This allows the Assamite Sorceror to use the age old "Evil Eye" trick from the Wandering tribes to possibly inflict a curse. Roll for caster is WP (difficulty 6). Removal Roll is Wits + Occult (difficulty 8) 1 • Humiliation With an evil glance, the sorceror can inflict bad luck on his or her victim. This bad luck results in terrible embarassment within the next few nights. System: If the WP roll succeeds, then the victim will suffer the embarassment within a week. For every 2 successes (rounded up), the victim loses 1 dot in Prestige UNTIL the victim does something to restore his or her reputation. 2 • Loss This allows the Sorceror to effect the victim's property. This property loss is not supernatural... i. e. a fire, theft, accident, etc... System: If the WP roll succeeds, the victim loses 1 dot in Resources within the next week. If the victim does not have resources, the victim could lose a Retainer or a dot in Herd. If the victim has nothing, then it will strip something of sentimental value away... or even the Haven of the victim. 3 • Peril This power, when weilded by the Sorceror, puts the victim DIRECTLY in danger. System: Depending on the number of successes on the WP roll, the victim will suffer different severity and/or number of perils. 1 • 1 mild peril (example: Mugger) 2 • 2 mild to moderate perils (example: Car crash) 3 • 3 mild to moderate Perils 4 • 3 moderate to severe Perils (examples: a collapsing building or locked out of haven near dawn) 5+ • 3 perils, one catastrophic (examples: meeting a Lupine pack, haven catches fire during the day.) 4 • Enemy This is the most far-reaching of the levels of this Path. Friends turn away, enemies appear, etc. System: For each success, the victim either loses 1 dot in Allies, Contacts, Influence, or Retainers, or gains an Enemy worth 1 point. This DOES add the FLAW: Enemy to stat sheet. A victim never gains more than one Enemy from the curse, more points in Enemy indicates a much more dangerous Foe. No one ever loses more than 2 dots in any single background. 5 • Chashm Zakhm This is the most dangerous. This power is enacted immediately if the WP roll succeeds. Next act of victim or against victim is REALLY BAD. System: If the roll succeeds, the targetted person or object suffers one health level of AGG damage per 2 successes (rounded up). Animals usually drop dead on the spot. Mortals usually receive some sort of permanent maiming. |