Post by Hematite on Jul 4, 2014 13:19:26 GMT
Ogham
This power, once thought completely lost to time, has resurfaced with the return of the Lhiannan bloodline with the formation of the Great Pack. Since then, all known Lhiannan have either joined the Great Pack or remained very Independent (for independent read secluded hermit who wants nothing to do with any other living or unliving thing). Characters should have a very good reason for knowing this discipline.
All powers of Ogham increase in difficulty by +1 if the Lhiannan is 50 or more miles from her claimed territory. For a Lhiannan to claim a territory, she must sleep in that area for 3 consecutive nights.
All those who learn the first level of Ogham immediately gain the Repelled by Crosses flaw if they did not already possess it.
Ogham 1: Consecrate the Grove [V20 461]
Any amount of area can be consecrated with this power, for the correct amount of blood and by using this power more than once.
The Stamina + Athletics roll for attack by native plants is made by all opponents every round on the Lhiannan's initiative. The roll is made at difficulty 6, and must score more as many successes as the Lhiannan scored on her Charisma + Survival roll to activate the power to successfully dodge.
With especially dangerous plants, such as barbed vines or other special flora, the damage can be converted to lethal for this power.
Ogham 2: Crimson Woad [V20 462]
The effects of the woad remain dormant for the remainder of the night after they are scribed on the flesh. The effects can be activated with a mental action from the Lhiannan. Once activated, the effects last for the scene.
The aggressive bonus from this power can be called upon for any specific close combat attack, and need not be the first one attempted once this power is activated unless the Lhiannan wishes it.
The attack portion of this power may be activated for attacks made with the Brawl or Melee ability, so long as the weapon is no longer than a sword.
All of the woad fades from the Lhiannan’s skin at the conclusion of the scene in which the effects were activated.
The Lhiannan may not paint multiple sets of woad on herself, though she may reapply this power after it has been used in the same night.
Ogham 3: Inscribe the Curse [V20 462]
The Lhiannan chooses a specific target when she inscribes the curse on her body. This curse will only activate for that specified target, not for anyone who sees it.
The Lhiannan may scribe multiple curses on her body at once, even more than one per target, though multiple applications of the same kind of curse do not stack.
It behooves the user of this power to use a language that the accursed does not speak. There is no resistance to the power if the user does not already know the language in question. If they do have that language, they may make the Wits + Occult roll, dif 8, and if successful, they resist the power.
While the cursed individual may not know that they have read their own name in a language they do not understand, they may still make a Difficulty 10 Perception + Awareness roll to know that a power has affected them. As normal, it takes 3 successes to fully understand that the the glyph they saw is what cursed them and how. This does not allow them the resistance roll.
Assuming the curse is on exposed skin, any attempt to engage the Lhiannan with this power active with any combat roll, power some opposed roll automatically constitutes "seeing the name." It's not possible to just "not see" the target's belly or arms while fighting her.
Body: If this curse is targeted against anything other than a Cainite, the victim suffers +2 difficulty on all Physical rolls. If this curse targets a Cainite, the Cainite is unable to spend blood points for any purpose other than rising each night.
Mind: The required Willpower expenditure is in addition to any Willpower costs the disciplines in question might have.
Voice: This prevents the victim from using any discipline that requires speaking (such as Dominate) unless the user has another way to communicate effectively.
Soul: In the case of this power "Territory" means a distance that they believe the Lhiannan can no longer immediately chase or follow them. A mortal so frightened cannot re-enter the area while the curse stays in effect.
The duration of the curse is for as long as the mark stays unmarred. This can be fairly indefinitely so long as the Lhiannan doesn't take 4 or more wound levels or do anything significantly messy or rigorous. For extremely long durations (2 weeks or longer), the Lhiannon may be asked to make a WoD check each week to see if circumstances have marred the mark. Two tests are made each week Testing down a total of 2 times over any length of time means the mark has worn away. This can be avoided if the Lhiannon is totally inactive, such as staked or in torpor, or truly taking no actions, including feeding (though food can be brought to her) for the duration.
Ogham 4: Moon and Sun [V20 462]
All uses of the Moon sigil witnessed by a Lupine cause the Lupine to make a Rage check or Frenzy on the Lhiannan.
The Sun sigil's Stamina test must be done for every melee or other combat hit with fire, but need only be made once when the subject enters sunlight and begins burning, and lasts until she leaves the sunlight and enters again.
The Moon emblem's effect is based on the CURRENT phase of the moon, not the phase depicted in the glyph. Emerald Coven Chronicles uses the real world moon phase during the game period that is being played.
Like Inscribe the Curse, the effects of these marks last until marred or removed somehow.
The Moon sigil adds one die to all pools involving both an Attribute and an Ability. These stack if making a roll of that specific combination of Attribute and Ability. For example, during the Half Moon phase, the Lhiannan adds one die to all Perception pools and all Subterfuge pools. If he makes a Perception + Subterfuge roll he adds 2 dice.
Ogham 5: Drink Dry the Earth [V20 463]
Emerald Coven Chronicles uses the Cray system from Dark Ages Mage as the authority on how Crays build and hold vis. This system is presented on page 84 of Dark Ages Mage and quoted below.
Crays have only a finite amount of energy. A cray holds a number of Quintessence points equal to five times its rating. The cray replenishes its Quintessence at a rate of one point per day, regardless of how powerful it is, but only if the cray goes untapped (it does not regenerate a point on any day during which it is tapped).
If a mage ever attempts to draw so much Quintessence from a cray that it would have no points left, she runs the risk of depleting it completely. After a cray is drained of its usual (rating x5) of Quintessence, a greedy mage can drain an additional number of points equal to the cray’s rating. Do so, however, automatically drops the rating of the cray by one level. In addition, the player must immediately roll the cray’s adjusted rating (difficulty 8). If the roll succeeds, the cray is depleted but will begin replenishing itself at its normal rate. If the roll fails, the cray becomes “dormant” and replenishes itself at a rate of one point of Quintessence per year. If the roll botches, the cray “dies” and will never again generate Quintessence. Keep in mind that mages do not know how many “dots” their crays are worth, and therefore often have difficulty gauging how much power a cray holds. The Awareness Talent, as well as certain magics (notably the Order of Hermes Primus Pillar) can help the mage determine more accurately how much Quintessence a cray holds and how long it will take to regenerate.
If a mage ever attempts to draw so much Quintessence from a cray that it would have no points left, she runs the risk of depleting it completely. After a cray is drained of its usual (rating x5) of Quintessence, a greedy mage can drain an additional number of points equal to the cray’s rating. Do so, however, automatically drops the rating of the cray by one level. In addition, the player must immediately roll the cray’s adjusted rating (difficulty 8). If the roll succeeds, the cray is depleted but will begin replenishing itself at its normal rate. If the roll fails, the cray becomes “dormant” and replenishes itself at a rate of one point of Quintessence per year. If the roll botches, the cray “dies” and will never again generate Quintessence. Keep in mind that mages do not know how many “dots” their crays are worth, and therefore often have difficulty gauging how much power a cray holds. The Awareness Talent, as well as certain magics (notably the Order of Hermes Primus Pillar) can help the mage determine more accurately how much Quintessence a cray holds and how long it will take to regenerate.
This power draws power from the earth, and that power can be used for a variety of purposes. For every success on the power's activation, the Lhiannan drains one point of power from the site. Every point of power taken can be spent either as Temporary Willpower, Blood to power disciplines or increase physical attributes, or spent for an automatic success on any roll, up to one per roll.
A Lhiannan can store as many of these power points as she wishes, though draining the site of power has the effects described in the power.
The Perception + Occult roll used here may benefit from Auspex for difficulty reduction.
Ogham 6: Inscribe the Forgotten Names [V20 463]
Storytellers should consult the Bygone Bestiary for guidelines on the statistics for legendary creatures.
This power in no way grants any power over or even friendliness from the creature summoned. However, neither does the creature innately dislike its summoner.
This creature is real in every respect once summoned. It is not a Chimera (using Changeling the Dreaming’s definition of Chimera) or illusion.
The summoned creature does not have a duration and exists until it dies.