Pistol of Nergal
This weapon is
connected to the demon Nergal, and partially shares in his
pestilential power. Though the pistol only possesses greatly
diminished versions of his true power, it still is a powerful weapon
in the hands of a trained gunslinger. It is always warm to the touch,
and pulses faintly to the touch.
Damage: 7
Range: 40
ROF: 3
Ammo: -
Connexio: 5
Sharrapu’s Touch – Diff. 5
If the Cennexio roll succeeds, the
victim loses one dot each from his Strength, Dexterity and Stamina.
This loss lasts for one scene. Multiple Pestilence’s Touch do not
accumulate effects, either with each other or with higher-level
attacks from this weapon. Effects will accumulate, however, with
deleterious effects produced by other Disciplines and Powers.
Breath of Ereshkigal – Diff. 7
System
If the Cennexio roll succeeds, the
Breath of Ereshkigal reduces each of the victim's Physical Attributes
by one. The number of successes determines the duration of the
magical sickness:
1 success One scene
2 successes One night
3 successes Two nights
4 successes Four nights
5 successes One week
Multiple attacks can accumulate,
further reducing the victim's Physical Attributes, but only if the
subsequent attack has at least as many successes as the previous
attacks. Thus, if a player rolled three successes for the first
attack, a second attack would strip another dot from each Physical
Attribute only if the player rolled three or more successes on the
second attack, subsequent Breath of Ereshkigal attacks would need at
least four successes to increase the effect.
A vampire or ghoul can raise Physical
Attributes by expending vitae, and so counter Breath of Ereshkigal.
Raising all three Attributes back to their starting value completely
cures the magical illness. Then, however, the attacker can start over
again. Mortals must simply wait for the curse to run its course.
Shamash's Atrophy – Diff. 9
System
The victim may resist the effects of
Atrophy by scoring three or more successes on a Stamina + Athletics
roll (difficulty 8). Failure means the limb is permanently and
completely crippled. Partial resistance is possible: One success
indicates that difficulties involving the use of the arm increase by
two, though these effects are still permanent with regard to mortals.
Two successes signify that difficulties increase by one. Vampires and
other supernatural afflicted by this power may spend five blood
points or other supernatural pool to rejuvenate atrophied limbs.
Mortals are permanently crippled. This power affects only limbs (arms
and legs); it does not work on victims' heads, torsos, etc.
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