Maleficia
Maleficia (singular Maleficium) are the innate supernatural abilities of the cambions, their demonic birthright as it were.Often these powers manifest in youth, though they can also appear over time or with the aid of a tutor. With a few rare exceptions, a cambion can only develop the Maleficia of its own family or general Maleficia.
Each Maleficia is treated as an individual power and Cambions can purchase which ever they desire.
* Maleficia marked with an asterisk is more difficult to use on Cambions than on mortals or other creatures. All such powers cause the cambion using it to gain an additional point of Urge if used on a cambion and the difficulty to do so is increased by the victim’s Legacy.
General Maleficia
These Maleficia are available to all cambions regardless of family.
Hideous Strength (1+)
This Maleficia provides +1 automatic success to all Strength rolls. This Maleficium can be selected a number of times up to the cambion’s Maleficium maximum.
Hideous Stamina (1+)
This Maleficia provides +1 automatic success to all Stamina rolls. This Maleficium can be selected a number of times up to the cambion’s Maleficium maximum.
Ferocity (2, 4)
The cambion gains +5 to initiative rolls. This Maleficium may be selected twice.
Enhanced Regeneration (2)
The cambions regenerates as though it’s Legacy were one higher than it actually is.
Demonic Rage (3, 6)
By gaining a point of Urge, the cambion may take another full action for a turn. This Maleficium may be purchased twice. Purchasing it a second time allows the cambion to gain a point of Urge to take two additional actions in one turn.
Demon’s Claws (4)
The cambion can grow supernaturally sharp claws from it’s fingertips. These claws do Strength +1 aggravated damage. Growing these claws cause the cambion to gain 1 Urge and they last for a scene.
Purification (4)
By gaining a point of Urge, the cambion can transform one level of aggravated damage into a level of lethal damage.
Telekinesis (5)
The cambion can exert strength at a distance. This Strength is equal to the average of it’s Legacy and Willpower, rounded down.
Sklavi Maleficia
Malleable Form (1)
The Sklavi’s flesh and even bones can bend or stretch. This gives the Sklavi a -2 difficulty on all rolls involving escaping bonds, contorting its body, or slipping into narrow spaces. This power is also useful for garbling or wrestling enemies and reduces the difficulty of such maneuvers by -2 as well.
Fluid Flesh (1)
The Sklavi’s flesh seems to ignore the laws of physics, it can seem to move it’s limbs without the aid of muscle or bone.Each time the Sklavi takes this Maleficia, it gains +1 Health Level that has no wound penalty. This can be taken a number of times up to the Sklavi’s Legacy.
Spider Climb (1)
The Sklavi can adhere to a surface like a spider, crawling like an insect at up to its normal walking speed.
Passion (1)
As the Dementation power.
Devil’s Touch (2)
The Sklavi has natural weapons that can inflict Strength +2 aggravated damage per attack. This can include sharp fingernails, horns, body spikes, and most likely wicked teeth.
Skin of the Chameleon (2)
As the Visceratika Discipline power.
Gorging (2)
The Sklavi can gorge itself on human flesh. In effect, it can eat and eat until it has reduced it’s Urge down to as low as -5. Doing this causes the Sklavi seem to be hugely fat, especially it’s belly, and some may mistake it for being pregnant.
* The Haunting (2)
As the Dementation power.
* Whisper of Chaos (3)
The Sklavi speaks some words, or rather makes sounds that sound strange and inhuman, like gibberish but somehow frighting. After spending a turn doing this, during this turn or the next one if may gain as many points of Urge as it likes with each point gained removing a single success on any other being’s roll of any kind. This can even result in causing the victim to botch if the net successes are reduced to negative.
Stolen Beauty (3)
The Sklavi can temporarily assume a beautiful form. Doing this requires the Sklavi gain of 1 point of Urge per +1 Appearance up to the standard attribute maximum or as high as it wishes to make it’s Appearance. This power lasts for a scene, though it can be extended for additional scenes by gaining 1 Urge per scene, and temporarily eliminates any difficulty penalty the Sklavi suffers to Appearance.
* Twisting Touch (3)
The Sklavi extends its hand and touches a vicim and channels pure chaos into the victim’s body. The victim’s body is then horrible transformed - bones twisting, flesh becoming riddled with tumors, eyes shriveling up, and so on. The Sklavi rolls it’s Willpower with a difficulty of the victim’s Stamina plus 2 plus Legacy for cambion victims. Each success allows the Sklavi to reduce one of the victim’s physical attributes (including Appearance) by 1. These lost attribute points heal or can be healed as though they were aggravated damage, meaning that for a normal human, the change is permanent. If a physical attribute becomes 0, the victim collapses and become too weak to move until the effects are healed. Using this power bestows a point of Urge.
Eyes of Chaos (3)
As the Dementation power.
* Gaze of Madness (4)
By meeting a victim’s gaze, the Sklavi can cause the victim mind to break ever so slightly. The Sklavi rolls Wits+Legacy with a difficulty of the victim’s Willpower. For each success on this roll, all of the victim’s actions are at +1 difficulty (maximum 10) for the rest of the scene. This could include any variety of things, as the victim’s own mind determines the nature of the insanity - including hearing strange voices, seeing disturbing visions, becoming highly emotional, or so on. If the Sklavi score more successes on this roll than the victim’s Permanent Willpower, then the victim will become incapacitated for the rest of the scene and will gain a permanent derangement. The difficulty to use this power on another Cambion is increased by that cambion’s Legacy.
Blood Form (4)
As the Vicissitude power.
Grasp of Leviathan (4)
The Sklavi has some strange additional limb or limbs which it can use to lash out at its enemies. This gives the Sklavi the ability to attack one additional time each turn without penalty as long as it uses a natural attack.
* Voice of Madness (4)
As the Dementation power.
Witchcraft (4)
The Sklavi is a mistress of black magic and receives 1 automatic success on all Goetia rolls.
Maw of Leviathan (5)
The Sklavi, if it initiates a grappling maneuver with her vicim, can bite off and devour chunks of flesh. If this is done, every 2 health levels inflicted (round down) by the bite eliminates Urge for the Sklavi.
Stolen Life (5)
The Sklavi can imitate the appearance and mannerisms of any human being, as long it has Perdition points that were acquired by devouring that person’s flesh. This power lasts for a single scene per point of Urge gained. When the power ends, the Sklavi cannot imitate that victim against without consuming more of it’s flesh.
* Total Insanity (5)
As the Dementation power.
Blood of Acid (5)
As the Vicissitude power. This doesn’t doesn’t consume blood points or anything similar.
Intuitive Magic (5)
The Sklavi can use Goetia rituals without a need for an actual ritual or components. Doing this takes 1 turn per level of the ritual instead of the standard required time.
Ascania Maleficia
Sense the Sin (1)
As Daimoinon level 1, but the difficulty is the victim’s Willpower.
Eyes of the Serpent (1)
As the Serpentis Discipline power. Doesn’t work on cambions.
Awe (1)
As the Vampire Presence power though no Blood Point (or Urge) is required.
Burn Brighter (1+)
This power augments Touch or Lash of Flame below. Each time this power is selected, Touch of Flame and Lash of Flame does an additional die of damage. This can be selected a number of times equal to the cambion’s Legacy.
Wings of the Dragon (2)
The Ascania can grow scaly wings that allows it to fly at up to double it’s normal running speed. Growing these wings or causing them to retract both give the Ascania a point of Urge.
Touch of Flame (2)
The Ascania may cause hellfire to erupt from its hand or a hand held item such as a sword. This flame can be used to burn foes or set objects alight. This causes the attack to do aggravated damage instead of its regular damage. For those creatures which can soak aggravated damage, the difficulty to soak this is 8.
Black Faith (2)
The Ascania has a deep abiding religious faith in Satan which allows it to draw upon greater resolves of Willpower than impious individuals. The Ascania receives an automatic success on all Willpower rolls when acting in a way which it perceives to be of benefit to Satan.
* Fear of the Void Below (2)
As the Daimoinon power.
Catharsis (3)
The Ascania can fantasize about committing terrible deeds and so regain it’s mental resolve. The Ascania gains one point of Willpower and one point of Urge.
Corruption (3)
With a brief conversation where the Ascania tried to temp a person (where Sense Sin has already been used, as above) the Ascania can persuade the target to give in to that worst sin. The Ascania rolls Manipulation+Subterfuge with a difficulty of the victim’s Willpower. If the Ascania gets a single success, then the victim will act out on that sin as long as there is no major danger or fear of consequences. If the Ascania gains 3 successes, then the target will succumb to temptation even in the face of danger or knowing that he or she will face consequences. Finally, with 5 or more successes, the Ascania can persuade the target to act on that sin even knowing that dire consequences will result.
Aspect of The Dragon (3)
The Ascania can transform itself into monstrous form, growing in size and gaining terrible claws and teeth. Making this transformation bestows 1 point of urge. While in this form the Ascania gains +2 Strength, +1 Dexterity, and +2 Stamina. It’s claws and teeth do Strength +2 aggravated damage and it doubled it’s Stamina for the purposes of soaking damage. On the down side, its Appearance becomes zero and it is obviously a monster.
Lash of Flame (3)
This power augments Touch of Flame above. It allows the Ascania to shoot out the flame as a ranged attack. This attack does two dice of aggravated damage, plus the bonus from Burn Brighter. The Ascania must strike victims with a ranged attack, the roll being Dexterity + Occult, with successes causing additional dice of damage. This attack can use used to damage multiple people by splitting the Dexterity + Occult dice pool.
Flaming Aura (4)
With a turn of concentration, the Ascania may cause itself to become wreathed in flame. This flame does as much damage as the Ascania’s Touch of Flame does above to any individual that strikes the Ascania with a natural weapon. Grappling with the Ascania inflicts twice as much damage. Using this ability causes the Ascania to gain a point of Urge and lasts up to one scene.
Witchcraft (4)
The Ascania is a master of black magic and receives 1 automatic success on all Goetia rolls.
* Entrancement (4)
As the Vampire Presence power, though a point of Perdition must be spent instead of Blood.
* Condemnation (4)
As the Daimoinon power.
Majesty (5)
As the Vampire Presence power.
Devil’s Tongue (5)
The Ascania can speak and all who hear will listen intently, charmed by sweet voice of the Ascania. This gives the Ascania one automatic success on all social rolls.
The Devil’s Own (5)
The difficulty to affect the Ascania with any hostile Goetia power is increased by the Ascania’s Legacy, to a maximum of 10.
Vesian Maleficia
Heightened Senses (1)
As the Auspex Discipline power.
* Command (1)
As the Dominate Discipline power.
Fanaticism (1)
The Vesian’s slaves (see Dominion) are so fanatically dedicated to their master that they receive +1 to Strength and Stamina rolls when fighting for their master and suffer 1 fewer penalties for being injured.
* Mesmerize (2)
As the Dominate Discipline power. Requires Command above.
Demon’s Caress (2)
If the Vesian wills it, any sensation caused by the touch or a hand held implement of the Vesian causes far more pleasure or pain, or both. When used in combat, any wound inflicted in close combat by the Vesian imposes a -1 penalty to all die rolls until such time as that wound is healed. Vesian have -2 difficult to all attempts to torture victims. When used to enhance pleasure, there is no mechanical effect, but the results are quite impressive to those on the receiving end - there is no greater lover than a Vesian, at least when it seeks to cause pleasure. Vesian themselves are immune to this power, at least the pain going aspect.
Razor Nails (2)
The Vesian’s fingernails are razor sharp and supernaturally damaging. It’s brawling attacks now do aggravated damage.
Mortified Flesh (3)
The Vesian ritually scars its flesh and applies special chemical to prevent the wounds from regenerating. After it’s flesh is so marked receives one automatic success on all rolls for one specific attribute. This Maleficium can be taken up to three times, but must apply toe a different attribute each time. Usually, a Vesian will place these scars on areas that are usually covered by clothes.
Branding (3)
The Vesian can brand (or cut, tattoo, or otherwise mark) a man victim. From that point onwards, the Vesian will be able to sense the general direction and distance the victim is away from the Vesian, the victim’s state of health, and the victim’s general emotional state towards the Vesian. The Vesian can also cause the victim to become away of the Vesian’s intentions as well, though this is more like a vague emotional message. Additionally, the difficult of any supernatural ability that the Vesian uses on the victim is reduced by 1. This brand cannot be removed save by powerful magic. Cambions can heal from this brand as though it was a point of aggravated damage.
Enhanced Interrogation (3)
The Vesian is a master torturer and no being that can experience anything resembling pain can withstand its attention for long. Each hour of torture allows the Vesian too remove one point of temporary Willpower from the victim. When the victim finally reaches 0 Willpower, it will do anything that the Vesian says, confess to anything, reveal any secret, betray any trust. Anything to get the pain to stop. This victim will be completely truthful and obedient to the perceived intent of the Vesian. This power only works on a bounded captive. Once the victim is released or escapes their obedience may well turn into hatred. Victims of this Maleficium must succeed at a permanent Willpower roll with a difficulty of 8 or gain a permanent derangement.
* Conditioning (4)
As the Dominate Discipline power. Requires Mesmerize above.
* Summon (4)
As the Presence Discipline power.
The Agony and the Ecstasy (4)
By focusing it’s attention of a single victim, the Vesian can cause that victim to suffer either intense pleasure or pain. The Vesian rolls Wits + Empathy with a difficulty of the victim’s Willpower. Each success causes the victim to become incapacitated with pain or pleasure for a single turn. Even after this duration, the victim must spend a Willpower point to act again and suffers +1 difficulty to all actions for the rest of the scene because of residual effects. For carbon victims, increase the difficulty by the victim’s Legacy.
Dance of the Maenad (5)
When the Vesian enters into combat, it seems to go into a trance as it enters a state of wild bliss. Enters this state causes the Vesian to gain a point of Urge each turn. Though they reduce the difficulty of all physical rolls by -1 (including soaking, rolling to hit, and damaging) and it also can attack one additional time each turn without penalty.
Dominion (5)
The Vesian slowly over time come stop dominate a victim’s mind. This requires alternating between pleasuring and inflicting pain on the victim, driving them insane in a sense until they are completely obedient to the Vesian. This requires an opposed and extended permanent Willpower roll, with a roll made for each day of training. Each day also causes the Vesian to gain a point of Urge. When the Vesian finally accumulates more successes than the victim permanent Willpower times 10, the victim is completely broken and will serve the Vesian completely and totally. The victim is obsessed with the Vesian and will obey it in every regard, even betraying their loves ones or taking their own life. From this point on, the victim gains 2 automatic successes on all Willpower rolls while directly serving the Vesian. The Vesian can only have as many slaves like this as its Willpower + Legacy. For it to gain a new slave, it would have to slay an old one.
Blood Sigils (5)
A more magical version of the Mortified Flesh. this is a magical symbol carved into the Vesian’s flesh which enhances its ability with a single Goetia Path. Carving this symbol requires three days of rival and gives the Vesian 3 Urge. Afterwards, this Path associated with this Sigil no longer requires any expenditures of Willpower nor does its use cause the Vesian to gain any Urge. This power can be selected as may times as the Vesian desires, each time for a new Path.
Amidas Maleficia
Rediscovered Ancestry (1)
The Amidas can now purchase level 1 Maleficia of a single different family. These Maleficia count as being one level higher. This power can be purchased multiple times, once for each cambion family.
Suppressed Perdition (1)
When an Amidas is in Perdition, it may spend a point of Willpower to temporarily regain it’s composure. After spending the Willpower, the Amidas rolls Willpower with a difficulty of 5 plus it’s highest Dark Desire. For each success, the Amidas regains control of itself for a single turn. Not long, but perhaps long enough to allow some ally or innocent person to escape.
Kin Sense (1)
The Amidas has a natural ability to sense the nearby presence of other cambions. The Amidas concentrates briefly and rolls Perception +Awareness with a difficulty of the other 8 minus the other cambion’s Legacy. One success is enough to recognize a cambion by sight while 3 successes allows the Amidas to detect the presence and general direction of a cambion within a few dozen yards. 5 successes will allow the Amidas to sense that a cambion has been in this location in the last day and approximately how long ago that happened.
Innocence (2)
The Amidas is less vulnerable to the effects of True Faith than other cambions are. True Faith counts as 1 point lower against the Amidas, meaning that someone with 1 point of TF cannot affect the Amidas.
Obscurity (2)
There is nothing noteworthy about the Amidas, people tend to ignore it and let it pass pass. This isn’t to say that the Amidas is invisible or any more silent or stealthy than anybody else, but it is merely perceived as being unimportant and not noteworthy. All attempts to spot the Amidas in a crowd, to notice anything unique about terri features, to remember their qualities, or recognize them is increased by 2. Difficulties to detect or locate the Amidas supernaturally also have the difficulty increased by 2.
Rediscovered Ancestry II (2)
The Amidas can now purchase level 2 Maleficia of a single different family. These Maleficia count as being one level higher. This power can be purchased multiple times, once for each cambion family. This power can only be purchased for a particular family if the Amidas has Rediscovered Ancestry for that family.
Ward (3)
The Amidas is highly resistant to the dark magic of other cambions, but also has a reduced ability to use that magic. The difficulty of all attempts to use any Goetia ritual or Path against the Amidas is increased by 3. Likewise, the difficulty for the Amidas to use Goetia is also increased by 3 as well.
Capitulation (3)
The Amidas stops rejecting it’s demonic nature and so gains the ability to gain power through surrendering to its dark desires. The Amidas can now eliminate a point of Urge by acting on one of it’s Dark Desires.
Rediscovered Ancestry III (3)
The Amidas can now purchase level 3 Maleficia of a single different family. These Maleficia count as being one level higher. This power can be purchased multiple times, once for each cambion family. This power can only be purchased for a particular family if the Amidas has Rediscovered Ancestry II for that family.
Bane Strike (4)
The Amidas can focus it’s dark Urges into a physical weapon, or perhaps even it's fists. For the rest of the scene the weapon deals aggravated damage. This will only work for close combat weapons, including fists. If used to empower a ranged weapon, it only works on a single projectile, such as a bullet or arrow.
Rediscovered Ancestry IV (4)
The Amidas can now purchase level 4 Maleficia of a single different family. These Maleficia count as being one level higher. This power can be purchased multiple times, once for each cambion family. This power can only be purchased for a particular family if the Amidas has Rediscovered Ancestry III for that family.
Fortress of Will (5)
When ever a hostile supernatural power is successfully used on the Amidas, it can spend 1 point of Willpower to completely ignore the effect. Unfortunately, doing this causes the Amidas to be stunned with the effort for the next turn and to gain a point of Urge as well.
* Diminish (5)
The Amidas can temporarily rob another supernatural creature of it’s ability to use any of it’s supernatural abilities. The player rolls Willpower with difficulty of the target’s Willpower. Each success removes all supernatural powers (regeneration, Maleficia, Goetia, and any other sort of supernatural or magical power) from the target for one turn.
Ivorix Maleficia
Awe (1)
As the Vampire Presence power though no Blood Point (or Urge) is required.
Feral Whispers (1)
As the Vampire Animalism power.
Heightened Senses (1)
As the Vampire Animalism power.
The Living Hearth (1)
The Ivorix can now sense when ever an intruder enters it’s home, that is the building it both owns and dwells in. By intruder this means any person who is not an Ivorix. The Ivorix won’t know the details, only that the sanctity of its home has been violated.
* Dread Gaze (2)
As the Vampire Presence power.
Beastly Attack (2)
The Ivorix has natural weapons that can inflict Strength +2 aggravated damage per attack. This can include sharp fingernails, horns, body spikes, or sharp teeth.
The Beckoning (2)
As the Vampire Animalism power.
The Living Land (2)
As with The Living Hearth above, but the Ivorix can now sense when ever an intruder has entered any land which belongs to him. The Living Hearth is a prerequisite.
Species Speech (3)
As the Vampire Animalism power.
Eyes of the Master (3)
The Ivorix closes his eyes and focuses on intruders within its domain, as it can sense from level The Living Land or The Living Hearth. As long as he keeps his eyes closed and concentrates, he will be able to see the intruders and hear what they say as well as knowing exactly where they are within the domain. The Living Land is a prerequisite.
Animal Form (3)
The Ivorix can assume the form of a single animal. Doing this requires a single turns and bestows a level of Urge. Doing this will raise the Ivorix’s physical attributes, see fear forms for this bonus. This power can be selected multiple times for different animals.
* Entrancement (3)
As the Vampire Presence power.
Subsume the Spirit (4)
As the Vampire Animalism power.
The Vengeful Earth (4)
The Ivorix can cause his very domain to rise up and attack intruders. After this power is activated, the domain of the Ivorix lashes out at all intruders within the domain. Tree limbs strike at them, rocks fall, floor boards bend out of place and strike, and so on. This power inflicts a 5 dice of lethal damage against all intruders within the domain. These damage dice can be eliminated by dodging or parrying, though this must be done each turn. This power lasts for as long as the Ivorix maintains complex concentration. Using this ability bestows 3 levels of Urge. Eyes of the Master is a prerequisite.
The Relentless Servants (4)
The Ivorix may conduct a special month long ritual on a trained or allied animal. At the end of this month, on the night of a full moon, the animal becomes completely and permanently obedient to the Ivorix. It gains +1 Strength and Stamina, is immune to fear and mind control (other than that of the master), as well as suffering 2 fewer dice wound penalties from damage as long as it is in the master’s presence. The animal also gains the ability to soak lethal damage with it’s Stamina.
Witchcraft (4)
The Ivorix is a master of black magic and receives 1 automatic success on all Goetia rolls.
Unbridled Ferocity (4)
The Ivorix can enter into a wild frenzy where it receives a +1 bonus to all physical attributes and may attack one additional time each turn without penalty. Unfortunately, if their are no foes available, the Ivorix must attack innocents or even friends unless it can succeed at a Willpower roll with a difficulty of 8. This frenzy will last an entire scene but may be left early if the Ivorix can attain 10 total successes on Willpower rolls to resist attacking random people. Entering this state bestows 2 levels of Urge.
The Loyal Abode (5)
With a month long ritual culminating on the full moon, the Ivorix creates a permanent bond between itself and its domain. From this time on, the difficulty of all rolls for the Ivorix while he is within his domain are reduced by one and the difficulty of all rolls by intruders is increased by 1. This manifests as a strange feeling of discomfort and forbidding suffered by intruders, as everything becomes slightly more difficult. Mortal intruders must succeed at a Willpower roll with a difficulty of 8 in order overcome this sense of forbidding and to enter the domain.
Majesty (5)
As the Vampire Presence power.
* Paralyzing Glance (5)
As the Vampire Presence power.
Sacred Grove (5)
When within their natural domain, all Goetia rituals rituals performed by the Ivorix receive a -2 difficulty and don’t bestow any Urge.
Ephrati Maleficia
Respectability (1)
The Ephrati seems to exude an aura of respectability and honestly. This doesn’t necessarily mean that anybody will like the Ephrati, but they are inclined to believe what the Ephrati says and that it has good intentions. The difficulty rolls for people to detect lies, dishonesty, or bad intentions are increased by 2 with for the Ephrati while the Ephrati’s difficulty to lie or to convince others that they are virtuous and truthful is reduced by 2.
Shameless (1)
The Ephrati have no sense of shame or guilt and seem to be able to endure more Urge than other cambions. By selecting this power, the Ephrati can increase the number of Urge that an Ephrati needs to enter Perdition by 1, from 10 to 11. This Maleficium may be selected multiple times, up to 5, with each selection increasing the maximum by 1.
Ward (1)
The Ephrati is highly resistant to the dark magic of other cambions, but also has a reduced ability to use that magic. The difficulty of all attempts to use any Goetia ritual or Path against the Ephrati is increased by 3. Likewise, the difficulty for the Ephrati to use Goetia is also increased by 3 as well.
Contradict (1)
As the Path of Corruption Thaumaturgy power.
Innocence (2)
The Ephrati is less vulnerable to the effects of True Faith than other cambions are. True Faith counts as 1 point lower against the Ephrati, meaning that someone with 1 point of TF cannot affect the Ephrati.
Folderol (2)
As the Mytherceria Discipline.
Blessing (2)
The Ephrati has supernaturally good luck, a blessing by God so they believe. So much so that when ever they are taking some action and roll 1’s, those 1’s are ignored and do not subtract from the successes. This means that it is impossible for an Ephrati to botch a roll.
White Lie (2)
The Ephrati can tell a lie that will be believed. This power will only work if the lie is plausible, isn’t easily contradicted, and doesn’t contradict the world view of victim. If those conditions are met, then the victim will believe the lie for a scene - after which time they victim may continue to believe or may realize that the lie is untrue based on a variety of complex factors. In some cases, the victim will simply believe the lie until some evidence comes to light to contradict the Ephrati. Humans automatically succumb to this power, while tricking a cambion requires a Manipulation + Subterfuge roll with a difficulty of the victim’s Perception + Empathy + Legacy.
Greater Ward (3)
The Ephrati is now immune to all Goetia save for this powers which affect its physical body directly, such as telekinesis or flames. On the down side, the Ephrati can never learn Goetia or benefit from it.
Theurgy (3)
This Maleficium allows the Ephrati to use holy magic of God as opposed to witchcraft that other cambions master. This Malefic is to be combined with Ward above and together it negates the +3 difficulty the Ephrati suffers to use Goetia because of Ward. This cannot be combined with Greater Ward however.
Nudge Fate (3)
The Ephrati can give itself good luck on some single activity. his gives the Ephrati one automatic success on a given roll though the Ephrati gains a point of Urge to do this.
The Forgetful Mind (3)
As the Dominate Discipline power. Using this ability requires that the Ephrati speak to the victim, telling them exactly what information is to be remembered or forgotten.
Holiness (4)
The difficulty to use true faith against the Ephrati is 2 higher than normal and additionally, the Ephrati only takes lethal (still can’t be soaked though) damage from True Faith.
* Emperor’s New Clothes (4)
The Ephrati can tell a lie which will be believed so strongly that it will alter the perceptions of the victim. The victim will perceive the Ephrati’s lie to be factual even if direct evidence contradicts it. As the name implies, this power could be used to convince a victim that the emperor is wearing clothes even if he is naked. To do this, the Ephrati rolls Manipulation + Subterfuge with difficulty of the victim’s Willpower, though each point of the victim’s Legacy reduces the number of successes by 1. One success causes the victim to perceive the falsehood for only a single turn. Two successes lasts for a scene. Three successes lasts for a day. Four successes lasts for a month. Five or more successes effects the victim permanently. If the victim should ever suffer some extremely noteworthy effect of the lie (like reaching into a burning fireplace that the Ephrati says has no fire in it) then the victim gets a Willpower roll with a difficulty of 6. If the victim’s successes exceed the Ephrati’s, the effect is broken, otherwise he or she continues to believe the lie. Using this power causes the Ephrati to gain a point of Urge.
* Command (4)
As the Dominate Discipline power.
* Condemnation (4)
As the Daimoinon Discipline power.
Chastisement (5)
The Ephrati can verbally assault another individual, tearing that person down in every way, insulting their character, their accomplishments, their intellect, and even appearance. No insult is too cruel for this power. The Ephrati gains a point of Urge and rolls Wits + Expression with a difficulty of the victim’s Willpower. Each success causes the victim to lose a point of Temporary Willpower but also eliminates 1 point of Urge for the Ephrati. If the victim loses of of his or her temporary Willpower in this way, they collapse into a sobbing mess for at least the rest of the scene and may well be scarred for life or attempt suicide. This power doesn’t work on cambions with the strange exception of other Ephrati.
Repudiation (5)
The Ephrati can channel it’s hatred of other cambions, and to its won way of thinking its holiness, into a massive attack against another cambion. The Ephrati rolls Willpower with a difficulty of 8 minus the victim’s Legacy. Each success does one level of unsoakable aggravated damage to the victim. Doing this gives the Ephrati a single point of Urge. This power can be used against other creatures of Supernatural “evil” as well. The difficulty to attack vampires in this way is the vampire’s Humanity score or 4, which ever is higher. the difficulty to attack werewolves is 10 minus the werewolf’s Rage or 4, which ever is higher. This power always has an impressive appearance, sometimes seeming as though lighting strikes the target, other times as though the victim begins to wither and decay, it all depends on the individual Ephrati but it is never subtle.
Kismet (5)
The Ephrati sets it’s thoughts on a single goal and that goal becomes all important to it, it becomes the Ephrati’s destiny to fulfill that goal and chance itself helps the Ephrati achieve this. Activating this power gives the Ephrati 3 points of Urge and each hour it lasts gives it another point of Urge. During this time, the Ephrati gets to reroll all 10’s regardless of the roll as long as the roll involves some action that is in pursuit of the Ephrati’s goal. This power only ends when the Ephrati achieves the goal, or gains so much Urge that it falls into Perdition. During this time, the Ephrati cannot eliminate Urge in any way.
God’s Chosen (5)
This is an enhanced version of Blessed above and so Blessed is a prerequisite. From this point on, all 1’s on any role the Ephrati takes become successes.
Mordua Maleficia
Shadow Play (1)
As the Obtenebration Discipline, though it doesn’t cost a Blood Point (or give Urge) to use.
Deeper Cold (1+)
This power augments Abyssal Flame below. Each time this power is selected, Abyssal Flame does an additional die of damage. This can be selected a number of times equal to the cambion’s Legacy.
Cloak of Shadows (1)
As the Obfuscate Discipline.
Aura of Cold (1)
The Mordua can surround itself with an aura of freezing cold. This causes water to freeze, plants to die, and most normal creatures to become very uncomfortable. Any creature without some kind of supernatural resilience suffers a single level of bashing damage every turn while in the presence of the Mordua. Clothing doesn’t seem to help, this cold saps the energy straight from the bodies of these unfortunate humans.
Shroud of Night (2)
As the Obtenebration Discipline.
* Dread Gaze (2)
As the Presence Discipline.
Abyssal Flame (2)
The Mordua may cause hellfire to erupt from its hand or a hand held item such as a sword. This flame is as black as night and causes damage from sapping the life and heat from things it touches. This causes the attack to do aggravated damage instead of its regular damage. For those creatures which can soak aggravated damage, the difficulty to soak this is 8.
Wall Walking (2)
The Mordua can now walk on ceilings or walls as though they were flat surfaces. The Mordua doesn’t have to crawl, it isn’t sticking to the wall but rather manipulating space and gravity. This means it can move with it’s full speed and mobility on any surface.
Arms of the Abyss (3)
As the Obtenebration Discipline.
Leaden Movement (3)
As the Temporis Discipline.
Lash of the Abyss (3)
This power augments Abyssal Flame above. It allows the Mordua to shoot out the abyssal flame as a ranged attack. This attack does two dice of aggravated damage, plus the bonus from Deeper Cold. The Mordua must strike victims with a ranged attack, the roll being Dexterity + Occult, with successes causing additional dice of damage. This attack can use used to damage multiple people by splitting the Dexterity + Occult dice pool.
Detachment (3)
Mordua work to suppress their own emotions and this gives them some advantage in riding themselves of Urge. Once per day, a Mordua can eliminate one point of Urge by spending a point of Willpower.
Abyssal Aura (4)
With a turn of concentration, the Mordua may cause itself to become wreathed in Abyssal flame. This flame does as much damage as the Mordua’s Lash of the Abyss does to any individual that strikes the Mordua with a natural weapon. Grappling with the Mordua inflicts twice as much damage. Using this ability causes the Mordua to gain 1 point of Urge and lasts for up to a scene. Requires Lash of the Abyss.
Black Metamorphosis (4)
As the Obtenebration Discipline.
Drain Vitality (4)
The Mordua can touch a victim and drain it’s very life force away in order to heal itself. After making contact with the victim, the Mordua makes a Willpower roll with a difficulty of the victim’s Stamina + Legacy. Each success does one level of aggravated damage to the victim while healing the Mordua of one level of lethal or bashing damage. Using this power bestow a point of Urge.
Shadow Step (4)
As the Obtenebration Discipline.
Tenebrous Form (5)
As the Obtenebration Discipline.
* Oubliette (5)
As the Obtenebration Discipline.
Twisted Space (5)
While in combat or some other context, the Mordua cause cause space itself to bend around itself or an opponent. Space bends just enough to pull a victim into range as the Mordua strikes or out of range as the victim tries to attack. This power causes the Mordua to gain a point of Urge every turn. While this power is in effect, the Mordua has all Dexterity difficulties decreased by 2 and enemies (within 10 yards or so) have their difficulties increased by 2.
Krann Maleficia
Using any of these powers on a cambion is much more difficult, costing an extra point of Urge and increasing the difficulty by the victim’s Legacy.
Ignis Fatuus (1)
As the Chimerstry Discipline.
Cloak of Shadows (1)
As the Obfuscate Discipline.
Aura of Terror (1)
Anyone that is near the Krann feels an undesirable sense of dread emanating from the Krann. All of the Krann’s attempts to use intimidation are reduced in difficulty by 2.
Strength of Terror (1)
When ever the Krann has used some frightening power against a victim, the Krann’s strength relative to that victim is increased by the level of the power used. If, for example, the Krann used Dread Gaze on a victim, the Krann’s Strength would be 2 points higher with regard to overpowering that victim - but not for anything else.
Fata Morgana (2)
As the Chimerstry Discipline. Requires Ignis Fatuus.
Unseen Presence (2)
As the Obfuscate Discipline. Requires Cloak of Shadows.
* Dread Gaze (2)
As the Presence Discipline.
* Dream Vision (2)
By contracting the Krann may enter the mind of a sleeper. This will function on anyone that the Krann has met before. The Krann rolls Perception + Awareness of a difficulty of the victim’s Willpower. Success means that the Krann can observe the victim’s dream. The more successes that the Krann gets on this roll, the more it learns about the victim. 1 success means that it merely witnesses a random dream. 3 successes allow it to learn about one of the victim’s fears, insecurities, or psychological issues. 5 successes reveals some deep dark secret about the victim. If the victim is awake when this is attempted, the power automatically fails.
Apparition (3)
As the Chimerstry Discipline. Requires Fata Morgana.
Mask of a Thousand Faces (3)
As the Obfuscate Discipline. Requires Unseen Presence.
* Vanish from the Mind’s Eye (3)
As the Obfuscate Discipline. Requires Unseen Presence.
* Dream Traveller (3)
Now by using Dream Vision above, the Krann may now make an appearance in the victim’s dream. This allows the Krann to communicate with the victim, to talk to them or ask them questions, or even attack the victim in their dream. Doing any of this gives the Krann one point of Urge. The Krann can interact with the victim any way it can in the real world and the both have the same powers and attributes. If either the Dreamer or the Krann is slain in the dream, that person awakens screaming and loses 1 point of temporary Willpower. Requires Dream Vision.
Permanency (4)
As the Chimerstry Discipline. Requires Apparition.
* Dream Assassin (4)
The Krann now has greater power when entering another’s dream, using Dream Traveller above. Double all of the Krann’s attribute’s in the dream world and using any of it’s powers require no expenditure of Willpower nor do they make the Krann gain Urge. Each level of damage that the Krann inflicts on the victim in the dream world causes the victim to lose one point of temporary Willpower in the real world. If the victim loses all temporary Willpower, they wake up screaming and catatonic and will remain so until they can be helped in some way. This requires Dream Traveller. Using this power gives the Krann 2 Urge.
Telepathy (4)
As the Auspex Discipline.
* Psychomachia (4)
As the Daimoinon power.
* Horrid Reality (5)
As the Chimerstry Discipline. Requires Permanency. This costs 1 Urge instead of 2 Willpower.
Cloak of Gathering (5)
As the Obfuscate Discipline. Requires Unseen Presence.
* Dream Master (5)
Now the Krann can enter someone’s dream and has godlike power within that dream world. The Krann can do as it pleases both the the dream reality and to the victim. Killing or touring the victim in the dream reality will drain away their temporary Willpower and may well give them permanent derangement or drive them to commit suicide, especially if this power is used over a prolonged period of time. If the Krann is feeling kind, it give give someone pleasant dreams, but most Krann derive more pleasure from touring their victims. This requires Dream Assassin. Using this power gives the Krann 3 Urge.
Fatuus Mastery (5)
As the Chimerstry Discipline. Requires Apparition.
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