.
Awakening (2) ? Waking after sleeping causes disturbance for
some reason.
Any disturbance generated is as result of a power is ADDED to the normal amount of disturbance generated
eg Luke, a Warlock has just killed a mortal with his Aura of Entropy effect by causing 7 H/L?s of damage. This normally created 7 disturbance (Damage) and 5 for the essence spent, but killing a mortal also creates 5 disturbance (for a total of 17).
Modifying and Detecting Disturbance
Other celestials (and people with the Celestially Inclined Merit) can hear disturbance. This requires a Primary Path roll (difficulty 10- disturbance).
Detecting Disturbance is easy, if you happen to be at ground zero. This often isn?t the case, as celestials don?t like being grouped together. So the table below modifies disturbance:
10 feet distant (-1) ? Every 10 feet away the detector is away
from ?ground zero? the disturbance is slightly muted.
Turn after (-2) ? Each turn after the effect has been played,
the disturbance begins to fade.
Artefact (Varies) ? Special artefacts are sometimes gifted which
reduce the disturbance that a servant causes.
Arcane (1 per level) ? Being harder to find has a good effect
on power usage.
Health Level Damage (-1 per health level down) ? Not being in
top condition has some bad effects on Celestials, just like the rest of
us.
If disturbance is ever dropped below 0, then the effect is untraceable.
Following the example above, Martin, a Damned, is meditating on a rooftop roughly 70 feet away. Knowing an effect has happened he tries to hone in on what it was. He has to roll Redemption, the St declares the difficulty is 6 (17 ? 5 [50 feet away] ? 3 [3 levels of Arcane] ? 4 [Artefact]. This brings disturbance to 4, and 10 ? 4 is 6). Martin rolls Redemption (5 dice) and gets 6, 6, 5, 9, 2. 3 Successes gives a good direction and Martian starts after the evil Warlock.