Nergal's Pistol

Author: Electron Stories /




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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