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Mask of the Soul Drinker PDF Print E-mail
Written by Dorchadas   
Thursday, 27 August 2009

Mask of the Soul Drinker, the proprietary school of the Soul Drinker tribe, who have the Chironian floater as their totem spirit. Here's what I have so far:

Mask of the Soul Drinker
Domain: Stealth and enervation.
Method: The Soul Drinkers power their spells by brightening and dimming certain portions of their bioluminescent blood in a ritualized way. The patterns for activating spells are based on the various light patterns of the chironian floater.
Skill or Stat: Sense
All spells in this school require attunement.
Required Knowledge: Stealth 1.

The Blood is the Life
Intensity: 1
Casting Time: 2 minutes
Duration: Instant
Attunement: Yes

This spell allows the caster to gain sustenance from the vital bodily fluids of others—blood, spinal fluid, vitreous humor, bile, and so on. A single tablespoon is such fluid is enough for a human to survive for a day with no other food or water. Saliva and sweat cannot be affected by The Blood is the Life. The spell only affects the caster.

Blind Spot
Intensity: 2
Casting Time: 4 minutes
Duration: Width Hours
Attunement: Yes

This spell allows the caster to conceal one object, even if it is carried in plain sight. As long as the caster doesn’t make any threatening or obvious use of the object (a sword in its sheath is find, a sword being brandished is not), other people will simply not notice it.

Death From Above
Intensity: 3
Casting Time: Slow 2
Duration: Width Hours
Attunement: Yes

This spell allows the caster to emulate the chironian floater’s ability to fly, though to a lesser degree. The caster can float up to 50 feet above the ground (or other stable surface, such as tree limbs, water, roofs, etc) and move at their normal movement rate.

Painless Spear
Intensity: 4
Casting Time: Combatative
Duration: Instant
Attunement: Yes

The caster casts this spell at the same round they make an attack, requiring multiple actions. If successful, the target’s senses are dulled at the moment of the attack. The target will not notice that they have been attacked, nor feel the pain or effects of any damage they suffer, for Height rounds afterwards. The attack has Penetration 1.

Any other observers are not affected and will see the attack as normal, though the target may be resistant to persuasion until the spell’s effects expire.

Close Your Eyes
Intensity: 5
Casting Time: Slow 3
Duration: Height Minutes
Attunement: Yes

Like the chironian floater’s venom, this spell dulls the senses of the targets. After the casting, the Sight and Hearing of up to 10 targets within 100 feet of the caster are reduced by the Width of the roll.

The Gift of Forever
Intensity: 7
Casting Time: 3 Hours
Duration: Permanent
Attunement: Yes

This widely-feared spell allows the caster to steal the target’s youth and vitality and absorb it into themselves. The caster may add Width years to their lifespan. For every year thus stolen, the target of the spell ages 5 years. The stolen years will be healthy ones, and any penalties or frailties due to age do not begin to accumulate again until they have passed.

This spell could theoretically be cast on a sleeping target, if the target somehow stayed asleep through hours of the caster’s light displays and nearby movements.

The Hunter Unseen
Intensity: 7
Casting Time: Slow 3
Duration: Height Minutes
Attunement: Yes

This spell allows the sorcerer to make themself invisible for brief periods. The caster must currently be unseen (a successful Stealth roll) or the spell has no effect. Once the spell is successful, the caster fades from view. They cannot be detected visually by any means, receive a Master die in Stealth for the spell’s duration, and the height of all their Stealth rolls is increased by 3. Eerie cannot detect the casting of this spell.

Devour the Soul
Intensity: 8
Casting Time: 10 minutes
Duration: Permanent / Width Hours
Attunement: Yes

Using this spell, the sorcerer can steal the memories and experiences of one target. By personally drinking the last drops of fluid from the target’s body and then performing a complex ritual, the sorcerer absorbs their victim’s memories and skills. For Width Hours after the ritual, any skills the caster has which are lower than the target’s skills are raised to the target’s level (experience may be spent to permanently increase them, if desired).

While the skills fade after a time, the target's memories are retained and incorporated into the caster’s own permanently. They learn only those memories that the target could remember—anything magically concealed or merely lost in the depths of the target’s mind will not be absorbed.

I have ideas for a couple more spells (a dodge bonus based on numbing the target's limbs slightly and so on) but haven't written them yet.

Any advice would be appreciated! My knowledge of Reign's system isn't the best.

Edit: Attunement!

Soul Drinker’s Visage
Intensity: 4
Casting Time: 8 Hours
Duration: Permanent
Attunement: No

This is the permanent attunement for Mask of the Soul Drinker. The spell requires the corpse of a chironian floater which must have been recently slain (i.e., within 24 hours) by the caster.


Flawless Attunement (5 points)

Flawless Attunement to Mask of the Soul Hunter allows the sorcerer to gain some of the qualities of the chironian floater. The sorcerer grows several small skin flaps (on their arms, upper and lower back, thighs and legs) which constantly move. They also provide lift. While not enough to make the caster float as their totem does, it slows their falling speed enough that they take no damage from falls, no matter the distance. The caster’s teeth sharpen slightly, giving them the Cannibal Smile advantage at no additional cost. Finally, the caster’s blood becomes luminescent. This normally is not visible (except when casting a Mask spell), but if the caster suffers Killing damage in any location the difficulty of all Stealth rolls increases by 1 per location.

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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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