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Animate the Inanimate

1,857 bytes added, 01:20, 21 January 2023
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{{DisciplineLevel
|discipline=Blood Sorcery|level=3|name=Animate the Inanimate|amalgam=Dominate 32|prereq=|description=By rousing a spirit from its slumber The the Blood Sorcerer animates an object and compels it to obey its their command now or in the future. The spirit (when all goes well) returns to slumber once the compulsion has been obeyed or after an hour passes. the spell is often used to create a golem to protect the vampire or its haven, whichever occurs first.|cost=1 Rouse or 1 Rouse and 1 Willpower|dicepool= Unawakened Object: Manipulation + Blood Sorcery (Difficulty 2+ 1 per 3 meters across). Difficulty increases by Awakened Objects: A difficulty eqaul to the Awakened Object's Inteligence +Resolve or a difficulty equal to the animating Blood Sorcerer's successes, whichever is greater. |system= After spending vitae (1 Rouse worth) and achieving a successful activation test the Blood Sorcerer may command the object as if an using Mesmerize. See Vampire the Masquerade Core Rulebook p. 256 The Object must be within the Cainite's line of sight and the sound of their voice. An object is compelled to act against its purpose, such as commanding “hears” the command if a time locked vault door typical unimpaired non-supernatural mortal were able to open from do so when standing in the outsideobject’s location. Objects larger than If all conditions are met, the object animates and immediately acts upon the caster may also add +1 sorcerer’s orders to the difficultybest of its abilities. If An object remains inanimate, however if the command includes any conditional directives such as, “if the object is possessed by an awakened spirit man in blue appears hold him,” or ghost then ”When the dice pool is Sun sets attack the following - Manipulation + Blood Sorcery vs Intelligence + Resolve |system= first individual you see.” An object cannot take an action that would be impossible for something with its form. The vampire may issue complex and conditional commands to an object which must be obeyed however does become more flexible – A chair will walk over to the letter. Triggers its master or slide under a table; a door may be compelled to open or a person, place, time gun to fire or catch phrasetwist out of the wielder's grip. It is best the vampire craft their command carefully as many objects and their associated spirit do not understand human concepts and seldom pay much attention to specific individuals unless Unless there is a strong significant emotional bond tie or traumaresonance to an individual, most objects are unable to recognize one individual from another. Triggers remain until Dawn or indefinitely Blood Sorcerers should take care in crafting their commands to take into account these limitations. Animate the Inanimate automatically fails if the vampire is willing to suffer used against a level of Willpower damage spirit that may is not be healed or soaked until the command trigger is activatedin possession of an object.
Eye contact or Line To assign the stats of Sight is unnecessary but the an animated object must be within use the vocal range '''sidebar: Mortals Templates''' on p. 185 of the caster's unaided voice''Vampire the Masquerade 5th Edition Core rulebook'''. The command must be readily audible and understandable as if a human were to hear the command instead A margin of Success of 0 grants the animated objectstats equal to a weak mortal, a margin of 1 an average mortal, and etc.... Language is not The margin of successes caps at 3, a barrier as long as Deadly Mortal. A Storyteller may tweak an object's stats up or down if the caster object is familiar in the language he structurally unsound, decaying, weak, extremely small or if it is speakingparticularly dense, large or hardy. An animated object cannot take an action that would be impossible for something with is powered by the strength of its spirit so it may possess more or less than normal capabilities than its formstructure or size may at first suggest. The  A critical success on the activation roll grants the object however does become more flexible – A chair will walk over access to its master one level one or slid under one level two power. This is in addition to any power the animated object may possess when created as a table; a door may '''Deadly Mortal'''. The chosen power should be compelled to open congruent with the themes of the object or its awakened spirit. On a gun total failure the object animates but ignores the kindred’s commands. The ST determines if the object flees, attacks or takes some other action. The object, no matter the STs decision, is initially unfriendly to fire or twist out the Caster. A bestial failure on the activation test awakens the inanimate object and imparts part of the wielderCainite's gripbeast. Empowered by the spirit's rage at the audacity of the blood sorcerer's attempt to enslave it to their will, the object attacks as if in frenzy.  For purposes of this power an object is any non-sentient item predominantly crafted by the hand of man. (A Stone sculpture is okay but a dolem or inukshuk is not.) As an Amalgam, Animate the Inanimate is subject to the restrictions and conditions associated with Dominate unless stated otherwise above. Dominate overview may be found in '''Vampire: the Masquerade Core Rulebook, 5th Ed.. p. 255''' . |duration=passiveUntil the task or the scene ends.
|related=
|author=Chris Wilson
|othercred=White Wolf. A conversion and expansion of "Animate the Unmoving, Path of Elemental Mastery
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