Difference between revisions of "User talk:DarkDeleria"
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+ | DescriptionEdit | ||
+ | By knowing something's name, true name, a magical link can be created by associating yourself to it in a magical sense, in a similar way that you would if you had;hair, nail cliping, or blood. You have to know exactly how to say the name, just knowing it is not good enough.[1] | ||
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+ | In the Dresden Files, all beings have a name and a Name. Anytime anyone says your name it touches you, but when a Wizard, or a supernatural being, says your Name, and means it, the effect is amplified a thousandfold.[2] | ||
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+ | Names with a capital N, have power. If a wizard has an entity or persons name, they automatically have a conduit, a way to home in on it.[3] | ||
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+ | Wizards collect names of creatures, spiirits and people. Like a huge supernatural Rolodex. [1] Some of the more powerful creatures in the Dresden-verse, like Ferrovax only need one part of a Name to influence said being.[2] Some of the beings are too powerful, be very dangerous and probably not a good idea to call upon. However, there are countless lesser beings with lesser price tags and it's not so hard to get them to one's bidding.[3] | ||
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+ | A mortal's Name can change over time due to how their perception of themselves can change, whereas most supernatural beings' Name is static and unchanging.[3] | ||
+ | ----------------------------------------------------------------------------- | ||
We are using the Optional Rules for the power of your True Name from Rites of Spring. | We are using the Optional Rules for the power of your True Name from Rites of Spring. | ||
Latest revision as of 15:47, 9 March 2018
Contents
Spectral Harvest
- Cost: •••
- Prerequisites: Wyrd 3, Occult 2, Empathy 2, ability to see, sense, communicate with the dead (Kith/Contract)
- Effect: This merit allows a Changeling to siphon Glamour from a ghost the same way they can a living human being. To do so, the Changeling must locate the ghost's Anchor in the material world and through a warping of the Wyrd they are able to consume the emotion tied to that Anchor. The same benefits for Court apply to the Anchor based on ST referral. An Anchor tied to sorrow and sadness for a ghost would, of course, grant a Winter +1 to the Harvest total. The ghost of a serial killer attached to a knife, for example, could suit Autumn or even possibly Summer.
- The ghost feels incredible pain when the act is done, as Essence is torn from their body that is similar to a Changeling being beaten with cold iron. This does not do any damage to the ghost's Essence.
- While in the Underworld, the Changeling can use this on a ghost directly, since ghost's there no longer have Anchors in the physical world. They also get a +1 to these Harvesting rolls.
- Drawback: Devouring ghosts energy and emotions carries with it great risk. Not all ghost are pushovers and many will materialize to attack the intruder, fearing their Anchor is at risk of being destroyed. Which could quickly cause the Changeling to have some notoriety amongst local ghosts who are able to communicate with one another. Some Changeling's cannot hide their spectral appetite and their Mien starts to take qualities of death. Paler skin, sunken in or blackened eyes. Further, Changelings find it difficult to Harvest human emotions, which now impose a -1 penalty to Harvest rolls regarding humans.
- Author: Aaron @ Fallcoast
Contract of Dread
Affinifty: Darkling kith.
Owl’s Keen Eyes •
The character gains the eyes of a nocturnal creature, able to see with little light even over long distances. This clause enables the character to use low-light vision, just as a nocturnal animal. The character’s visual range remains the same even in darkened conditions, such as dim light or moonlight. The character does not receive penalties for operating in poor lighting conditions or darkness. This clause lasts for one scene.
- Prerequisites: None
- Cost: 1 Glamour
- Dice Pool: None
- Action: Instant
- Catch: The character tucks a feather plucked from the head of an owl behind each ear.
Fear the Dark ••
The character can command the darkness to hinder his enemies, as if they were walking through a nightmare.
- Cost: 2 Glamour
- Dice Pool: Intimidation + Wyrd
- Action: Instant
- Catch: A child screams in terror at the sight of the character.
- Dramatic Failure: The darkness turns against the character, applying a -4 Speed penalty for the scene.
- Failure: The character fails to command the dark.
- Success: For each success rolled, the subject of the clause suffers a -1 penalty to all rolls involving movement (running, jumping, climbing, etc.). The subject’s Speed is also decreased by -1 per success. The subject’s speed can be reduced no lower than 1. Shadows & darkness becomes substantial & viscous around the subject. The character feels as though he is moving underwater in darkness. This clause is only effective under moonlight or in total darkness. If the subject is standing in sunlight or within bright artificial light (street lamp, ceiling light, spotlight, etc.), the clause has no effect. The light must be a strong ambient light to dispel the effects of darkness. A candle is not bright enough, and a flashlight is too narrowly focused to be effective. This clause lasts for one scene.
- Exceptional Success: The same as above, increased successes result in increased results.
Nocturnal Swarm •••
The character can summon a living cloud of darkness to descend upon his enemies, obscuring their senses and assaulting them like a plague of nocturnal insects.
- Cost: 3 Glamour
- Dice Pool: Animal Ken + Wyrd
- Action: Instant
- Catch: The character consumes a live nocturnal insect harvested from the Hedge.
- Dramatic Failure: The character absorbs the darkness. The character feels a thousand crawling critters underneath his skin for the rest of the scene, imposing a -2 penalty to all action rolls.
- Failure: The character fails to invoke the contract.
- Success: A cloud of darkness emerges around the character, filling the air like a swarm of insects. The cloud extends in a roughly circular fashion, a 1 yard radius plus an additional number of yards equal to the character’s Wyrd. The cloud blots out the ambient light, applying a -2 concealment penalty to all characters inside the cloud or characters outside directing attacks into the cloud. In addition, subjects also feel a creepy tingling sensation all over their body, as though they were covered in cockroaches or other creepy crawlers. There are no tangible bugs in the cloud, but the sensation is certainly there. Subjects within the cloud must make a successful Composure check reflexively each turn before taking actions. Otherwise, they are too distracted by the bugs to do anything else. This clause lasts a number of turns equal to the number of successes rolled.
- Exceptional Success: The intensity of the cloud is strengthened, actually scraping & stinging the subject’s skin. A subject suffers 1 point of bashing damage per turn exposed to the cloud.
Child of the Night ••••
The character becomes an embodiment of the night, transforming into a swarm of small bats. This ability is typically used to inspire fear or as a means of escape.
- Cost: 3 Glamour
- Dice Pool: Occult + Wyrd
- Action: Instant
- Catch: The character swallows the blood of a bat.
- Dramatic Failure: The mishap occurs during the transformation. The character feels a sharp pain in his joints, and suffers two point of bashing damage.
- Failure: The transformation does not take place.
- Success: The character’s breaks apart, transforming into dozens of rat-size bats. Though in a fragmented form, the swarm of bats is considered a single entity with a shared Health score equal to the character’s Health. The swarm moves together with a collective consciousness and cannot break off in many different directions. The character can still be damaged normally by attacks to the swarm. In this form, the character flies at his Speed +5 and can change formation to move as needed. The character can also see normally in the dark, applying no penalties for operating in dim lighting or darkness. However, because of the limitations of the bats’ size, the character cannot manipulate physical objects or cause any damage.
- Exceptional Success: The character can fly at his Speed +10 and applies a +2 defense bonus. This defense bonus does not apply attacks that could conceivably damage many of the bats at once, such as an explosion.
Boogeyman’s Sidestep •••••
The character uses the connections of the Wyrd to reach through the darkness, stepping through a shadow in one location then instantly reappearing from a shadow in another location.
- Cost: 3 or 6 Glamour
- Dice Pool: Stealth + Wyrd
- Action: Instant or Reflexive
- Catch: The character holds the eyes of a teddy bear, taken forcibly from a child.
- Dramatic Failure: The character finds himself transported into a scary & dangerous part of the Hedge. The character cannot use the contract again until a day has passed.
- Failure: The character fails to invoke the contract.
- Success: The character teleports from one location to another within a number of yards equal to the character’s Wyrd x 10. The shadows used must be large enough for the character to step into or fall through. The character cannot use his shadow. The character does not have to know where exactly he is going: only needing to decide on the approximate distance & direction he intends to go. Since the exact destination is somewhat random (at the Storyteller’s discretion), the character must accept the circumstances of where he appears.
- Exceptional Success: The character appears at the most advantageous position in the direction chosen. The character must still appear from a shadow of sufficient size.
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This page aims at including every XP cost in the game, whether or not we use the material in question. If it's italicized, that means it's not available for PCs. | ||||||||||||||||||||||||||||||||
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