Water or Blood
Setting Specific Disciplines
These are the powers of the blood knights of the ancient Maarish armies that conquered these lands. They are generally considered an evil art and an avowed order exists to destroy all who take this path and root out all knowledge of it.
Note bleeding someone out to near death more than once will permanently reduce their health by 2d10 keep lowest.
|Rank One||Any time you have kill a large animal, bleed out or kill a man you may take an action to draw a cursed rune with the spilled blood on you flesh to steal strength from the downed man/beast. This adds 1 to any Attribute on the following list until the next dawn or dusk. Attributes: Affray, Ranged, Brawling, Dexterity, Fortitude, Perception. You may do this no more times than you Fortitude (unmodified) at one time, and may not boost any attribute more than +1|
|Rank Two||Permanently add one to your Fortitude Attribute, You have learned the art of preserving the strength of one of you kills for later. With any man you slay you may cut out and stitch up the heart as a vessel for blood this can last for a number of moon cycles equal to your fortitude Attribute. At any time the character may take an action to consume one of these prepared heart(s) and activate the rank one power|
|Rank Three||As long as your weapon has fresh blood on it, you may take one Soulburn to add one to the menace of your weapon, you may do this a number of times equal to your ranks in Blood Magic|
|Rank Four||When you kill a man you may take 2 Soulburn to rip out some of his soul to heal your body. Restore up to (2D10 keep lowest) of your health|
|Rank Five||You gain +1 to your attribute in any contest with an opponent whose blood you have tasted. In addition with a tiny amount of fresh or preserved blood you may track down the person it came from using your Wayfaring Attribute.|
The art of pressing things to be subordinate to your command. This mental contest is part suaveness, part enticement, part deceit, and only part brute mental thuggery.
|Rank One||You have learned to call forth any creature of a roughly local fauna provided that you have a talisman for it (a talisman is a crafted totem made of at least one former part of such a creature). To bind it once it has come requires a Contest of you Cunning requiring as many successes as the creatures Cunnung. You may have no more than one bound creature at a time, and the binding breaks at the next Dusk/Dawn.|
|Rank Two||You may permanently bind one creature as a familiar. While it is alive it grant’s you +1 to an Attribute (related to the type of creature). Your Familiar never counts against your limit for creatures bound.|
|Rank Three||Your bindings now can last until the next new moon, and you may have as many creatures bound as your presence score.|
|Rank Four||By entering a trance (Willpower Diff 6) you may possess the consciousness of any of your bound creatures. All of your creatures can receive mental commands from you as long as you can see them|
|Rank Five||You may now bind Men (generally considered evil) and Supernatural Creatures though to do so leaves them mindless and without a will of their own, a state some never recover from|
You are a man who binds, and controls the dead, draws power from life’s opposite and about him the perversion of natural forces shows.
|Rank One||The undead do not naturally hunger for your flesh or soul seeing in you a powerful ally or at least a well of power they might share in. You may enter into contests of will with them if you can win such a contest by enough then it is bound to your service until the next anniversary of it’s death, you may maintain a number of such bindings equal to (Willpower x Ranks in Necromancy)|
|Rank Two||You may take three Soulburn to push away all of the forces strengthening life in your surroundings, the world darkens as far as you can see and the sun cannot damage the undead around you. If you surroundings are already without sunlight then the undead you have bound gain +1 to Affray, Brawl, Dexterity, Fortitude, and Perception.|
|Rank Three||Men slain in your presence always rise again, if they die in pain then they return as Shades, if they die in wrath then the amble back as Risen corpses. This usually happens under the next new moon, or sooner if the deaths were black enough.|
|Rank Four||Any man you slay for one Soulburn immediately returns as a Shade or Risen corpse bound to your service (though you may not exceed your maximum)|
|Rank Five||With a focus connecting you to a undead you have bound you may make a Willpower test (diff. 6) to go into a trance and “possess” one of your bound undead, wearing it as it it were your own body. In addition any bound undead that have on them a token/focus connecting them to you may be commanded purely by your thoughts.|
Warden of the Dead
You are heir to Thrane’s secrets for managing the ravages of the unquiet dead. Whether you learned at the hands of The Avowed order of the Silencers, or at the hands of the ancients of Thrane.
|Rank One||Weakness of Death: When fighting undead you gain two menace with any weapon you wield up to a maximum of nine|
|Rank Two||Death Sense: Gain one to your Courage Attribute, and while using any weapon you can hit and see incorporeal undead|
|Rank Three||Outside of Dead Eyes: You may take three Soulburn to become invisible to all undead and spirits until the next dusk / dawn, spirits or powerful undead may have disciplines of their own to counter this, but more common entities will not.|
|Rank Four||Purity of Purpose: Gain one to your Courage Attribute, No man slain in your presence or by your hand may ever rise again as a undead of any variety|
|Rank Five||Lay to Rest: Any shade, spirit, or undead in your presence (read it can see you, you can see it) can be dismissed and dispelled for good by taking a number of Souldburn equal to its Willpower Attribute, corporeal undead instead take damage equal to your Courage Attribute. This dismissal take an action and the undead’s memories burn into your own as the echo of it non-existence burns into your own consciousness|