[UA] Tenebraemancy (part 2)

DL haroudo at terra.com.br
Wed May 22 08:37:41 PDT 2002


[ok, aqui vão as magias da escola. :)]

Yes, some spells are just like Obtenebration, but you should know this by
now, right? Others are not even close to it. And yes, some spells are not
very "combat wise", but are usefull and "scary", sometimes in a fun way. :)


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Tenebraemancy minor formula spells

Dark Image
cost: 1 minor charge
effect: The adept will look scarier than she is for the next 5 minutes. This
will give her a 10% shift in her Intimidation skill. Visually, is like if
the shadows are woven to make she more menacing. Another nice side effect,
is that even people that would be not scaried at all, even with a succesfull
dice roll (in the end, dice rolls should not top roleplay), will fell at
last a little scaried, but some magick protection can turn of this side
effect.

Diabolical Laugh
cost: 1 minor charge
effect: The adept's voice can be thrown in a source of shadows. The voices
will always sound more diabolical than it is, so its useless to play "the
nice guy" using this spell. The adept's must be at least 50m (54 yards) from
the shadow he wants to use.

Horrific Memory
cost: 1 minor charge
effect: Adept's can imediatetly recall any actor, producer, writers, game
writer, song writer, that worked on a specific horror piece. Yes, thats not
all-the-usefull-in-a-gun-fight, but they going to crush anyone in horror
trivia games! As a side effect, everytime she tells or writers the name of
the person involved in a horror production when used this spell to recall
his/her name, some weird but harmless thing happen, like a woman screaming
in the background, hiss of cat, a clock pendulum announceing the time ina
very noise manner, etc.

Shadow Cloak
cost: 1 minor charge
effect: a scary cloak of shadow moves with the adept, turning he less
visible. It doesnt protect against the Taboo (ignores the effect in thsi
aspect), but gives the adept a 10% shift to his "hide" or similar skill. The
cloak if looked closely, looks very menacing.

The Mantle of Darkness
cost: 2 minor charges
effect: The adept can cast a terrible unnatural darkness, over a 5m radius
area (16ft), that will stay there until dispelled by light (this unnatural
darkness or the cover created by it, cant be used to gain charges). This
Darkness is almost made of some form of substance, making movement slow, and
protecting her from light for some time. The darkness will slow, but surely
be desintegrated by light. Sunlight acts almost instantly, just needs one
turn, others light sources takes a little longer, and a candle light can
take even more than ten minutes to do so. Everyone going inside, or covered
by the darkness, except the adept must make a Helplessness check level 2.
[note, unless using some other power, he is as blind inside of it, as anyone
else. And UV and IR visors will not work efficiently on this shadow, but
they will work still - takes from people using them -5% shift in every skill
that uses had-to-eye coordination]

Dancing with Shadows
cost: 2 minor charge
effect: Casting this spell against someone else, the adepts make the shadows
scary and trick the target to some harm. For the next 2 hours, the target
will have the shadows fooling him in ways to cause him harm. In case the
target is trying to follow the adept, the shadows will try to mislead him,
causing a -5% in any roll involved (running, tracking, driving, etc). In
combat, this power works for two turns, giving a -5% shift to targets
attempts to hit the adepts. This spell doesnt work in total darkness.

Shadow Courrier
cost: 2 minor charges
effect: This spell allows the adept to send a small object (a lipstick
baton, a pack of cigarettes, a piece of paper, etc.) he is touching (no, you
cant SHOOT using this, chummer!), to another shadow source up to 500 meters
from him (546.8 yards). The object will appear cold, and will give a chill
to the first person that holds him after the passage.

Hidden Shadow
cost: 2 minor charges
effect: The adepts shadow will blend with him, making her to appear like if
she is not casting a shadow. This will give her a 5% shift in hide and
sneaking skill, and anyone that see her and notice it, will prompt a stress
check of Unnatural level 3.

Beauty of Night
cost: 3 minor charges
effect: Until next sunrise, the adept can "see" in the darkness, as much as
he can see in light area. Even better in some cases, if he have some vision
problems, since he is not actually "seeing" it, but "feeling" it. A bad side
effect is that until next sunrise, strong light sources will look light a
"white darkness", the adept will not be able to see through it.

Scary Movie
cost: 3 minor charges
effect: Until the next sunrise, the target of the spell will hear and see,
and feel, scary experiences from a movie chosen by the Adept. Shadowmancers
have some "signatures" in the kind of movies they have with it. Usually,
this spell causes up to three stress checks for the rest of the night, but
dont harm the target. In stressfull situations like combat, the target can
be very disoriented, and even hurt (gm wise) by movie elements, in any case,
he will have -5% in combat.

Shadow Pet
cost: 3 minor charges
effect: This spell will allow the adept to sense the proximity of Tenebrea,
and see its forms in even total darkness. He will also be sensed as
"non-food" by the Tenebrae, but they will react if attacked. Its advise to
keep still, or move VERY slowing in their presence, if in darkness. [Rules
for Tenebrea can be found in UA1, page 154]

Howl from the Darkness
cost: 3 minor charges
effect: A shriek will came from the Darkness and will paralize in terror the
target of the spell. It's not really necessary a madness check (GM wise),
but the target will lose his next two actions in combat. Any other person in
the vicinity (rarely, but sometimes, even the adept), needs to make a
Unnatural stress check level 2. Needless to say, a chill in the spine its a
sure shoot.

Jolt of Darkness
cost: 3 minor charges
effect: Tenebraemancy minor blast.

Horror Encyclopedia
cost: 4 minor charges
effect: The adept will be granted with any knowledge of any horror product
he had even consumed (movies, novels, etc). Any information presented in
horror stuff (just published, released, material - a horror novel never
published, but with all the details of brain surgery, will not grant the
adept the knowledge of it), can be acessed by the adept, similar to
Cliomancy's "Trivia" spell, but without the drawbacks.

Dark Tendrils
cost: 4 minor charges
effect: The Adept can sprut two shadow tentacles from just below his arms.
This tentacles can reach up to 3m range (10ft), and have 20 wounds points, a
body of 60, and the adept can use them without penalty as an extra action.
The tendrils will last until dispelled by a light source stronger than a
dimlit street.

Cujo From the Darkness
cost: 4 minor charges
effect: The adept can command for the rest of the night, one Tenebrae. The
Tenebrae must be in her vicinity. The shadow beats will obey it's orders,
but cant be much more complex than the kind of orders given to a trained
dog.

Bathroom Horror
cost: 4 minor charges
effect: The adept can "talk" through sinks, mirror, and other usuall horror
movies clichés related to bathrooms. The adepts voice will be heard clearly,
but always will sound a little more scarier than usual, so it's good for
talk and intimidations, but not to influence in other ways. The adept can
use it in great distances, working in any bathroom he wishes, as long as its
on the same city she is. Her face can be seen in the bathroom as a shadow,
if she holds as mirror in front of her, when casting the spell. For a ending
dramatic effect, if she breaks the mirror, the spell will cause the bathroom
mirror to also shatter (causing a added dice roll +3 wound points of damage
in anyone else there). She can't see in the bathroom, but hear whats
happening there. The spell lasts for 5 minutes.

Shadow Door
cost: 5 minor charges
effect: The adept can "walk" in a shadow wall, and cross the wall space, if
in the other side, there is darkness or a shadow. Is not "physical", is
"magickal", so there is no danger of getting "stuck" or something. IF there
is no place to go on the other side, the spell just fails.

Good evening, Clarice
cost: 5 minor charges
effect: The adept will make the target a "Tenebrae Bait". During the night,
until next sunrise, Tenebrae will feel atracted to the target. If the
targets is suffering from sole, or solitude, the spell will be even fierce.
When this spell is cast, the target will always hear a howl, or groan, from
some shadow source, as a Banshee warning. The number of Tenebrae is "GM
Wise", but as a rule of thumb, 3-4 will be attracted, and more 1-2 if he is
suffering from lost love, or loneliness.

Overlook Hotel
cost: 5 minor charges
effect: Using as a protective spell, the adept cast it on it's
house/appartment. The place will look terrible scarier, specially at night
(remember the house in the "Fright Night" movie?). The shadows will make it
look scarier, weird sound will come from unseen places, doors will slam
without notice, etc. This effetcs will appear even to allowed guests. In
case of intruders, the house will use horror clichés of hunted houses, to
really scary or harm the intruder (but mostly harmless attacks). If the
indruder have really wants to hurt the caster, the house will reac
accordlying, and will attack the intruder with more powerfull cliché
effects, causing up to added dice damage.

Tenebraemancy significant formula spells

Bite me, Ash!
cost: 1 significant charge
effect: The adept can use any skill of a characters in a horror movie, as
his own. If "Ash" in "Evil Dead II" have a skill like "looking cool while
chopping zombies - 50%", the adept can have it. The skill will last for five
minutes, of one combat turn in case of stressfull situations. The adept will
also have a "double" voice while under the effect of the spell, with her
voice and the character voice be heard at same time, causing an eerie
effect.

Shadow Twin
cost: 1 significant charge
effect: A twin made of semi-solid darkness is made of the adept. The twin
can talk, walk, and even fight, with half the adepts skills and stats. The
twin will last for 12 hours. He can't be hurt by common weapons, but light
will harm him, and anything that make a significant charge go away, will
take him down. While the twin is still funcioning, the adept have a -10%
shift in any stat or skill roll. She can't create more than one twin per
time.

Tell Me Your Fears!
cost: 1 significant charge
effect: Cast on a target, the adept will know how many, and at wich gaugues
has been his failed checks. In case of a cherry, the adept will also know
the reason of one specific failed check. The target will feel a blood frozen
cold, or a "is like if someone is stepping on my grave" feeling.

Sooner or later, they will find you.
cost: 2 significant charge
effect: Say the name of the target. Dread conincidence will take the adept
to him. Things like a dove droping fgrom the sky and dying in front of the
adept, and the blood spilling in the target direction...or street vagabonds
moaning clues of where the target it...or followgin the fly of a bat...or
anyother weird stuff that WILL call the attetion of the adept in the right
direction. Weird things happens to the target that will bring him also to
the adept, sometimes harming the target of the spell, so the adept should
exercise caution when using it on friends.

This house is ours, this house is ours
cost: 2 significant charge
effect: Stronger version of the Overlook Hotel, in this case the house will
even destroy parts of itself to get rid of any intruder, and will try to
kill them if possible.

I'm not Regan
cost: 2 significant charge
effect: Tenebraemancy significant blast.

To a new world of gods and monsters!
cost: 3 significant charge
effect: It acts as the ritual to call an unspeakable servant. The adpet
still have to follow the ritual process, and losing an eye is still
required. This spell generates one Lesser, Unspeakable Servant. Extra
charges gave better versions, Greater (with 5 significant charges) and
Abominable (10 significant charges). This spell can also bind a autonomous,
wich is better, since the adept keeps his eye, and she just need to be on
its presence and touch it.

Nice night for a walk
cost: 3 signficant charges
effect: Casting this spell, the adept can walk to up 1km (0.6 miles),
instantly stepping in a shadow and leaving at another one. He can cast it
and use it once, or several times, until his "1000m" (3280ft) runs up.
Again, if there is something blocking the way out, he will not get "stuck",
he just can leave by that place.

They're coming to get you, Barbara!
cost: 3 signficant charges
effect: Summons a pack of Tenebrae (1D10), under the shadowmancer command
until the next sunrise. They will follow only simple orders, but will obey
to anything except something like "run to the fireplace!".

Aren't you his mother?
cost: 3 signficant charges
effect: This is a "long term result" spell. In effect, will make a Darkness
Servant that will later obey the adept, or in case of his alread died, will
obey his mother. The caster must have a pregnant human as target. Her
children will look perfectly health, and common, until it reaches adulthood.
until them, the Darkness Servant will not even know what it is, how have
cast it, etc. It can be freed from the body/husk, is something really dratic
happens to the body. A Darkness Servant true form will destroy the body when
it reachs adulthood, it has the following stats after freying itself from
human body: Body 80 (120 Wound Points), Speed 80, Mind 60, Soul 50. A
Darkness Servant is made of Solid Darkness, will be hurt by sunlight, and
can use any Tenebraemancy power (except Major effects), once per day, with
costs converted in Wound Points (1 minor = 1 WP, 1 Sig = 10 WP).

MISERY CHASTAIN CANNOT BE DEAD!
cost: 4 significant charges
effect: This spell kills the caster. In a horror cliché, the targets dies,
for 24 hours. The spell works on reality level altering it, creating clichés
like the glass that behead the target in The Omen, or some other freak
death. After 24 hours, the "reality of his death" is rewritten, and the
target just lost one day, but is as health as when he used the spell.
Beware: a BOHICA will kill the caster instantly.

I choose my friends carefully
cost: 5 significant charges
effect: For the next five minutes, or in case of combat, two rounds, the
caster can display powers usually seen only in horror movies, vampire to
witch powers to abominations powers. All powers have a "physical" nature on
their roots, wich implys they can even send someone across a room with
telecinesy, but cant make a house vanish.

The Darkness Itself
cost: 5 significant charges
effect: The caster, for the next hour, can merge with shadow at will, and
move like in a kind of shadow form. He can, at will, turn back to his solid
state.

Tenebraemancy major effects

A Tenebraemancer with a major charge can command Tenebrae at will, make some
piece of fiction horror became reality, command shadows over a enourmous
area, have shadow properties permanently, etc.

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Ok, that was it. Any suggestions? Do you liked it? Hate it guts? Will make
donations in my paypal account? :)

Haroudo Xavier
UIN 1504427
www.geocities.com/hasfix/


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