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Animate the Inanimate

1,823 bytes added, 14:20, 17 October 2021
Bit of a rewrite. Nerfing some of the munchkin.
|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= Manipulation + Blood Sorcery (Difficulty 2+ 1 for every additional 3 meters across after the first 3)against objects whose spirit slumbers. Dice Pool for Against objects possessed by another entity: Manipulation + Blood Sorcery vs Intelligence awakened spirits the difficulty is equal to the successes garnered by blood sorcerer whom animated the object or if the spirit is free versus the spirit's Composure + Resolve. The ST may add penalties for commands that work against the objects intended purpose or for objects greater than 5 foot cubed.|system= The vampire may issue After spending vitae (1 Rouse worth) and achieving a complex and conditional command to an object which must be obeyed to successful activation test the letter. Triggers Blood Sorcerer may be a person, place, time or catch phrase. It is best command the vampire craft their command carefully object as many objects and their associated spirit do not understand human concepts and seldom pay much attention to specific individuals unless there is a strong emotional bond or trauma. Triggers remain until Dawnif using Mesmerize. A Trigger may remain indefinitely if the vampire spends a level of Willpower that may not be healed until See Vampire the command trigger is activatedMasquerade Core Rulebook pEye contact or Line of Sight is unnecessary but the object 256 The Object must be within the vocal range Cainite's line of sight and the caster's unaided sound of their voice. The An object “hears” the command must be readily audible and understandable as if a human typical unimpaired non-supernatural mortal were able to hear do so when standing in the command instead of object’s location. If all conditions are met, the objectanimates and immediately acts upon the sorcerer’s orders to the best of its abilities. Language is not a barrier as long An object remains inanimate, however if the command includes any conditional directives such as , “if the caster is competent man in blue appears hold him,” or ”When the languageSun 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 slid slide under a table; a door may be compelled to open or a gun to fire or twist out of the wielder's grip. Unless there is a significant emotional tie or resonance to an individual, most objects are unable to recognize one individual from another. Blood Sorcerers should take care in crafting their commands to take into account these limitations. Animate the Inanimate automatically fails if used against a spirit that is not in possession of an inanimate non-living object. For every success on the activation roll the animated object acts as a dot of Allies up to a limit of 5. Rules to create an Allie can be found in the '''Vampire the Masquerade 5th Edition Core rulebook, p.185'''. The Storyteller is free to cap the number of successes (or tweak the objects attributes) of the animated object if the object is structurally unsound, decaying, weak, or extremely small. The object is animated by the strength of its spirit so it may possess above normal capabilities than its structure or size may at first suggest. Reliability is not used as the object is compelled to act immediately just as a human might when dominated. A critical success on the activation 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 if created as a level 5 retainer. The chosen power should be congruent with the themes of the object or its awakened spirit. On a 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 or hostile to the Caster, enraged that the caster woke it from its slumber or attempted to enslave it to its will. 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=passiveDuration: Until 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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