Post by Hematite on Jul 4, 2014 13:16:53 GMT
Maleficia
While this power was developed with Infernal assistance, it is not truly Infernalism (though the vast majority of its practitioners are Infernalists). Unless this power was directly learned from a demon, much like Daimoinon, this discipline will not detect as Infernal to arts that can sense such things. This does not prevent those who hunt the Infernal (very definitely including the Sabbat Inquisition) from hunting down Maleficia practitioners as Infernalists, whether or not they detect as such. Those few Inquisitors who know of this power have declared it to be heresy, and punishable by final death without rite or trial.
This power may be turned back on the user if the victim knows he is being affected by the curse. Knowing he is being affected requires 3 successes on a Perception + Awareness roll at difficulty 10 without the benefit of Auspex. If he is successful, he may attempt to reverse the effects by rolling Wits + Occult at a difficulty of the current willpower of the one cursing him. If he scores more successes than the user of the power, the effects are completely reversed, affecting the user with his own full successes. This is all or nothing, scoring fewer successes than the user does not reduce the effect on the target.
Maleficia 1: Evil Eye [DAC 109]
This power affects the victim’s next dice pool rolled, whatever that happens to be. This is not necessarily an action.
This power can cause its victim to botch if the power cancels more successes than the victim scores on his next roll.
Maleficia 2: Minor Curse [DAC 109]
In order to make this power function in mod dot, the system must be altered. For the next hour per success scored, the victim loses one success from all rolls.
This does turn failures into botches.
Maleficia 3: Psalm of the Damned [DAC 109]
The roll to activate this power is Manipulation + Performance.
All victims must be able to hear the user chanting to be affected. As such the difficulty to be aware of the effect is reduced to 8.
Successes on this roll may be split between the total penalty, and the number of targets affected. The first success counts for both. For example if the user wishes to curse 3 people and scores 6 successes, each of the targets would suffer a penalty of 4 dice (6 minus 2 for 2 additional targets).
The penalty applies to all dice pools, not only actions. This includes all reflexive and resistance pools.
The penalties last only so long as the user continues chanting. However the victim will continue to hear the chant regardless of distance, obstacles, or other sounds. Effects that block sound such as Quietus 1 does not cancel this effect, though it does prevent it from being activated.
Activating this power takes an action as normal, but continuing to chant in subsequent rounds does not.
Maleficia 4: Barrenness [DAC 109]
The difficulty of this roll is the victim’s natural Stamina only.
This power grants the flaw Infertile Vitae upon Cainite victims.
The effects are permanent unless the user is killed.
Maleficia 5: Greater Curse [DAC 110]
If the victim senses the curse being used against him and attempts to reverse it, he must score more successes than the total successes scored by the user, not the net successes on the contested roll.
The +1 difficulty applies to all rolls, not only actions. This includes reflexive and resistance rolls.
Victims of Greater Curse will instinctively know that they may resist the effects by spending four blood points each day as they sleep.