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Vampires living in the underworld

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  • Vampires living in the underworld

    I've posted " New Covenant: Harbingers of Skulls " in the vampire forum. but I'm posting the discipline here. I'm stuck on what to include in it and used the Geist opening the gate for level 2. Thoughts?

    Mortis
    Mortis concerns itself with Ghosts and the Underworld. Vampires that learn Mortis incur a major drawback. They find it harder to invoke the Blush of Life. Having one or two dots in Mortis causes the vampire to have to spend two vitae to invoke the Blush. At levels three and four, three vitae is needed. And at the fifth dot, four vitae are needed to invoke the Blush of Life.

    • Dead Like Me
    This level of the discipline requires no roll.
    The vampire can see,hear and talk to Ghosts that are within visual and audible distance. If the vampire spends a point of vitae, they are able to interact and feed from ghost as if they have become manifested for the scene.

    •• Storming the Avernian Gate
    With this discipline the vampire can see and enter an existing Avernian Gate, also called a Low Place or Cenote.
    Cost: 1 vitae
    Dice Pool: Wits+Occult+ Mortis
    Action: Instant
    Opening an Avernian Gate is technically as simple
    as reaching out and touching the door. That’s in
    theory, of course, but in practice it isn’t always so
    easy. Those who are not so powerful, however, can do things to coerce the Underworld into recognizing their morbid natures (“morbid” meaning the character’s intimate connection to death energy, not the character’s demeanor). Sacrifices in particular go a long way toward helping open an Avernian Gate; sacrifices of varying degrees can be found under “Suggested Modifiers,” below.
    Roll Results
    Dramatic Failure: Failing to open a gate,the vampire becomes marked by this failure: he may suffer death marks (gray or red striations like those sometimes found on a corpse), stigmata, deep bruising, or other forms of apparent morbidity. In addition, the character may not attempt to enter the Underworld again for 24 hours.
    Failure: The door fails to open, and the Underworld re-
    mains shut. The character may make repeated attempts, but each successive attempt suffers a cumulative –1 penalty.
    Success: The gate opens, and access to the Underworld is granted. Most often, this appears to occur as the pieces of the blocked path slide silently out of place — bricks tumble away with nary a sound, mortar fizzles to dust and whispers to the ground, concrete cracks and parts with only a faint cough. Once inside the door, the Underworld is initially clouded entirely in impenetrable darkness, and characters must feel their way along the rough-hewn tunnels or skull-laden walls for a minute or two — after that, the Great Below
    reveals itself in its melancholic splendor.
    Exceptional Success: The character’s expenditure of
    vitae gives him an intimate connection on this trip into
    the dark recesses of the Great Below. As a result, he is
    blessed for a time, gaining +2 to all Perception-based rolls made within the Underworld. This bonus lasts until he leaves the realm; upon returning to the living world, the bonus ends.
    Modifier /Situation
    +5 Sacrifice of a human life
    +3 Sacrifice of a living animal (must be
    bigger than a rat, and be able to bleed)

  • #2
    Seems like the 'speak and interact' with dead ability could be a devotion, perhaps with Auspex. The thing is, if you're living in the Underworld, all ghosts are manifested and you don't need any special ability to see or speak with them. The same devotion could let you interact with Avernian gates, since they are also made of 'ghostly ephemera.'

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    • #3
      Check out the Vampire Conversion guide, as I recall there is a conversion from V20 to Requiem this at least would give you some ideas for power levels etc.

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