By Whorrak@aol.com for the Dralien bloodline
Disruption does not follow the generation limit for stats:
Generation | Level Limit | Power Limit |
13th | 3 | 6 |
12th | 4 | 7 |
11th | 5 | 8 |
10th | 7 | 10 |
9th | 8 | 11 |
8th | 9 | 12 |
7th | 11 | 14 |
6th | 15 | 18 |
5th | 22 | 25 |
It costs the current level x 1.5 {round up} experience points to gain a level.
System: Roll Manipulation + Occult (Difficulty = target's Stamina +2). For each success, the target forcefully spurts 1 blood point from his throat.
System: Roll Manipulation + Occult (Difficulty = target's Stamina +3). The caster spends a blood point and for each success, the target receives 1 point of damage (soakable with Fortitude only). With every two successes, one specific area is injured.
System: Roll Manipulation + Empathy (Difficulty 7). For each success, the target 'forgets' for 1 turn. This can be resisted by a Willpower roll (difficulty 8).
System: Roll Manipulation + Science (Difficulty dependent upon target (ST discretion)). Every success allows three seconds of phasing.
System: Roll Manipulation + Occult (difficulty 6). The caster spends a blood point and 3 successes are needed for the bone to break. Every success allows 1 damage
System: Roll Manipulation + Empathy (difficulty 6). Every success causes the target to be stunned for 3 seconds.
This eye is an illusion, and therefore cannot be attacked, targeted by spells, etc.
System: Roll Stamina + Occult (difficulty 8). The caster spends 2 blood points. Each success after the fifth success adds one minute to the time that the eye can exist outside the caster's body.
System: Roll Manipulation + Occult (difficulty is the target's Stamina + 3) This power is not cumulative.
System: Roll Manipulation + Occult (difficulty 7)
Successes | Area of Effect (feet) |
1 | 10 |
2 | 30 |
3 | 50 |
4 | 70 |
5 | 100 |
System: The Caster spends 4 blood points. Roll Manipulation + Hearth Wisdom (difficulty 8)
Successes | Number of bolts |
1 | 1 |
2 | 2 |
3 | 3 |
4 | 5 |
5 | 7 |
System: Roll Manipulation + Occult (difficulty 7). The caster spends a blood point. Target may resist with a Stamina roll (difficulty 9)
System: Roll Manipulation + Empathy (difficulty target's Willpower)
Successes | Duration | |
1 | 10 seconds | |
2 | 30 seconds | |
3 | 1 minute | |
4 | 2 minutes | |
5 | Until the next evening* |
*The target must roll Willpower (diff: 7) or falls unconscious for 30 minutes.
Note: The undead are immune to this spell.
System: The caster spends a blood point, and rolls Stamina + Empathy (difficulty 8). Each success removes 2 blood points form the target, and does 1 level of damage to it.
System: Spends blood point, and roll Manipulation + Occult (difficulty is the target's Willpower). The Number of success determines the length of the curse (ST Discretion).
System: The character spends 3 blood points, and spits a blood point upon the target, then rolls Manipulation + Medicine (difficulty 9). The difficulty is lowered by 1 for every two points of
Occult the caster has, and lowered by 1 for every points of Plague-bearing the caster has.
System: The caster spends 2 blood, and rolls Manipulation + Intimidation (difficulty target's Willpower).
Successes | Effect |
1-2 | Target freezes in fear and is stunned for 10 seconds. |
3-4 | Target falls to the ground, stunned for 20 seconds. |
5+ | The target flees in terror, running as far as possible until a Self-control/Instinct roll (Difficulty 6) roll is made. |
System: The caster spends 4 blood points, and rolls Manipulation + Empathy (difficulty 7) Only one success is needed to do a health level of damage to the target, and carry on the spell. The target may resist by rolling Wits (difficulty 8), and attaining more successes than the caster. Should the caster be distracted, he loses the spell and cannot attempt it again on this target for one night.
System: Roll Manipulation + Perception (difficulty 9). For each success, the caster does 1 health level of damage to the target, the target loses one point of temporary Willpower, and the caster replenishes his Willpower by 1. Every success in addition to 5 that the caster rolls, the target loses a point of permanent willpower.
Note: The caster is unaffected by this spell.
System: Roll Intelligence + Occult (difficulty 9).
Successes | Effect |
1 | Everyone in the area is knocked over by the vacuum, doing 2 dice of damage. Everyone then rolls Alertness (difficulty 6) or is hit by debris, which do 3 dice of damage. |
2 | Same as 1 success, but the damage rolls are increased by 1 dice. |
3 | Same as 1 successes, but no alertness roll may be made. |
4 | Same as 3 successes, but all damage rolls are increased by 1 dice. |
5+ | Same as 4 Successes, but everyone in the room must make a Wits + Athletics roll (difficulty 7) or be sucked into the vacuum, and thereafter dealt with by the ST (The ST is encouraged to have fun with as to where this vacuum goes.) |
Note: These demons need not be ones learned through powers 21-24. They may be other demons that the character knows quite a bit about, and is comfortable summoning. ST discretion, of course.
System: The caster must draw a ritual circle around the area he wishes to do the casting from, through a combination of blood (7 points of the caster's) and chalks. This ritual takes one hour to perform, and requires an Occult roll (difficulty 7) to be successful. Do not tell the player if the circle casting was effective or not, until he utilizes it. Then, surprise him.
The actual summoning must be done from within the circle, and requires that another 5 blood points be spent and dripped about the inside of the circle. A Charisma + Occult roll is made (difficulty 10).
Should the caster succeed, he must make a sacrifice of 10 untainted souls to the infernal one, and then may request that one very specific job be completed. The demon goes immediately out in quest, and does not stop until either the quest is completed, or 7 days have passed, resting only during the daytime hours. On the dawn of the seventh day, the demon vanishes, returning to its fiery abode.