Ogham

Once the discipline of clan Lhiannan, the knowledge of it was deemed lost after the 14th century when the last Lhiannan were sighted. Each Lhiannan was said to possess a spirit shard, which they could tap into to use Ogham, communing with the local spirits to call the forces of celtic magic on their enemies. However, tapping into the spirits of distant lands made the use of ogham beyond the Lhiannan's own territory difficult. (When a Lhiannan travels beyond 5 miles of his/her home territory, increase the difficulty for all Ogham powers by one).

Powers:

1 - Concecrate the Grove:
By dropping some of one's own blood on soil, the user can turn the spirits of plant and earth against those who dare enter the effected area. Brambles actively attempt to entangle trespassers, branches sway unnaturally at an enemies' way, grass grasps at their feet, etc. (The user rolls Charisma + Survival at diff 6, and spends between 1 to 3 bloodpoints. With one bloodpoint spend, an area aproximately 10 feet in diameter is effected, and every bloodpoint spend beyond the first doubles that original 10 feet, up to a maximum of 3 bloodpoints effecting an area 40 feet in diameter. Whenever someone enters the area that the user would consider an unwelcome guest, the local foliage animates and tries it's best to stop or even hurt the intruder. All enemies in the area suffer a 2 dice penalty on all dice pools due to the distraction and interference caused by the plantlife. In places where the plantlife is capable of such, all enemies in the area must make a Stamina + Dodge roll to avoid 3 dices of Bashing damage from attacking vegetation, with the difficulty being set by the Storyteller dependant on how strongly the local plantlife attacks. Note that only plantlife such as brambles or trees are capable of dealing damage, a grassy meadow isn't capable of such an assault. This power lasts for a scene.)

2 - Crimson Woad:
The user inscribes runes on his/her body written in his/her own blood. These invite spirits of war to infuse the user's body with their might, and allows them to guide to the user's Beast to devastating effect. (The user spends a scene inscribing the runes on his/her body, at the cost of one bloodpoint. The user then rolls Intelligence + Occult at diff 7. Each success then enables the user to ignore one die of wound penalty from injury, and substract 1 from the difficulty to avoid Rötshreck or Frenzy. The Crimson Woad lasts for one scene, though if the user takes more then 4 healthlevels of damage, the runes are destroyed and the woad ends. Lastly, once per application of Crimson Woad, the user may invoke a single close-combat attack that draws upon the power of the woad. This attack gains a number of damage dices to that close combat attack equal to the number of successes rolled on the activation roll of the Crimson Woad.)

3 - Inscribe the Curse:
By inscribing an enemies name on your own body using your blood and showing it to your victim, you can curse him/her. (It costs 3 bloodpoints to inscribe the curse on your body, which must be the name of the user's intended victim, though it may be written in any language or symbols the user desires. The user must inscribe the curse on a part of his/her body that is visible to his/her intended target, and the bodypart on which the rune is inscribed effects the type of curse. (see the chart below) The enemy will be effected by the curse once he/she gazes upon the inscribed curse. If the victim comprehends what the rune stands for (though not neccesarily understands the language the rune is written in) he/she may resist the curse by rolling Wits + Occult at diff 8 when the victim sees the rune.

Curse chart:
 - Body: Inscribe on the arms, legs or belly. Mortal victims become ill and weakend, resulting in +2 difficulty for all physical actions the victim takes, and all wound penalties are increased by one die. Cainites lose the ability to spend blood on anything exept awakening each night.
 - Mind: Inscribe on the forehead. The victim becomes confused as parts of his/her mind become seperated from eachother. The victim must spend Willpower to make any Knowledge roll or to activate any magical power or discipline other then Fortitude, Potence or Celerity.
 - Voice: Inscribe on the throat. The victim loses the ability to speak, becoming only able to grunt or groan.
 - Soul: Inscribe down the sternun and over the heart. Cainites lose the ability to properly resist their Beast, getting +2 difficulty on all Rötshreck or Frenzy rolls. Mortals are overcome by fear and must flee from the Lhiannan's territory unless they succeed on a Courage roll at diff 8.

Once a victim is effected by a curse, the curse only dissapates when the rune of the curse is erased, worn off or destroyed if the Lhiannan takes 4 or more healthlevels of damage.)

4 - Moon and Sun:
By inscribing the runic symbol of the sun or the moon on one's forehead, the user can draw power from those sources of light. (The user must spend 3 bloodpoints and 15 minutes to inscribe either of the two sigils on their body. It doesn't matter where it is inscribed, as long as the location is exposed. The user may also apply this power to other willing subjects, or even apply both sigils on a single individual twice, though inscribing both sigils would mean the user would have to cast this power twice.
If the user inscribes the moon sigil, the effected subject will gain one of the following benefits depending on the position of the moon:
 - New Moon: Adds one die to Dexterity and Stealth dice pools.
 - Crescent Moon: Adds one die to Wits and Occult dice pools.
 - Half Moon: Adds one die to Perception and Subterfurge dice pools.
 - Gibbous Moon: Adds one die to Charisma and Expression dice pools.
 - Full Moon: Adds one die to Strength and Brawl dice pools.

Irregardless of the position of the moon, the user also gets +1 to the difficulty of Self-Control/Instincts rolls to resist Frenzy. (Though Courage rolls to resist Rötshreck are uneffected) Also, any werewolf who sees a vampire wearing the moon sigil will be enraged at the sight of it.
If the sigil of the sun is used, the vampire becomes protected against damage caused by fire and sunlight. Whenever the vampire takes damage from fire or sunlight, the vampire rolls Stamina against difficulty 8. If successful, the vampire takes Lethal damage instead of Aggravated and the vampire may soak it as such.)

5 - Drink Dry the Earth:
Much like a vampire's Beast, the spirit shard in each Lhiannan is a greedy hungry thing that can feed off the mystical energies of the land, much like a vampire drinks the blood of mortals. The spirit shard can then empower its host with these energies, allowing the user to attain heights of power otherwise unattainable. The user can draw such power from mystical sites such as faerie rings, stone circles or dragon tracks. However, if the user draws too much energy from such a site, the site dies, as does everything there, and becomes barren and empty. Doing this will also draw the wrath is mages and werewolves, who also frequent such mystical sites. (The user rolls Perception + Occult at diff 8 to identify a suitable location for extraction of energy. One success is enough to identify an area as a suitable site, two or more give the user a rough idea of the amount of energy to be drawn from the area, on a scale of 1 - 5. If the user identifies the site to be suitable, the user must spend a bloodpoint and a scene to inscribe the area of the mystical site with sigils from which to draw power. The user then makes a reflexive Perception + Occult roll at diff 7. Each success allows the user to draw 2 dices worth of energy from the mystical site, which the user may then add to any dice pool for the remainder of the scene, though the user cannot draw more dices worth of power per drain from a site then the level of the site. Upon using these dices, the user may then again draw dices from the mystical site for as long as he/she is in the area. Each mystical site has a number of dices worth of power equal to 10 times that area's level, thusly the user could draw up to 20 dices from a level 2 area. Should the user drain all dices from an area, the soil there turns to dust and all plantlife dies, a devastation from which the area will never recover. If the user stops draining dices before the area is emptied, the area slowly regains dices, though even a low level area could take years to recover. A drained site however cannot recover any dices that have been drained that same year).


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