Elementalism

A discipline of the True Brujah. Also a discipline of the Assamite Magi and the Draconians.

Elementalism is the discipline of knowing the world. As the user progresses in its power, she begins to gain a greater grasp of how the world is put together, and how to manipulate its various aspects.

It is in many ways much like Thaumaturgy, in that it has many separate divisions of the actual discipline. The differences are, however, profound. Elementalism has no rituals, no rites as part of its makeup. It relies not on using outside power to make an effect, but on the user knowing the way of the world in order to effect it. The separate areas of Elementalism, known as The Ways, build upon the previous ways, each branch of knowledge providing a basis for learning remaining ways.

In game terms, the possessor of Elementalism must first advance to at least the third level in any Way before they may start on to one of the next ways. [For instance, a beginning Kindred user of elementalism has 1 point in Elementalism, and 1 point in the Way of Earth. She must learn 2 more points of the Way of Earth (still with 1 point of Elementalism) before she may spend experience to buy another point of Elementalism, at which point she also gains a point in the Way of Air.]

A starting character can start with either the Way of Earth or the Way of Air. From there he can advance according to his choices and the restrictions given in the individual Ways.


Ways of the Earth

Ways of the Air

Ways of the Water

Ways of Fire

Ways of the Shadows

Ways of the Spirit

Ways of Time





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