作者 主题: 【代发】【V20, VDA20】【汇总】黑暗奇术  (阅读 12277 次)

副标题: 禁忌的黑暗秘艺

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【代发】【V20, VDA20】【汇总】黑暗奇术
« 于: 2021-09-27, 周一 01:26:25 »
整合了《秘隐知识》和《血之仪式》。
最后3条道来自后者的第167-170页,其余都来自前者的第108-114页。
« 上次编辑: 2021-09-29, 周三 23:09:51 由 肥肥腌臜 »

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Re: 【代发】【V20、VDA20】【汇总】黑暗奇术
« 回帖 #1 于: 2021-09-27, 周一 01:26:44 »
概述

 没有无意义之献祭。每次汝都在服侍汝辈之主。最终,汝会被抛弃,再无任何能给予,成为汝主那完美的忠诚工具。我祈求汝辈,在更进一步前,再三思索自身意图。
 ——赛特信徒兼里斯本崇魔者之执行人,安克瑟纳特


 血魔法的研习绝不纯洁。阿刹迈族奇术师、赛特族艾奇德纳巫师甚至新兴的睿魔尔族都明白,对生命统驭、神或诸神之律法和血之基操的学术研究都不纯净。研习者须坚持防范,以免精神堕落。

 然而那些学习黑暗奇术者却无此顾虑。阿刹迈们仍低语道,曾几何时,此秘法只属于其最长者——一头名为乌尔-舒尔吉的巨兽,在太深入禁忌秘术的黑暗后休眠。但如今夜晚,越来越多的血族试图精进此门异能,他们和各种恶魔勾结,以在力量阶梯上扎稳脚跟。

 它常见于巴力、缺少可靠导师的睿魔尔新手和现身于迦太基的阿刹迈与布鲁赫,是颗禁果。其研习所获的力量,迅速但皆有代价——血族想学习任何黑暗奇术,都要同一只恶魔交易。一些道艺还要求与不洁生物身体接触,其它则需被强制奴役。更糟的还得献祭,不限于敌人甚至纯洁无辜的孩童——这些捷径还要求杀害法师的挚爱和信任之人。

 赛特鄙视黑暗奇术。他们作为致力于教派、家庭和信徒的氏族,会为准奇术师提供意见,告诉他们哪些交易是好是坏。毒蛇们长于获取其他该隐子嗣的信任,不过据说其交易所要求的回馈和与恶魔的一样多。

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Re: 【代发】【V20、VDA20】【汇总】黑暗奇术
« 回帖 #2 于: 2021-09-27, 周一 01:28:03 »
妖蛆暴虐

 你问我哪些人更易成为崇魔者和谋杀犯。那么我向你保证——任何人。
 ——迈卡维雕刻师,忌灵学者,抄书吏哈罗德


 一条新兴的道艺,最初被一支位于黑森地区(译注:在德国中部)和黑十字封地(译注:中世纪德国血族建立的封建王国)内的迈卡维奇术师研习。这些新晋血法师,据说被效忠于一只三头龙的恶魔们引导,很快走上了崇魔之道,以超越仍处萌芽的睿魔尔,并协助萨洛比盟友报复这些篡位者。悲剧的是,与不洁之物交易的代价很快令这些迈卡维偏离了初衷。

 一位迈卡维雕刻家,或黑森土著所称的“抄书吏(赛特勒)”,在献祭龙蛇时背叛了他的血脉。作为交换他获得了此道的完整知识,掌握了远超自己雏儿年岁的力量。赛特勒最近的失踪,和其他该隐子嗣随后发现的其妥善保存的描述此道的卷轴,导致了该地区猖獗崇魔者的爆炸增长。

 代价:此道就和创造它的氏族一样不靠谱。目标如果通过预先警告或术士意图相关的证据,意识到自己正被影响,那么可以投掷1次机敏+神秘学,难度同术士永久意志点,所需成功数同其于此道的等级。成功使力量反弹至术士,此道上任何大失败也一样。

  来自有真实信仰者的祝福会移除其引发的任何不良影响。不过术士死亡不会消除它们,恶魔会代替她继续诅咒与疼痛。


● 感染秽恶

 崇魔者可用此亵渎一个圣者,在其甚至不知道此力量生效时,削弱真实信仰。

 系统:术士必须知道目标姓名,以血在其掌上绘只眼。每个成功数,都会让其在对应夜晚内,失去所有真实信仰相关的力量:

成功数/个
持续时间
1
1晚
2
3晚
3
1周
4
1月
5
1年
6+
永久(或直到被祝福移除)

 如果术士因大失败或目标成功投掷机敏+神秘学而被反击,那他反会在如上对应时间内无法使用黑暗奇术。但这可与恶魔进行新交易来移除。


●● 忌灵附体

 开创此道的迈卡维和被唤作“忌灵”的邪恶精魂交流甚多,他们成功发现能将其召唤并附在敌人灵魂上;且通过此举,还发现敌人会倾向于依最坏的标准行事。

 系统:崇魔者得持有目标碰过的器物,往上滴血。1个成功数就能让忌灵附其体,美德检定难度+2(上限9)。成功数个数决定附体时间。

成功数/个
持续时间
1
1晚
2
3晚
3
1周
4
1月
5
1年
6+
永久(或直到被祝福移除)


●●● 刺耳圣音

 崇魔者通过吟诵、念咒和低语,以无休止的缓慢呓语渗透目标心灵。此效果的噪音持续一晚又一晚,在其心灵播下一颗毒种,那就是只有唤来疯狂恶魔才能移除圣音,得到安宁。此力量像对这种恶魔开了大门,当目标最弱时就会到来。他必须祈求其来到,才能让这发生。

 系统:崇魔者必须得到目标的一块发、肤或指甲,以血浸染。妖蛆的尖叫便进入其脑海,每个成功数可让所有意志点和需专注的检定难度+1(上限9),且保持的每晚还会移除1点暂时意志点。

 此效果永久,除非目标接受祝福,或召唤疯狂恶魔解除痛苦。如果是后者,恶魔——无实体的尖叫存在——将缓解目标痛苦,并换取服务。服务性质则取决于恶魔认为他此时意志有多薄弱(也由说书人决定),但典型要求包括谋杀无辜者、放弃一切世俗物品或向术士献祭鲜血。


●●●● 喂食妖蛆

 崇魔者喝下目标血液,在其和自己主人间创造紧密联系。由于术士魔法扭曲畸变身体,联系会导致极度的痛苦——有时甚至是死亡。只有目标同意在未来以邪恶行径服侍妖蛆才能缓解。

 系统:术士得有目标血液的一部分(1点血量点),和自己的混合,饮下。如果目标是血族,这可以创造血缚。一旦饮下并成功投掷,每个成功数造成1个等级的恶性伤害。但能用坚韧术吸收。目标身体因疼痛扭曲,出现非人生长,外貌等级-2。如果能力被使用多次,外貌损失累加。

 目标要恢复外貌,只有同意服侍妖蛆。如果这么做了,一个极虚荣的恶魔就会出现在一个反射表面,要求献祭,其程度由失去了多少美丽而定。可能要撕裂一个新生儿脸上的笑容、杀害一打处女或让某位恶神永远占据灵魂。


●●●●● 承载恶神

 据开创此道的迈卡维奇术师所称,恶神是恶魔中最强大和睿智的一种。这些罪恶、污秽和恶德的具象是忌灵之主和外界半神。此能力让术士以可怕献祭的代价接纳其中之一。承载恶神的加成和所需的道德损失一样巨大。

 系统:术士必须杀害一位关系亲密的凡人或血族。如果是后者,还得吸榨掉。成功投掷,恶神附体。成功数个数决定附体时间:

成功数/个
持续时间
1
1幕
2
1晚
3
2晚
4
4晚
5
1周
6+
永久(或直到被祝福移除)

 如果永久,术士有被附身恶魔完全控制的风险。在恶神完全控制前得到净化成了场赛跑。

 不同恶神有不同本性。他们作为元素般的不洁存在,代表了抽象的罪孽,如羞耻、损失、愤怒和其它许多无形概念。恶神会给予宿主6点可分配属性(每项所获不过2点)、6点可分配技能和6点可分配异能(每项所获不过2点)。说书人决定如何分配。

 举例来说如何分配:一位欲望恶神可能会给予6点可分配的社交属性,3点表演和表达,2点威仪术、操控术和恶魔术。谎言恶神可能会给予2点操控、智力和敏捷,6点威胁相关技能。最后6点分给隐身术、威仪术和幻术。

 附体恶神允许术士自由使用给予能力。它希望宿主强大可怕。然而有时会尝试动摇或完全控制宿主,使其以有利于自身计划的风格行事。此时术士得投掷1次本能/自控(难度8)以避免照其意愿行动。说书人决定恶神意愿。它每晚可尝试1次控制。

 当恶神附体走向尾声时,便会试图驱使宿主自毁,以吞噬他。恶神只能尝试1次,但术士为避免飞蛾扑火、迎接太阳或走入神圣建筑,必须成功投掷1次勇气(难度9)。如果他的同伴试图制止,他会立刻陷入狂乱。而如果占据宿主全部灵魂的企图未成功,恶神和平离去。
« 上次编辑: 2022-03-24, 周四 03:27:33 由 肥肥腌臜 »

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Re: 【代发】【V20、VDA20】【汇总】黑暗奇术
« 回帖 #3 于: 2021-09-27, 周一 01:32:49 »
召唤恶魔

 上帝惩罚我们的一切。敞开自我,拥抱恶魔!
 ——荒野之萨洛比崇魔者,背叛者亚哈


 此道的形成可追溯到还未有墨水记录的时代。开创者未知且佚名,他们的研究或刻于石上,或以血画于毛皮和骨上。它着力于召唤和束缚恶魔。近几个世纪来,这些恶魔开始以凡人期望和恐惧的形态出现,呈现出贪婪、欲望、懒惰和愤怒的夸张化。过去它们则可能是咆哮烟柱、孩童哭泣或腐败臭味。被此道联系的恶魔不局限于任何固定形态,且能随心所欲出现。

 召唤者都很大胆。恶魔清楚自己实体现身会弱化,但能轻易操控并摧毁缺乏足够控制能力的召唤者。很多恶魔乐意在魔法束缚下服侍,因为它们很可能被要求犯下于自由时也会犯的罪行。但绝大多数原则上都会抵抗操控意图。被此道唤来的恶魔可一直待在现世,直至日出或听见教堂钟声。

 代价:此道的不洁本质是如此严重,以至任何使用它的地区都会被污染——人们生病,牲畜畸变。其使用会依等级造成死灵遗殇(详情请见第52页)。研习者会遭受(召唤投出的成功数)个夜晚的噩梦。它们会迫使术士醒来后失去2点,而非通常的1点血量点;且要投掷1次意志点(难度7),否则还失去2点暂时意志点。大失败会导致1项相应的精神疾病,持续时间为噩梦的双倍。

 系统:此道每级都要求献祭另一个存在的性命。绝大多数恶魔是在以染血骨头围成的圆圈中杀害一个无辜者。如果是具名恶魔,其名还得用召唤者血液写在圆圈中心的一块石头上。术士必须花费同使用等级的意志点,否则唤来恶魔会自由,且无视或攻击他。恶魔能以耐力值吸收所有种类的伤害——除非是持真实信仰者造成的。

道艺等级
召唤恶魔
杂碎恶魔(属性4/3/2,技能3/2/1,意志点3,健康等级4)
●●
疯狂恶魔(属性5/4/3,技能4/3/2,意志点4,健康等级6,血量点5,2点异能,1点必须投疯狂术)
●●●
欲望恶魔(属性6/5/4,技能5/4/3,意志点6,健康等级7,血量点6,4点异能,2点必须投威仪术)
●●●●
杀戮恶魔(属性7/6/5,技能6/5/4,意志点7,健康等级8,血量点7,6点异能,3点必须投坚韧术)
●●●●●
具名恶魔(属性8/7/6,技能7/6/5,意志点8,健康等级10,血量点10,8点异能,随意分配,但单项异能不过6)

 投出的成功数决定对恶魔的控制:

成功数/个
控制程度
1
被束缚在圈内1晚,只听从术士
2
被束缚在圈内1晚,会听从附近的任何人,并回答简单问题
3
被束缚在术士目光可及处1晚。相当顺从,会准确回答复杂问题
4
被束缚在术士目光可及处1晚。被迫以简单任务服侍术士
5
能离开术士视线执行邪恶任务。心甘情愿顺从术士命令1晚
6+
召唤高1级的恶魔,控制程度同4。等级上限为具名恶魔
失败
召唤无效。需再次献祭尝试
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Re: 【代发】【V20、VDA20】【汇总】黑暗奇术
« 回帖 #4 于: 2021-09-27, 周一 01:33:36 »
地狱住民

 我于你面前赤裸站立,抹去种族、性别、头衔、年龄和身份。以我孕育,使我重生。
 ——祆教唤歌


 地狱形式繁多。许多信仰都没有把地狱作为一个整体或来世惩罚的系统概念,但凡人和血族,都能在冒犯同僚、上级和诸神时,想象到等待在前方的灵魂折磨。

 死灵术着手于处理亡魂,但那些精神和实体都完全溃烂的存在的内核,则是近乎元素的形态,超出了卡帕多西亚和其同伴能及。如此邪恶的精神(魂)——有时被唤作消极之荟萃、遗殇,或忌灵——会因黑暗奇术道艺和祭礼的召唤力量而现身。

 恶魔存在于一个凡人有时会称作地狱的地方,它穿越了精魂和物质存在的不同位面。一些恶魔述说着一个充斥火焰、灰烬和鲜血的地方,它们于其遭受永恒痛苦,直到被崇魔者召唤;其他怪物——也自称恶魔——声称故乡是无尽深渊、巨大冰山、记忆碎片、门后暗影和嫉妒者的恶意。总之恶魔数量和种类皆众多,并非所有都是亚伯拉罕式。但皆能以各种方式唤来,且其服侍皆有一定代价。
 

杂碎恶魔,乔卢斯

 一只高宽皆一码的恶魔。它有着苍白形体,形似一个变形盒子或液滴,有像树桩的四肢和削尖硬币般的牙齿。代表琐碎的贪婪和偷盗,喜爱潜入储藏室,吃掉所有过冬干粮,消失在夜中,来让凡人挨饿。

 乔卢斯很弱,但有种动物般的狡猾,可用于捉弄和羞辱。只要正确献祭,就可能建议血族如何能最好地令敌人难堪,或让一个该隐子嗣陷入狂乱。

 属性:力量 1,敏捷 1,耐力 1,魅力 0,操控 2,外貌 0,感知 1,智力 1,机敏 2
 技能:共情 2,花招 1,潜入 2,调查 1
 意志点:3
 健康等级:4


疯狂恶魔,施普姆里·宋

 它很少以实体出现,更偏爱翻滚黄雾的形态,有着被嘴包住的闪烁起伏的眼睛,以及跳动的血管。双眼会啜泣和叽叽喳喳地叫,可对请求和威胁做出反应。

 它常被唤来制造骚乱,无论即时还是很长时间。能居于房屋墙壁和房顶,诱发居民躁动。还能撕咬敌人,不过是最后手段。在面临暴力时更爱逃跑。

 属性:力量 1,敏捷 1,耐力 1,魅力 1,操控 4,外貌 0,感知 2,智力 1,机敏 1
 技能:格斗 1,共情 3,胁迫 1,潜入 3,医学 2,神秘学 2
 异能:疯狂术 1,隐身术 1
 意志点:4
 健康等级:6
 注解:常存有5点血量点。


欲望恶魔,图克布尔尼

 以相当诡异的生物现身,性别不明,被驱使激起受害者不安的性反应。常出现于阿刹迈和赛特的领地。除遮住乳头、生殖器和肛门外,穿得很少。夜间会潜进处女和忠贞配偶的家中,以物理和情感袭击夺走贞节。

 它以让凡人不顾其可怕外表来渴求自己而出名。会与目标私下交媾,而他们永远无法解释清楚恶魔是如何圆满完成自己的行径的。

 属性:力量 1,敏捷 2,耐力 1,魅力 3,操控 2,外貌 1,感知 1,智力 2,机敏 1
 技能:共情 3,托辞 2,表演 1,白刃 2,医学 4
 异能:感应术 1,迅捷术 1,威仪术 2
 意志点:6
 健康等级:7
 注解:常存有6点血量点。


杀戮恶魔,萨克利斯坦

 只在需要流血时被召唤。它有着怪物般的外表——被参差不齐的金属与骨头刺穿的血肉,手握锯齿和滴着毒液的可怕武器——毫无可救赎之处。当切开并慢慢剥皮受害者时会不可理喻地微笑,确保他们痛苦死去,临死前仍祈求怜悯——但只有交换灵魂才能获得。

 它常身着本地神职者的长袍,虽然自身并非任何现有宗教史出现过的恶魔。会兴高采烈冲入战场,品味自己流下的每一滴血。

 属性:力量 2,敏捷 3,耐力 2,魅力 2,操控 2,外貌 0,感知 2,智力 1,机敏 2
 技能:警觉 2,运动 3,胁迫 1,白刃 4,潜入 2,医学 2,神学 2
 异能:迅捷术 3,坚韧术 3
 意志点:7
 健康等级:8
 注解:常存有7点血量点。


具名恶魔,德卡拉比亚侯爵

 自称为基督教地狱的大侯爵,不过确实比那信仰更可敬。声称统领着大量崇魔侍从,且知晓毒物和炼金奥秘。已精通在人、鸟群和召唤者皮肤上的五角星刺青间变换的能力。

 人形态下其棕色皮肤散发邪恶的灰雾。有着樵夫般的高大魁梧,肩扛染血斧头。脸戴一打孩童手指做成的骨制面具。口音丰富,精通任何语言,乐于交流任何话题。

 根据他的说法,自己逃离了一个囚禁着数千名同类的迷宫。此言真实性受到了崇魔者们的激烈争论和研究,其中许多被他带向地狱,以找寻其同族。他们再也没回到人间。

 属性:力量 3,敏捷 2,耐力 2,魅力 2,操控 2,外貌 2,感知 2,智力 4,机敏 2
 技能:警觉 1,运动 1,胁迫 2,领导力 2,托辞 1,礼仪 3,白刃 2,学术知识 1,神秘学 2,神学 3
 异能:操控术 3,飞行术 3,坚韧术 2
 意志点:9
 健康等级:10
 注解:常存有10点血量点。

(属性8/7/6,技能7/6/5,意志点8,健康等级10,血量点10,8点异能,随意分配,但单项异能不过6)

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Re: 【代发】【V20、VDA20】【汇总】黑暗奇术
« 回帖 #5 于: 2021-09-27, 周一 01:34:39 »
恶火

 此道研习者可召唤磷火,火焰于手上形成,喷出或成球形。许多人认为这邪恶的绿火唤自冥府深处。被其烧灼就是在品尝地狱中等待着他们的苦痛。目睹恶火生成会让任何有超自然感知的人知晓其来源是邪恶。此磷火被深深恐惧,因为火焰是令血族终亡的最可靠方式。

 系统:成功数个数决定放置火焰于希望位置的准确度(投掷前说明位置)。此道并无每级的单独说明——火毕竟就是火(而且可能导致其他目睹的血族狂乱)。下表描述了生成特定数量火焰的所需等级。要完全吸收必须有坚韧术。

 处于术士控制下的火焰不会伤害或引发其狂乱。但不自然火焰引发的着火照常影响他。

道艺等级
火焰说明
火星(吸收难度3,1个等级伤害/个回合)
●●
炉火(吸收难度4,2个等级伤害/个回合)
●●●
喷灯(吸收难度5,3个等级伤害/个回合)
●●●●
喷射器(吸收难度7,4个等级伤害/个回合)
●●●●●
大火(吸收难度9,5个等级伤害/个回合)
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Re: 【代发】【V20、VDA20】【汇总】黑暗奇术
« 回帖 #6 于: 2021-09-27, 周一 01:37:04 »
恐惧之道

 崇魔者深知恐惧力量与绝望影响。此道研习者深入受害者心灵,刺探其所惧,使之具象。老成的魔宴崇魔者偏爱此道,因为他们享受用目标自身恐惧反噬的绝佳效果,而非粗暴地展示火焰与恶魔侍从。

 给他人施加噩梦的术士会有自食从目标吸走的可怕记忆的风险,并过后重温。说书人应对任何在一个故事中多次使用此道的角色投掷1次操控+共情(难度7)。

 每晚重温目标噩梦时会浸满血醒来。由于缺乏良好睡眠,耗费1点血量点,这就是可怕洞察的代价。成功数个数决定角色承受心中肆虐的偷来记忆的时间。

成功数/个
持续时间
1
1周
2
5天
3
4天
4
2天
5
1天


● 引发恐惧

 崇魔者以地狱之力扭曲目标心智,使其多疑。微妙的形体和幻影于其视线边缘闪烁,潜伏在视野外来折磨她。

 系统:术士可锁定视线内任何对象。然后专注,向目标示意,对地狱吟唱祷文。如果成功,目标会明显焦虑走神,这应当扮出来。要抵抗得投掷1次勇气(难度为(4+激活骰成功数),上限9),以执行任何除寻找假想跟踪者的行为。

 目标在效果持续时间内的骰池自动-1。持续时间由激活骰成功数决定:

成功数/个
持续时间
1
1回合
2
5回合
3
1小时
4
1晚
5
2晚


●● 恐惧萦绕

 将猜疑化为恐惧,飞舞幻影变为可怕威胁。目标除非马上逃离地区,否则会感觉大难临头。他可能想象自己看到了枪响火焰,或听到后面有硬底鞋撞地上的声音,甚至认为嗅到了跟踪者的汗味,或于脖子后感到了其潮湿的呼吸。

 系统:术士必须看到目标,并向地狱低声祈祷以启动力量。角色心中深处挥之不去的不适变得更具体。凡人得成功投掷1次勇气(难度7)来避免惊恐逃跑。吸血鬼同,但失败会进入红惧(译注:阳光和火焰引发的恐惧)。


●●● 恐惧具象

 崇魔者引出目标恐惧,使之具象。后者会看见她最害怕的事物。如果怕蜘蛛,会想象到蛛网缠于脸、手,数千只幻觉蜘蛛遍布全身。还可能听见其爬过楼梯或轻点螯肢。虽然这些效果在他人眼里仅是看不到的幻觉,但对目标来说却很真实。

 系统:术士必须专注一会儿,向目标示意。如果成功,后者必须成功投掷1次勇气(难度7)来摆脱恐惧,以行动。否则畏缩,乏力地躲避假想事物。投掷大失败会得到1项精神疾病,最好是和其面临恐惧相适应的。

 持续时间由激活骰成功数决定:

成功数/个
持续时间
1
1回合
2
5回合
3
半小时
4
1小时
5
1晚


●●●● 恐惧瘟疫

 崇魔者现在可品尝目标最深处的恐惧,并能强迫他在清醒时深陷其中。害怕溺水的会感到空气在喉与肺中粘稠凝固,直到无法呼吸;害怕血族的可能会在同事中或每个角落暗处看到獠牙怪物。最后他变得如此神经质,以至无法起床,面对又一个恐怖之夜。

 系统:术士必须看到并大声诅咒目标来生效。一旦完成,持续1周。目标会无时无刻不被其恐惧骚扰。持续时,其投掷意志点的永久值-3(下限1)。
 

●●●●● 恐惧水蛭

 崇魔者能暂时把恐惧作血来饮用。它带来的快感比普通喝血强,但经常使用会很危险。术士把从目标恐惧中提取的纯粹情绪化为血液的超自然替代。

 系统:只要目标在视线内,术士就能从其正遭受的恐惧中获得给养。当然前者此时得正恐惧某事或人,而且不能是被此道其余能力引发的。

 激活骰成功数决定转化到术士“恐惧池”中的点数,其花费方式同血量点,且能超世代上限。但必须在日出前用完,否则消失。

 大失败除失去意志点,还意味着无法从目标得到“恐惧池”,且24小时内不能再对其使用此能力。
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Re: 【代发】【V20、VDA20】【汇总】黑暗奇术
« 回帖 #7 于: 2021-09-27, 周一 01:38:22 »
夺魂

 此道召唤地狱之力,夺走目标暂时意志点,徒留一具近乎无魂的木偶,顺从服侍崇魔者。一些邪恶血族已用此能力为自己制造了一大群仆从。它对血族和凡人皆有效。

 系统:崇魔者大声呼唤地狱军团,偷走目标精力,然后触碰他。说书人可依情况,要求成功投掷1次敏捷+格斗来让术士和目标接触。一旦接触建立,术士必须投掷对抗目标意志点(难度8)。

 如果目标在意志点降到0前,于此积累了更多成功数,便抵抗了地狱之力。除外他承受的痛苦强化了心智,此道在一整年中无法对其再用。

 如果降到0,他必须依术士命令做事,不再说话,茫然盯着前方,极像僵尸,直到如下表所示那样回复1点意志点。

 如果术士被杀,目标立即回复所有失去的意志点。

 术士投掷大失败有奇特效果:他失去同道艺等级的暂时意志点,其以每晚1点的速度回复。但如果全部失去,便受控于异界力量。

 吸走的意志点的回复速度由术士道艺等级决定:

道艺等级
效果
每休息1天回复3点
●●
每休息1天回复2点
●●●
每休息1天回复1点
●●●●
每休息1周回复1点
●●●●●
每休息2周回复1点
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Re: 【代发】【V20、VDA20】【汇总】黑暗奇术
« 回帖 #8 于: 2021-09-27, 周一 01:40:17 »
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引用
Description

 No sacrifice is meaningless. Each one serves your master’s purpose. Ultimately, you will be left alone. With nothing left to give, you will finally become his flawless, unquestioning tool. I beg you to consider carefully your destination before taking further steps.
 — Ankhesenaten, Follower of Set and execrator of the Lisbon infernalists


 The study of blood magic is by no means a pure act. The sorcerer caste of Clan Assamite, the Witches of Echidna descended from the Followers of Set, and even the nascent Tremere understand the scholarly pursuit of dominion over life, the rules set down by God or gods, and basic manipulation of the blood are all impure. Many safeguards must be upheld to prevent the practitioners’ descent into spiritual decay.

 Those studying Dark Thaumaturgy suffer no such compunction. Assamites murmur of a time when Dark Thaumaturgy was the province only of one of their eldest — a great beast named Ur-Shulgi, who fell torpid after probing too deeply into the dark recesses of forbidden sorcery — though these nights an increasing number of vampires attempt manipulations of the Discipline, consorting with demons of all breeds to gain a foothold on the ladder to power.

 Common among the Baali, Tremere novices lacking a firm mentor, and the descendants of Assamites and Brujah present in Carthage, Dark Thaumaturgy is a forbidden fruit. The power gained through its practice is swift, yet each Path bears a price. To learn any aspect of Dark Thaumaturgy, the vampire requires consort with a demon. Some Paths require physical congress with an unholy creature, where others require enforced servitude to a fiend’s whims. Even worse are the Paths bearing the toll of sacrifice. Not limited to the sacrifice of a deserving foe, or even a pure and innocent child — these routes to power demand the murder of the blood magician’s loved ones and trusted associates.

 The Setites despise Dark Thaumaturgy. As a clan devoted to their cults, families, and worshipers, they give would-be thaumaturgists advice on what deal may be good or bad. Serpents excel in earning the trust of other Cainites, though their counter-deals are said to carry as many conditions as those with demons.

 System: Dark Thaumaturgy powers incur the same costs and require the same rolls as normal Thaumaturgy (see V20 Dark Ages p. 297). Each Path of Dark Thaumaturgy afflicts its user with a price. Each price is different, though the effects worsen with increased levels in each Path. All targeted Dark Thaumaturgy Path effects may be resisted with a Willpower roll (difficulty 6, plus the infernalist’s Dark Thaumaturgy rating, to a maximum of 9).



Die Heriroschaft Des Wyrm (Tyranny of the Wyrm)

 You ask me what people are more likely to be diabolists and murderers. I assure you; anyone can be a diabolist and a murderer.
 — Harold the Zettler, Malkavian engraver, and scholar of Banes


 Die Heriroschaft des Wyrm is a recent Path, first practiced by a line of Malkavian thaumaturgists in the region of Hesse, within the Fiefdoms of the Black Cross. Said to be mentored by babbling demons in service to a three-headed dragon, the neophyte blood magicians soon embraced infernalism with aims of overtaking the embryonic Tremere, and assisting Salubri allies in their retribution against the Usurpers. Tragically, the price of dealing with the unholy soon swept the Malkavians away from their intended course.

 A Malkavian engraver, or “zettler,” as called by the native people of Hesse, betrayed his entire bloodline in sacrifice to the dragon. In exchange he gained full knowledge of the Tyranny of the Wyrm, and gifts allowing him powers beyond his neonate years. The zettler’s recent disappearance, and other Cainites’ subsequent discovery of his perfectly preserved scrolls detailing the Path, has led to a boutade of intrepid infernalists arising in the area.

 Price: Like the Clan responsible for its creation, Die Heriroschaft des Wyrm is unstable. Should a victim realize he’s being affected through forewarning or evidence of the infernalist’s intent, he may make a Wits + Occult roll (difficulty equal to the infernalist’s permanent Willpower, requiring as many successes as the infernalist has points in Dark Thaumaturgy). His success causes the power’s effects to rebound onto the infernalist. A botch on any Die Heriroschaft des Wyrm roll also causes the effects to afflict the infernalist.

 A blessing from someone with True Faith will remove any ill effects caused by this Discipline. The infernalist’s death does not remove these effects, as in her stead, demons will perpetuate the various curses and pains.


● Malfean infection

 Through use of Malfean Infection, the infernalist desecrates a holy individual, eroding his True Faith without the victim even knowing the power is taking effect.

 System: The infernalist must know the name of her target, and paint an eye on her palm in vitae. For each success on the Discipline use, the victim loses any powers associated with his True Faith for a number of nights:

Successes
Duration
1
One night
2
Three nights
3
One week
4
One month
5
One year
6+
Permanent (or until removed via a blessing)

 If reflected back on the infernalist due to a botched roll or the victim successfully combating the effect with a Wits + Occult roll, the Malfean Infection prevents Dark Thaumaturgy’s use for a number of nights corresponding to the number of successes, as stated above. This limitation can be removed through a new subservient deal with a demon.


●● Bane to the Soul

  The Malkavians who forged Die Heriroschaft des Wyrm communed with spiritual demons called “Banes,” which they successfully discovered could be summoned and attached to the souls of their enemies. By grafting a Bane onto a foe, they discovered the victim would be inclined to act on all her worst impulses.

 System: The infernalist must hold an item or article once touched by her target, and drip vitae upon it. A demonic Bane will attach to the target’s soul on a success, increasing the difficulty of Virtue tests by +2 (to a maximum of 9). Each success determines how long the Bane remains:

Successes
Duration
1
One night
2
Three nights
3
One week
4
One month
5
One year
6+
Permanent (or until removed via a blessing)


●●● Dissonant Miserere

 Through chanting, incantation, and inspired clack, the infernalist penetrates her victim’s mind with the endless toiling noise of her ravings. The cacophony of a Dissonant Miserere persists night after night, planting a seed in the victim’s mind that sanctuary may only be found by calling upon a demon of madness, who might remove the babble. The power acts as a doorway for such a demon, waiting to strike when the victim is at his weakest. The victim must beg for the demon to step through in order for this to happen.

 System: The infernalist must possess a piece of the victim’s skin, hair, or a nail, and soak it in vitae. The Wyrm’s screaming mouths enter the victim’s mind, increasing the difficulty of all Willpower tests and any test requiring concentration by one point per success rolled (to a maximum of difficulty 9), and removes a temporary Willpower point from the victim each night it remains.

 The effect is permanent, until the victim receives a blessing or calls upon a madness demon to relieve him of this pain.  If the latter occurs, the demon — a shrieking creature without tangible form — will offer the victim a reprieve in exchange for a service. The nature of this service depends on how weak-willed the demon believes the victim is at this point (and is determined by the Storyteller), but typical requests include the murder of an innocent, the divestment of all worldly goods, or a sacrifice of vitae to the infernalist.


●●●● Feed the Wyrm

 By drinking the blood of his victim, the infernalist creates a sympathetic link between his demonic masters and the targeted vampire. This link causes agony, and sometimes even death, as the infernalist’s magic twists and mutates the victim’s body. A reprieve is only available if the sufferer agrees to serve the Wyrm with foul future deeds.

 System: The infernalist must possess a portion (one blood point) of the victim’s blood, mix his vitae with it, and drink the concoction. This may form a blood bond, if the blood is that of another vampire. Once the blood is swallowed, a successful roll inflicts one level of aggravated damage per success. This damage may be soaked with Fortitude. The victim’s body contorts with pain and manifests inhuman growths, reducing her Appearance rating by two dots. The Appearance loss is cumulative if this power is used more than once.

 The victim may only recover her Appearance rating by agreeing to serve the Wyrm. If she does so, an urge demon of vanity appears in a reflective surface and demands a sacrifice, the severity of which is determined by how great a loss of beauty has occurred. Sacrifices may entail ripping the smile from a newborn’s face, slaying a dozen virgins, or the victim allowing a Maeljin to permanently inhabit her soul.


●●●●● House the MaelJin

 According to the Malkavian thaumaturgists who founded this Path, the Maeljin are among the most powerful and wise of demons. These incarnations of vice, filth, and immorality are masters of Banes and extra-dimensional demigods. House the Maeljin allows the infernalist to play host to one of the Maeljin, at the expense of a dire sacrifice. The power benefits for hosting a Maeljin are numerous. The moral toll it takes is immense.

 System: The infernalist must murder a mortal or vampire with whom they hold a close relationship. If the victim is a vampire, the infernalist must perform diablerie on his prey. A successful roll manifests one of the Maeljin in the body of the infernalist. Each success determines how long the Maeljin remains:

Successes
Duration
1
One scene
2
One night
3
Two nights
4
Four nights
5
One week
6+
Permanent (or until removed via a blessing)

 If the Maeljin remains permanently, the vampire runs the risk of losing all control to the demon inside them. It then becomes a race to achieve purification before the Maeljin can exert absolute dominance.

 The natures of the various Maeljin differ. As beings of elemental unholiness, they represent abstract sins, such as shame, loss, anger, and a multitude of further intangible concepts. Maeljin all empower their host with six points to spread among Attributes (no Attribute may gain more than two), six points to spread among Abilities, and six points to spread among Disciplines (no Discipline may gain more than two). The Storyteller decides where these points are allocated on the character sheet.

 As examples of how a possessing Maeljin may empower its host, a Maeljin of Lust might allocate six points across Social Attributes, place three points in Performance and another three in Expression, with two points going to Presence, two more to Dominate, and the final two on Daimonion. A Maeljin of Lies may allocate two points to Manipulation, two to Intelligence, and two to Dexterity, with six points spread among coercive Abilities. The final six might be allocated to Obfuscate, Presence, and Chimerstry.

 An inhabiting Maeljin allows its host to practice the powers it has bestowed freely. It wants the host empowered and terrible. However, occasionally it will attempt to sway or outright control its host into acting in ways favorable to its alien agenda. In such cases, the vampire must make an Instinct/Self-Control roll (difficulty 8) to not act in the way the Maeljin wishes. The Storyteller determines the Maeljin’s wishes. It may attempt to exert control once a night.

 As the Maeljin approaches the conclusion of its inhabitation, it seeks to consume the host by driving him into an act of self-destruction. The Maeljin can only attempt this once, but to resist throwing himself onto a pyre, greeting the sun, or walking into a sanctified building, the vampire must succeed on a Courage roll (difficulty 9). If his coterie attempts to restrain him, he immediately falls to frenzy. The Maeljin will depart peacefully if unsuccessful in its attempt to claim the entire soul of its host.



Rego Calatio (Rule of Summoning)

 God punishes us for everything. Open yourself, and let the devil inside!
 — Ahab the Traitor, infernalist Salubri of the wilds


 The formation of the Rego Calatio dates back to an era before records were scribed in ink. The creators of this Path are unknown and unnamed, their researches engraved in stone or daubed in blood on hides and bones. The Path is dedicated to the summoning and binding of demons. In recent centuries, these demons have begun to appear in forms expected and feared by mortals, manifesting as caricatures of greed, lust, sloth, and wrath. In times past, they were as likely to appear as pillars of roiling smoke, the weeping of children, or the stench of rot. The demons contacted by Rego Calatio are not bound to any set form, and may appear however they wish.

 Summoners of demons are daring. Demons know that by appearing physically, they are weakened, but can easily dominate and destroy summoners lacking sufficient wherewithal to control them. Many demons are pleased to serve under magical binding, as they’re likely to be asked to perpetrate something they’d do if free anyway; but most demons will resist attempts at control on principle. A demon summoned by Rego Calatio remains on Earth until the sun rises, or it hears church bells.

 Price: The unholy nature of Rego Calatio is such that any area in which it’s practiced becomes spoiled; the people become sick, and the livestock malformed. Use of Rego Calatio produces a necromantic sequela (see p. 52) based on its level. The practitioner suffers horrific nightmares across a number of nights equal to the successes rolled in summoning. These nightmares force the infernalist to lose two blood points upon waking, instead of the normal one, and a Willpower roll is required (difficulty 7), otherwise two temporary Willpower are also lost. A botch on this roll causes an appropriate Derangement to wrack the infernalist for twice the duration of her summoning-induced nightmares.

 System: Each level of this Discipline requires the sacrifice of another being’s life, the majority of demons requiring the death of an innocent in a circle of bloodied bones. If a named demon is being summoned, their name must be painted in the summoner’s vitae on a rock in the center of the circle. The infernalist must expend Willpower points equal to the level of Rego Calatio activated, otherwise the summoned demon is free and will either ignore or attack its summoner. Demons can soak all types of damage with their Stamina, unless that damage is caused by someone with True Faith.

Path Levels
Demons
Petty Demon (Attributes 4/3/2, Abilities 3/2/1, Willpower 3, Health 4)
●●
Madness Demon (Attributes 5/4/3, Abilities 4/3/2, Willpower 4, Health 6, Blood Points 5, two points of Disciplines, one of which must be Dementation)
●●●
Passion Demon (Attributes 6/5/4, Abilities 5/4/3, Willpower 6, Health 7, Blood Points 6, four points of Disciplines, two of which must be Presence)
●●●●
Murderous Demon (Attributes 7/6/5, Abilities 6/5/4, Willpower 7, Health 8, Blood Points 7, six points of Disciplines, three of which must be Potence)
●●●●●
Named Demon (Attributes 8/7/6, Abilities 7/6/5, Willpower 9, Health 10, Blood Points 10, eight points of Disciplines, allocated wherever the infernalist chooses with a maximum of six points in a single Discipline)

 The number of successes rolled determines how much control the infernalist has over his summoned demon:

Successes
Control
1
The demon is bound to the circle for a night, and will only listen to the infernalist.
2
The demon is bound to the circle for a night, and will listen to anyone in its proximity, answering simple questions.
3
The demon is bound to remaining within eyeshot of the infernalist for a night. It is well disposed and will answer complicated questions accurately.
4
The demon is bound to remaining within eyeshot of the infernalist for a night. It is forced to serve the infernalist in simple tasks.
5
The demon is able to leave the infernalist’s sight and do his dark bidding. It willingly submits to the infernalist’s decrees for the night’s duration.
6+
A demon one grade higher than intended is summoned, and treated as if summoned with 4 successes. The maximum grade is the Named Demon.
Failure
The summoning does not occur. It may be retried with a new sacrifice.



The inhabitants of Hell

 Before you I stand naked; shorn of race, gender, title, age, and identity. Be birthed through me, so I might be reborn.
 — Zoroastrian summoning chant


 Hell takes many forms. Many faiths lack a codified concept of Hell as a plane, or punishing form of afterlife, but mortals and vampires alike can imagine a spiritual torment awaiting them in the event of transgressions against their fellow beings, betters, and gods.

 Necromancy handles the coaxing of departed souls, though the essence of beings utterly rotten in spirit and deed takes an almost elemental form, not beholden to the abilities of Cappadocians and their fellows. Such malicious spirits - sometimes named as negative coalescences, afterdeeds, or Banes - manifest with the beckoning powers of Dark Thaumaturgy Paths and Rituals.

 Demons exist in a place mortals sometimes name Hell, dwelling across varied strata of spiritual and material existence. While some entities tell of a plane of fire, ash, and blood in which they suffer for eternity until their calling by infernalists, other monsters - also naming themselves as demons - claim their homes as gulfs of void, mountainous peaks of ice, the space between memories, the shadows behind the door, and the ill will of jealous men. In short, demons are many and varied, and not all fit the criteria of an Abrahamic devil. All are subject to summoning, by one means or another, and all exact some kind of price for their services.
 

Jollux, Petty Demon

 A demon standing a meter (1 yard) tall, and equal length wide - the Jollux is a milk-pale entity resembling an ectomorphic box, or blob, with stump-like limbs and sharpened coins for teeth. Representative of petty greed and theft, the Jollux enjoys making mortals go hungry by sneaking into their larders and devouring all dried foods kept for the winter, before disappearing into the night.

 The Jollux is a weak combatant, but bears an animal cunning it puts to use in mischief and humiliation. When given the correct sacrifice, a Jollux may advise a vampire on how best to embarrass a foe or drive another Cainite to frenzy.

 Attributes: Strength 1, Dexterity 1, Stamina 1, Charisma 0, Manipulation 2, Appearance 0, Perception 1, Intelligence 1, Wits 2
 Abilities: Empathy 2, Legerdemain 1, Stealth 2, Investigation 1
 Willpower: 3
 Health: 4


Shp’murrl Tsong, Madness Demon

 This demon rarely appears in any tangible way, preferring a roiling form of yellow mist layered with blinking, undulating eyes wreathed in lips, and pulsating veins. The eyes mewl and chitter, and react with awareness to entreaties and threats.

 Shp’murrl Tsong is often summoned to act as a disturbance, whether as an instant effect or over a lengthy period. The demon can reside in the walls and roof of a house, inducing a form of mania in the resident. It also holds the ability to bite its foes, though this is a last recourse. The demon prefers to flee when faced with violence.

 Attributes: Strength 1, Dexterity 1, Stamina 1, Charisma 1, Manipulation 4, Appearance 0, Perception 2, Intelligence 1, Wits 1
 Abilities: Brawl 1, Empathy 3, Intimidation 1, Stealth 3, Medicine 2, Occult 2
 Disciplines: Dementation 1, Obfuscate 1
 Willpower: 4
 Health: 6
 Notes: The Shp’murrl Tsong commonly has a reserve of five blood points.


Tuqburni, Passion Demon

 The Tuqburni appears as an intensely alien being of an unspecified gender, driven to provoking a disturbing sexual reaction from its victims. It’s commonly seen stalking the domains of Assamites and Setites. Often clad in very little but for scars in the place of its nipples, genitals, and anus, the nocturnal Tuqburni creeps into the homes of virgins and faithful spouses, stealing their innocence through physical and emotional assaults.

 This demon is known to drive mortals into supplication despite the ghastly appearance marring its body. It copulates with its targets in private, who are never able to explain how exactly the Tuqburni consummated the acts attributed to it.

 Attributes: Strength 1, Dexterity 2, Stamina 1, Charisma 3, Manipulation 2, Appearance 1, Perception 1, Intelligence 2, Wits 1
 Abilities: Empathy 3, Subterfuge 2, Performance 1, Melee 2, Medicine 4 Disciplines: Auspex 1, Celerity 1, Presence 2
 Willpower: 6
 Health: 7
 Notes: The Tuqburni commonly has a reserve of six blood points.


Sacristan, Murderous Demon

 The sacristan demons are only called upon when bloodshed is required. Monstrous to behold - flesh pierced with jagged pieces of metal and bone, and bearing awful weapons both serrated and dripping with venom - the sacristan possess few redeeming features. They grin impossibly wide as they cut up victims and flay them slowly, ensuring a pained death in which the dying beg for mercy. This is only granted in exchange for their souls.

 Sacristan are commonly clad in the robes of a local priesthood, though they are not demons present in any existing religion’s history. They gleefully rush into combat, savoring every drop of blood they spill.

 Attributes: Strength 2, Dexterity 3, Stamina 2, Charisma 2, Manipulation 2, Appearance 0, Perception 2, Intelligence 1, Wits 2
 Abilities: Alertness 2, Athletics 3, Intimidation 1, Melee 4, Stealth 2, Medicine 2, Theology 2
 Disciplines: Celerity 3, Potence 3
 Willpower: 7
 Health: 8
 Notes: The sacristan commonly have a reserve of seven blood points.


Marquis Decarabia, Named Demon

 Decarabia refers to himself as the Great Marquis of the Christian Hell, though he is undoubtedly more venerable than that faith. The demon claims to lead legions of diabolic minions, and to understand the secrets of poisons and alchemy. He has mastered the ability to shift form between humanoid, a flock of birds, and a pentagram tattoo on the skin of his summoner.

 When appearing as a humanoid, the Marquis’s brown skin radiates a sick, grey mist. He stands tall and broad like a woodsman, hefting a great, bloody axe over his shoulder. Across his face, the Marquis wears a bone visor comprised of the fingers of a dozen children. He speaks with a rich accent, fluent in every language and happy to converse about any subject.

 According to the Marquis, he escaped a labyrinth in which thousands of his kind are held. The veracity of this claim is hotly disputed and researched by infernalists, many of whom have been led to Hell by the Marquis in search of his peers. No infernalists who accompany the demon return to the world of the living.

 Attributes: Strength 3, Dexterity 2, Stamina 2, Charisma 2, Manipulation 2, Appearance 2, Perception 2, Intelligence 4, Wits 2
 Abilities: Alertness 1, Athletics 1, Intimidation 2, Leadership 2, Subterfuge 1, Etiquette 3, Melee 2, Academics 1, Occult 2, Theology 3
 Disciplines: Dominate 3, Flight 3, Potence 2
 Willpower: 9
 Health: 10
 Notes: The Marquis commonly has a reserve of ten blood points.

(Attributes 8/7/6, Abilities 7/6/5, Willpower 9, Health 10, Blood Points 10, eight points of Disciplines, allocated wherever the infernalist chooses with a maximum of six points in a single Discipline)



The Fires of the Inferno

 Practitioners of the Fires of the Inferno may summon forth balefire that springs forth from her hands in jets or globes. Many believe that this malignant green flame is conjured from the very depths of Hades. Being burned by these fires is to taste the agonies that await them in Hell. Witnessing the conjuring of the Fires of Inferno allows anyone with mystical senses to know the source is infernal. Balefire is greatly feared, as fire is one of the surest ways to bring Final Death to a vampire.

 System: The number of successes determines how accurately the vampire places the flame in his desired location (declared before the roll is made). Individual descriptions are not provided for each level of this path - fire is fire, after all (and can potentially cause frenzy in other vampires witnessing it). The chart below describes the path level required to generate a specific amount of flame. To soak the damage at all, a vampire must have the Fortitude Discipline.

 Fire under the caster’s control does not harm the vampire or cause him to frenzy, but fires started as a result of the unnatural flame affect the thaumaturge normally.

Path Levels
Flame
Lighter (difficulty 3 to soak, one health level of damage/turn)
●●
Stovetop (difficulty 4 to soak, two health levels of damage/turn)
●●●
Blowtorch (difficulty 5 to soak, three health levels of damage/turn)
●●●●
Flame-thrower (difficulty 7 to soak, four health levels of damage/turn)
●●●●●
Conflagration (difficulty 9 to soak, five health levels of damage/turn)



The Path of Phobos

 Infernalists know the power of fear and the leverage of desperation. Practitioners of this path mystically tap into the depths of their victims’ psyches, prying the terrors from their minds and making them appear real. Sophisticated Sabbat infernalists prefer this path, as they enjoy the sublime effects of using the subjects’ own fears against them rather than vulgar, brutal displays of fire and demonic servants.

 Infernalists that inflict nightmares upon others risk consuming the horrible memories that have leached from their victims, only to relive them later. Storytellers should force a Manipulation + Empathy roll (difficulty 7) on any character that utilizes the Path of Phobos more than once in a given story.

 Each evening while reliving the nightmares of her victims, she will wake soaked with blood; effectively costing an extra point of blood to wake due to the lack of sound sleep. Such is the price of hellish insight. The number of successes indicates how long the character must cope with the sea of stolen terrors rampaging in her mind.

Successes
Duration
1
One Week
2
Five Days
3
Four Days
4
Two Days
5
One Day


● Induce Fear

 The infernalist harnesses the power of Hell to twist the mind of her victim, leaving her to feel paranoid. Subtle shapes and shadows shimmer at the edge of the victim’s vision, tormenting her by lurking just beyond her range of sight.

 System: The infernalist may target any subject within her line of sight. She must concentrate, gesture towards the victim, and chant the proper invocation to Hell. Should she succeed, the victim becomes noticeably upset and preoccupied, which should be role-played. To resist, the victim must make a Courage roll (difficulty 4 + the number of successes achieved on the activation roll, to a maximum of 9) to take any action other than looking for the imagined stalker.

 All of the victim’s dice pools for the duration of this power are automatically reduced by one. The duration of this power is limited by the number of successes achieved on the activation role:

Successes
Duration
1
One Turn
2
Five Turns
3
One Hour
4
One Night
5
Two Nights


●● Spook

 This power transforms suspicion to dread, as the flitting shadows become frightening threats. The victim senses something terrible is about to happen to him unless he immediately flees the area. He might imagine she sees the flash of a gun barrel or hears the clicking of hard-soled shoes on the pavement just behind her. He might even believe she smells her pursuer’s sweat or feels his damp breath on the back of her neck.

 System: The infernalist must see her victim and whisper a prayer to Hell for this power to work. The nagging sense of discomfort in the back of the character’s mind becomes more tangible. Mortals must make a successful Courage roll (difficulty 7) to keep from fleeing the area in terror. Vampires must make the same roll, but if they fail they enter Rötschreck.


●●● Terrorize

 The infernalist can draw out his victim’s fear and present her with it. The victim sees that which terrifies her the most. If she fears spiders, she may imagine spider webs brushing her face and hands as thousands of illusory arachnids scuttle across her flesh. She may hear them skittering across the floor or clicking their horrid chelicerae. To the victim, the effects seem very real, though they are simply illusions and invisible to onlookers.

 System: The infernalist must concentrate for a moment and then gesture towards her victim. Should she succeed, the terrorized subject must succeed in a Courage roll (difficulty 7) to shake off her fear in order to act. Otherwise she simply cowers, feebly hiding from her imagined object of terror. Botching this Courage roll results in a derangement, preferably suited to the fear visiting the victim.

 The duration of this power is limited by the number of successes achieved on the activation role:

Successes
Duration
1
One Turn
2
Five Turns
3
30 Minutes
4
One Hour
5
One Night


●●●● Fear Plague

 The infernalist can now taste her victim’s most deeprooted fear. She can force her subject to plunge deep into this phobia every waking moment. A person afraid of drowning would feel the air thicken and coagulate in his throat and lungs until he cannot take a breath, while a person afraid of vampires may see fanged nemeses in his coworkers or lurking behind every corner. Eventually, the victim becomes so exhausted that he is unable rise and face a new night of swarming horrors.

 System: The infernalist must see and then loudly curse her victim for this terrible power to take effect. Once cursed, this power lasts for a week. The victim is constantly harassed by his fear every moment. For the duration of this power, all Willpower rolls are made as though the character’s permanent rating is three lower than normal (to a minimum of 1).
 

●●●●● Leech of Fear

 This power enables the infernalist to temporarily feed on fear as though it was blood. This experience gives a euphoric high stronger than conventional feeding, but it is a dangerous practice if used too frequently. The infernalist converts the pure emotional charge drawn from the victim’s terror into a mystical substitute for vitae.

 System: As long as she has her subject in sight, the infernalist may attempt to gain sustenance from any fear that the victim might be currently suffering. Naturally, the victim must have cause to be afraid of something or someone while the infernalist practices this power. These fears may not be caused by other applications of this path.

 The number of successes achieved on the activation roll determines the number of points transmuted into the infernalist’s “fear pool.” Each point in this “fear pool” may be spent exactly like a blood point, beyond normal Generation limits. However, this extra source of power must be utilized before sunrise or it will disappear.

 In addition to the lost Willpower point, a botch means that the infernalist gets no “fear pool” from the victim, and cannot use the power on that victim again for 24 hours.



The Taking of the Spirit

 By calling upon the power of Hell, this path allows the infernalist to strip away the temporary Willpower of her victim, leaving an almost soulless automaton ready to serve the infernalist without question. Some fiendish vampires have built entire legions of servants for themselves with this power. This fearsome path works on vampires and kine alike.

 System: The infernalist loudly calls forth the legions of Hell to steal away the spirit of her target and then touches her target. Depending upon the circumstances, the Storyteller may require a successful Dexterity + Brawl roll for the thaumaturge to make contact with the intended victim. Once contact is made, the infernalist must engage in a contested Willpower roll against the subject (difficulty 8).

 If the victim accumulates more successes on this contested Willpower roll before being reduced to zero Willpower, he resists the powers of Hell. In addition, the suffering he endured hardens his mind, and this infernal path may not be used against him again a full year.

 If the victim is reduced to zero Willpower, he must do the vampire’s bidding, not speaking, staring blankly forward, in a state much like a zombie until he has regained one dot of Willpower, as per the chart below.

 If the infernalist is killed, the victim regains all of his lost Willpower immediately.

 A botch on the part of the infernalist has unique results: He loses a number of temporary Willpower points that corresponds with his mastery of said path. These Willpower points return at a rate of one per night. If all points are lost, he may come under the control of otherworldly forces.

 The Willpower siphoned by this power returns at a rate determined by the infernalist’s rating in the path:

Path Levels
Effects
Return of 3 Willpower points per day’s rest
●●
Return of 2 Willpower points per day’s rest
●●●
Return of 1 Willpower point per day’s rest
●●●●
Return of 1 Willpower point per week’s rest
●●●●●
Return of 1 Willpower point per two week’s rest
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Re: 【代发】【V20、VDA20】【汇总】黑暗奇术
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