Dark Worldsoul (Helheim)
This becomes your mandatory vocation you choose during character creation and begins with one point. Your score with this Vocation determines your Tier level and capabilities. You have the abilities of your tier and those lower than it.
Tier 1:
Minor Mind Control – You may control the movements and actions of any one target with a lower INT score. To do so you must succeed a worldsoul check vs their INT check. Every success level you achieve over them damages the target with the corresponding injury level. The target will make repeated attempts to resist you and you must succeed the check again to retain control. You also get disadvantage on any other roll you make while maintaining mind control.
Memories Within - By touching objects and organisms you can see limited memories and events attached to it. The older a target is the harder it will be to see memories and events.
Tier 2:
Raise Draugr – To create a Draugr perform a worldsoul check against a challenge level set by the narrator.
Memories Within II: You are able to passively sense strong memories attached to places and objects and organisms when in proximity. You may make a worldsoul check to determine how much of the memory will be revealed to you. You do not need to touch the object or place but doing so grants you advantage on the check.
Tier 3:
You must take an additional disabling characteristic. This may or may not be determined by the GM.
Major Mind Control - You may control the movements and actions of any one target. To do so you must succeed a worldsoul check vs their INT check. Every success level you have over higher or equal INT targets damages them with the corresponding injury level, but targets with lower INT you may choose to damage or them or not. Targets with higher INT have advantage on resisting you. The target will make repeated attempts to resist you and you must succeed the check again to retain control. You also get disadvantage on any other roll you make while maintaining mind control
Raise Draugr II: When you create a Draugr you have advantage when raising a low or middle tier.
Tier 4:
Raise Draugr III: You may make any Draugr you raise into a Sapient Undead. You may ignore the -1 to number of targets you can control when raising middle tier Draugr.
Tier 5:
You must take an additional disabling characteristic. This may or may not be determined by the GM.
Full Mind Control: You may control the movements and actions of anyone target. To do so you must succeed a worldsoul check vs their INT check. Every success level you have over higher or equal INT targets damages them with the corresponding injury level, but targets with lower INT you may choose to damage or them or not. The target will make repeated attempts to resist you and you must succeed the check again to retain control however any checks to resist made while under your influence have disadvantage.
Tier 1:
Minor Mind Control – You may control the movements and actions of any one target with a lower INT score. To do so you must succeed a worldsoul check vs their INT check. Every success level you achieve over them damages the target with the corresponding injury level. The target will make repeated attempts to resist you and you must succeed the check again to retain control. You also get disadvantage on any other roll you make while maintaining mind control.
Memories Within - By touching objects and organisms you can see limited memories and events attached to it. The older a target is the harder it will be to see memories and events.
Tier 2:
Raise Draugr – To create a Draugr perform a worldsoul check against a challenge level set by the narrator.
Memories Within II: You are able to passively sense strong memories attached to places and objects and organisms when in proximity. You may make a worldsoul check to determine how much of the memory will be revealed to you. You do not need to touch the object or place but doing so grants you advantage on the check.
Tier 3:
You must take an additional disabling characteristic. This may or may not be determined by the GM.
Major Mind Control - You may control the movements and actions of any one target. To do so you must succeed a worldsoul check vs their INT check. Every success level you have over higher or equal INT targets damages them with the corresponding injury level, but targets with lower INT you may choose to damage or them or not. Targets with higher INT have advantage on resisting you. The target will make repeated attempts to resist you and you must succeed the check again to retain control. You also get disadvantage on any other roll you make while maintaining mind control
Raise Draugr II: When you create a Draugr you have advantage when raising a low or middle tier.
Tier 4:
Raise Draugr III: You may make any Draugr you raise into a Sapient Undead. You may ignore the -1 to number of targets you can control when raising middle tier Draugr.
Tier 5:
You must take an additional disabling characteristic. This may or may not be determined by the GM.
Full Mind Control: You may control the movements and actions of anyone target. To do so you must succeed a worldsoul check vs their INT check. Every success level you have over higher or equal INT targets damages them with the corresponding injury level, but targets with lower INT you may choose to damage or them or not. The target will make repeated attempts to resist you and you must succeed the check again to retain control however any checks to resist made while under your influence have disadvantage.
Combat Applicable Skills:
Mind Control - Control the actions and movements of any one target
Impose Insanity - Cause a target to temporarily lose control of themselves entirely
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