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Animate the Inanimate

1,892 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 the caster's their command now or when a trigger has been activated sometime in the future. The spirit (when all goes well) returns to slumber once the compulsion has been obeyed or after an hour after a subsumed trigger has been activated, whichever is shorter. the spell is often used to create a golem to protect the caste's havenoccurs first.|cost=1 Rouse or 1 Rouse and 1 Willpower|dicepool= Unawakened Object: Manipulation + Blood Sorcery (Difficulty 2+ 1 per 3 meters across). Dice Pool for objects possessed by another entityAwakened Objects: Manipulation + Blood Sorcery vs Intelligence A difficulty eqaul to the Awakened Object's Inteligence + Resolve. The ST may add penalties for commands that work against or a difficulty equal to the objects intended purpose or for objects animating Blood Sorcerer's successes, whichever is greater than 5 foot cubed.|system= The vampire After spending vitae (1 Rouse worth) and achieving a successful activation test the Blood Sorcerer may issue a complex and conditional command to an the object which as if using Mesmerize. See Vampire the Masquerade Core Rulebook p. 256 The Object must be obeyed within the Cainite's line of sight and the sound of their voice. An object “hears” the command if a typical unimpaired non-supernatural mortal were able to do so when standing in the letterobject’s location. Triggers may be a personIf all conditions are met, placethe object animates and immediately acts upon the sorcerer’s orders to the best of its abilities. An object remains inanimate, time or catch phrase. It is best however if the vampire craft their command carefully includes any conditional directives such as many objects and their associated spirit do not understand human concepts and seldom pay much attention , “if the man in blue appears hold him,” or ”When the Sun sets attack the first individual you see.” An object cannot take an action that would be impossible for something with its form. The object however does become more flexible – A chair will walk over to its master or slide under a table; a door may be compelled to open or a gun to specific individuals unless fire or twist out of the wielder's grip. 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 DawnBlood Sorcerers should take care in crafting their commands to take into account these limitations. A Trigger may remain indefinitely Animate the Inanimate automatically fails if the vampire spends used against a level of Willpower spirit that may is not be healed until the command trigger is activatedin possession of an object.
Eye contact To assign the stats of an animated object use the '''sidebar: Mortals Templates''' on p. 185 of the '''Vampire the Masquerade 5th Edition Core rulebook'''. A margin of Success of 0 grants the animated object stats equal to a weak mortal, a margin of 1 an average mortal, and etc.... The margin of successes caps at 3, a Deadly Mortal. A Storyteller may tweak an object's stats up or down if the object is structurally unsound, decaying, weak, extremely small or Line of Sight if it is unnecessary but the particularly dense, large or hardy. An animated object must be within is powered by the vocal range strength of its spirit so it may possess more or less than normal capabilities than its structure or size may at first suggest. A critical success on the casteractivation roll grants the object access to one level one or one level two power. This is in addition to any power the animated object may possess when created as a '''Deadly Mortal'''s unaided voice. The command must chosen power should be readily audible and understandable as if a human were to hear congruent with the command instead themes of the objector its awakened spirit. Language is not On a barrier as long as total failure the caster is competent in object animates but ignores the languagekindred’s commands. An The ST determines if the object cannot take an flees, attacks or takes some other action that would be impossible for something with its form. The object however does become more flexible – , no matter the STs decision, is initially unfriendly to the Caster. A chair bestial failure on the activation test awakens the inanimate object and imparts part of the Cainite's beast. Empowered by the spirit's rage at the audacity of the blood sorcerer's attempt to enslave it to their will walk over , 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 its master or slid under a table; a door the restrictions and conditions associated with Dominate unless stated otherwise above. Dominate overview may be compelled to open or a gun to fire or twist out of found in '''Vampire: the wielderMasquerade Core Rulebook, 5th Ed.. p. 255'''s grip. |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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