Path of the Dark Forest
Contents
Powers (Mental - Occult)
⚫ The Giving Tree
Challenge: N/A Cost: One Permanent Willpower Duration: One Blue Book Action
Creating The Giving Tree requires a month-long ritual, with the difficulty determined by the size of the forest. The more remote and surrounded by wildlife is, the lower the difficulty. The player spends a Willpower point and makes a Willpower Challenge. Success creates the Tree, which is at least 30ft high. Once the Tree is created, any vampire with at least one dot of Ogham receives a +2 Trait Bonus to any challenge performed inside the forest the Tree is in. However, this requires regular trips to the Tree. Once the kindred has created a Tree, they must visit it at least once a month, or it ceases to function. They must water it with their own Vitae. The Tree gains a number of mentals equal to 3x the grower's rating in Dark Forest. The rest of the levels of the path require using seeds from this particular tree. If the caster has level 5 in Dark Forest he may draw two blood from the tree each month. If anyone ever burns down or cuts down a caster’s tree, they suffer 3 Ag as the link between the caster and tree is severed violently.
⚫⚫ Kindred Sap
Challenge: Mentals (Occult) vs 5 Cost: One blood Duration: action
This spell can only be “cast” while staked and so it does not follow traditional rules regarding casting style. The seeds of the death tree within the caster enter the stake and convert it to their side. The stake pulls itself free from the caster and acts as though it were a Splinter Servant, attempting to drive itself into the chest of the nearest Kindred. If still in combat ticks, the caster cannot act the round it emerges. If not in combat ticks this is considered a *surprise* action, and if combat were to start, it starts immediately after the splinter servant makes its attacks.
⚫⚫⚫ Implant the Death Seed
Challenge: none Cost: One Blood Duration: Scene
The kindred buries the seed of death beneath their own skin and activates it with a point of vitae. A brutal vine rips itself forth from the caster. This vine swings around wildly and acts as an obtenebration tentacle. Its attacks deal 2L and drain a point of blood ( or deal an additional lethal to non kindred) with every successful strike. If the attack fails it will instead drain a point of vitae from its master. The plant will not stop draining blood or attacking even if the kindred falls into torpor. More than one kindred has been “ diablerized” by its pet plant. The tentacle will also use its action to remove a stake from its wielder if it can, as the plant prioritizes mobility. The plant cannot be attacked while the user is conscious. Once unconscious, it has 10 traits no defense retests and 2 health levels. Attacks with the Death Seed use Athletics. Ending the spell requires ripping the plant out of ones arm.
⚫⚫⚫⚫ Growing the Blood Mango
Challenge:N/A Cost: One Blood Duration: One Minute
The ultimate mocking of god. The kindred learns to “farm.” The Kindred places a seed in a living mortals chest along with a point of his own blood. Over the course of a minute, the seed grows rapidly into a ripe red fruit about the size of a mango. This process kills the mortal. When the fruit is consumed, the person who ate it heals three health levels ( Lethal and Bashing only) or one aggravated damage. These fruits last for a year and a day. (These can be created with a bluebook Action if you wish. It creates (Herd) in Mangos.
⚫⚫⚫⚫⚫ Grow The Death Tree
Challenge: Physicals (Brawl) vs Physicals (Defense) Cost: One Blood, 1 willpower Duration: action
The Kindred plants the seed of death under the skin of their target. At which point it begins growing. The Seed draws one blood from the target every round until it has drawn 3 blood. This counts against the targets blood per round. Once it has drawn three blood, it rips itself free from the target and begins attacking the target from their own body. They are considered grappled, and take an additional -2 to all actions as the vine whips around their body. It will attack them at the end of every round as though it was an obten tentacle. Removing it as a seed requires a Diff 4 Medicine check. Removing it as a Plant requires a Dif three physicals check that deals 2 Lethal to the possessed.