Blood of the Oath of Ruin

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Blood of the Oath of Ruin
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{{Infobox Merit
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{{Infobox_Merit
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|Level1=1
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|Type=Mage
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|Prerequisite=
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|Source=Intruders Encounters With the Abyss
|Source=Intruders Encounters With the Abyss
|Pages=p. 131
|Pages=p. 131
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}}{{MHR|This Merit is not allowed.|Banned}}
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|Status=Banned
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|Fixed=Yes
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|Type=Physical
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|Restriction=Mage
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|Level1=1
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The integration of the Abyssal substance of the Oath of Ruin into the minds, bodies and souls of the Harpers has left them twisted and scarred, but such patronage has also resulted in its own curious boons. Those closest to the central bloodline of the family, whose metaphysical pollution runs thickest, occasionally manifest certain preternatural capabilities.
The integration of the Abyssal substance of the Oath of Ruin into the minds, bodies and souls of the Harpers has left them twisted and scarred, but such patronage has also resulted in its own curious boons. Those closest to the central bloodline of the family, whose metaphysical pollution runs thickest, occasionally manifest certain preternatural capabilities.
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This Merit allows the character to sense the presence of Abyssal phenomena (including, but not limited to, intruders of any sort, Paradox, Scelesti, everything save other “pure-blooded” Harpers) out to a distance of 100 feet or so. This sense typically manifests in some unpleasant way: nosebleeds, burning hives, intense stomach cramps and the like. Regardless of the pain or discomfort inherent in the character’s perception, he gains a +1 bonus to all rolls involving Physical Skills made while in the presence of Abyssal phenomena.
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This Merit allows the character to sense the presence of [[Abyss]]al phenomena (including, but not limited to, intruders of any sort, [[Paradox]], [[Scelesti]], everything save other “pure-blooded” Harpers) out to a distance of 100 feet or so. This sense typically manifests in some unpleasant way: nosebleeds, burning hives, intense stomach cramps and the like. Regardless of the pain or discomfort inherent in the character’s perception, he gains a +1 bonus to all rolls involving Physical [[Skills]] made while in the presence of Abyssal phenomena.
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In exchange for this dubious gift, the character must take a permanent [[derangement]], as well as a Physical Flaw or else one of the following Social [[Flaws]]: Deformity or Speech Impediment.
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In exchange for this dubious gift, the character must take a permanent derangement, as well as a Physical Flaw or else one of the following Social Flaws: Deformity or Speech Impediment.
 
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{{characteristics}}
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{{Links|Abyss}}{{characteristics}}

Latest revision as of 21:29, 22 April 2016

Banned Physical
Intruders Encounters With the Abyss.jpg
Intruders Encounters With the Abyss p. 131
Level(s) ● (2XP)
Venue Mage
Possessed By
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The integration of the Abyssal substance of the Oath of Ruin into the minds, bodies and souls of the Harpers has left them twisted and scarred, but such patronage has also resulted in its own curious boons. Those closest to the central bloodline of the family, whose metaphysical pollution runs thickest, occasionally manifest certain preternatural capabilities.

This Merit allows the character to sense the presence of Abyssal phenomena (including, but not limited to, intruders of any sort, Paradox, Scelesti, everything save other “pure-blooded” Harpers) out to a distance of 100 feet or so. This sense typically manifests in some unpleasant way: nosebleeds, burning hives, intense stomach cramps and the like. Regardless of the pain or discomfort inherent in the character’s perception, he gains a +1 bonus to all rolls involving Physical Skills made while in the presence of Abyssal phenomena.

In exchange for this dubious gift, the character must take a permanent derangement, as well as a Physical Flaw or else one of the following Social Flaws: Deformity or Speech Impediment.


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