Difference between revisions of "Voice of Styx"

From V5 Homebrew Wiki
Jump to navigation Jump to search
(New power)
 
(Incorporate changes from Oblivion document)
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
 
{{DisciplineLevel
 
{{DisciplineLevel
|discipline=Oblivion
+
|discipline=Dominate
 
|level=1
 
|level=1
 
|name=Voice of Styx
 
|name=Voice of Styx
|amalgam=
+
|amalgam=Oblivion 1
 
|prereq=
 
|prereq=
|description=This power was one of the first developed by the Giovanni once they separated from the Cappadocians, as a way of establishing contact with the restless dead. While it doesn't force obedience, the Young Ones have found it easy enough to apply their usual methods of persuasion (or "persuasion") once the conversation has started.
+
|description=This power was one of the first developed by the Giovanni once they separated from the Cappadocians, as a way of establishing contact with the restless dead. While it doesn't force obedience, the Famiglia della Morte has found it easy enough to apply their usual methods of persuasion (or “persuasion”) once the conversation has started.
 
|cost=1 Rouse Check
 
|cost=1 Rouse Check
 
|dicepool=None
 
|dicepool=None
Line 13: Line 13:
 
|duration=One scene
 
|duration=One scene
 
|related=
 
|related=
|author=Draconis/Dercomai
+
|author=Draconis
|othercred=
+
|othercred=Based on a power from a homebrew LARP system
 
}}
 
}}

Latest revision as of 04:00, 19 October 2021

Dominate

  • Amalgam: Oblivion 1

This power was one of the first developed by the Giovanni once they separated from the Cappadocians, as a way of establishing contact with the restless dead. While it doesn't force obedience, the Famiglia della Morte has found it easy enough to apply their usual methods of persuasion (or “persuasion”) once the conversation has started.

  • Cost: 1 Rouse Check
  • Dice Pool: None
  • System: The necromancer's voice becomes forceful and echoing, filled with the resonance of iron chains and black waters deep beneath the earth. In mundane situations, this can offer a +1 bonus on appropriate social rolls, as long as the player can justify why such an effect would be useful in this situation.

More importantly, their voice can be heard in both the Skinlands and the Shadowlands. Any ghosts in the vicinity can hear the necromancer speak, and—if the Shroud is thin enough—can choose to respond, their voice carrying through like a faint, whispering murmur in the echos.

  • Duration: One scene

Related Content

Credits

Author: Draconis

Other Credits: Based on a power from a homebrew LARP system

Comments


You are not allowed to post comments.