Wrath of God
Wrath of God
By John Sohn (xenob@go.com). Part of Baali antitribu
Thaumaturgy
* Zealot's Tongue
The thaumaturgist expends 1 blood point and recites a short prayer to the
divine. If successful all within range of hearing that are not of
an infernal nature will receive 2 extra dies to any rolls requiring
courage.
System: The thaumaturgist must roll Empathy + Charisma at
difficulty 6. With every 2 successes scored the effects of this level last
1 turn.
** Divine Fury
The thaumaturgist's voice becomes deep and resounding, as if speaking with
the voice of god. All creatures not on the thaumaturgist's side are
instantly gripped by fear. Many will throw themselves to the ground
begging forgiveness; others will simply flee (Storyteller's
discretion).
System: The thaumaturgist expends 1 blood point and makes
a contested roll against all creatures in question. Roll Intimidation +
Expression, versus Self Control + Courage, difficulty 6. For 1-2 successes
above his opponents, they take a -1 penalty to all attack rolls and courage
rolls. For 3-4 successes they take the same penalties at a -3 with the
addition to Willpower rolls. For 5+ successes his opponent flees. The
effects of this power last for as long as the thaumaturgist continues
speaking and spends another blood point to upkeep it.
*** Fires of Truth
By spending 1 blood point the thaumaturgist creates a glowing white sphere,
of divine fire. This fire does not harm normal creatures, but to one
tainted by demonic corruption, it burns hotter than the fires of hell. The
mere sight of this fire causes the morale of the infernal enemy to lower,
and its touch causes unknown levels of pain.
System: For every level of thaumaturgy possessed, these
fires do 1 level of aggravated damage, that may only be soaked with
Fortitude. The thaumaturgist must make a successful Perception + Firearms
roll at a difficulty 6 in order to place it. Like normal fire these fires
may be extinguished. All infernal creatures must make a Courage roll at
difficulty equal to the thaumaturgist's Humanity or flee in terror, until
the fire is out of sight.
**** Breath of God
With the expenditure of a 3 blood points and a successful Willpower roll
(difficulty 12 - Humanity) the thaumaturgist raises a great wind that
affects only his enemies.
| Successes | Result
|
| 1-2 | A minor wind is
stirred, enough only to be noticed.
|
| 3-4 | A wind strong enough
to hinder movement is made; all physical rolls suffer -2.
|
| 5+ | Winds so powerful are
stirred that the enemy is lifted off the ground and blown, unless a
handhold can be made, requiring a strength roll at a penalty of -3 and
difficulty of 7. He is blown away for a distance not under 100 yards, if any
object is struck the victim takes 2 levels of normal damage (Storyteller's
discretion).
|
***** Heavens Stroke
The thaumaturgist summons bolts of silver lightning to strike his enemy.
One enemy must be selected and be within line of sight, for this level to
work. The thaumaturgist must expend 3 blood points to use this ability and
must make a successful Perception + Firearms roll (difficulty 6). If
successful a blast of lightning extends from the thaumaturgist's
outstretched fingertips, causing 5 dice of normal damage to his opponent, no
soak. If the thaumaturgist is within 5 yards of his target, he takes 1
automatic level of damage, no soak. If botched the thaumaturgist
himself takes the damage.