Updated: 18 July 1999
Hekau Path of Lightning
The origin of this Hekau Path is unknown to Mummies, who never succeeded in finding the Rituals and description (the only copy was in Meryt-Neith's pyramid.
While it has been used by Hecate, this Path has not been seen since (or no witness showed himself...). If some do the easy mistake of associating the name of Zeus, the mythical greek god of lightning, the Truth is that this Path was developped as a present to Set, the Egytpian god of Deserts, Storms and Lightnings, before his corruption, but that's another story...
This Path is a very dangerous one as it does shock damage as well as thermic damage (Considered simple Lethal Damage for purpose of soaking, but as Aggravated Damage when it comes to heal it).
Unless a character is (or was) a Knight of Hecate, there is no way for him to know the Path of Lightning. So no character, even a Veilleur, can start with any point in this Path.
* : Static Shock
Difficulty: 3
Cost: 1 Sekhem
The magician can provoke little electrical shocks that hurt anything that comes in contact with her skin. The damage is too low to even consider on normal sized creatures but the effects are really unpleasant.
System: 1 Sekhem for 1 Scene.
This power lasts one Scene, but its effects can be activated (or
deactivated) at will without expenditure of Sekhem if done in the
same Scene. As said before, there is no damage done to normal
creatures (it's a cool way to kill mosquitoes, through...),
but this power is enough to provoke methane/gazoline explosion
(it would be a bad idea, unless the magician uses a long
electrical wire), light cigarettes of matches, or to make flee
that annoying person who tends to be too near... In the darkness,
the sparks are visible. Other effets are possible, like destroy
those fragile tiny electronic components like microprocessors, or
to erase the touched part of a disk or VHS magnetic support... Of
course, this kind of erasing doesn't works on non-magnetic
supports, like CD-ROMS, etc..
** : Electric Fortitude
Difficulty: 4
Cost: 1 Sekhem
The magician can now create, thanks to his Blood, mystical wires equivalent to electrical wires that allows the passage of electrical current. Being now more or less conducting, he can now soak easily damage made by electricity (most of it being heat/burning damage, by Joule effect).
System: 1 Sekhem for 1 Scene.
The magician is immunized too low voltage/intensity electicity
damage (including the first level of this Path) and adds his
'Path of Lightning' level to any Soak roll to electrical damage.
The magician can use this level to put his digits on any electric
source, and then touch someone to electrocute him!
*** : Lightning
Difficulty: 6
Cost: 1 Sekhem
The cainite can now project an elecrical arc from one of his extremities (hand, head, foot).
System: 1 damage OR 1,5 meter per success.
The electrical arc produced can propagate itself through the air
or the void. Any success add one to the damage OR 1,5 meter
(5 feet): So, one success is enough only to make touch damage.
The Damage isn't aggravated, but can provoke severe
shock/confusion to the victim.
Note 1: 1 damage is normaly enough to destroy any normal
electronical component: More allows the shock to transmit even
through eletric fuses which normaly protect computers, etc. (The
ST will add a Soak roll for any fuse protection between the
Knight and the electronic/electric component she tries to
destroy).
Note 2: A magician can use this power to stimulate a heart
who stopped or entered fibrilation. The roll is different:
Path of Lightning+Medicine, Difficulty:7. It's a prolonged action
that needs seven successes. A Botch kills the victim.
Note 3: To pass through a conductor element can increase
the range, but if this conductor element is very large AND/OR
touch the ground, then decrease the damage accordingly.
**** : Electrostatic Aura
Difficulty: 4
Cost: 3 Sekhem
The magician creates around him an increase of the electrostatic
field around him. Those who touch him (either with bare skin,
gloves or metalic object are victim of painful electrical
damage.
Moreover, this power has some spectacular effects: Someone
striking the magician with a sword would see little electrical
arcs climbing the blade and lick his hands (gloves don't really
protect in this case) in less than a fraction of second. It's hard
to continue striking someone who damages you this way. There is
a visual component to this power: little electrical arcs runs
around the body of the Knight protected this way.
System: ?.
The number of successes in the Path roll used to start this
power is equal to the Voltage Damage. Note that the Knight will
not know how many success he did. This power lasts one turn
per Voltage Damage, and then, the Voltage start to decrease by
one damage per turn. So the total duration of this power is equal
the the double of the Voltage Damage. The Knight can't stop
this power: He will have to wait for the end (he will know when
the power will end).
Note 1: If the Knights isn't protected by Electrical
Immunity, then he takes, too, damage from this power.
Note 2: Having gloves or a wood protection around a
metallic weapon will only add to the Soaking Roll. It will not
protect the attacker. To fire a gun a point blank range (less
than 1,5m) won't protect the attacker too: An electrical arc will
climb the ''trace'' of the bullet up to the gun (explosion?) and to
its bearer.
***** : Lightning Ball
Difficulty: 6
Cost: 3 Sekhem
By concentrating some of his Sekhem in the palm of his hands, the magician can project a ball of highly electrified matter, and guide it by his willpower to its aim: If the victim doesn't succeed in dodging the Lightning Sphere, he will be caught in an electrical aura which will litteraly explode in lightning bolts, provoking painful and sometimes mortal damage.
System: 3 Sekhem.
The magician must use 3 Sekhem to fuel the ball, and then
use the Roll Path: Each success is one damage. Then she must
roll Perception+Alertness, Difficulty: 7.
This power has a range of 50 meters (50 Yards) and the victim
must dodge it as if it was a full-auto attack (Difficulty to
dodge raised by 2) as the magician has some control on the
movement of the Sphere.
The damage is non-aggravated, but is more difficult to Soak:
Difficulty 7; and is equal to the successes in the initial Path
Roll the first turn. Each following turn, the electrical
aura affecting the victim does one less damage until it disappear.
The diameter of the Aura is 0,5 meter around its aim, more or
less, and will damage anything that enters this zone of effects.
If the Spheres encounters a solid obstacle (wall, car, etc. but
glass doesn't work), it will explode in the same way described
before. If the Sphere enters water, it will explode the same way,
but with a diameter equal to 1 meter per damage.
Note 1: If the Sphere go through the Ground or through
water, the damage is divided by two, as well as the time of
effect.
Note 2: The time the magician concentrate the Sekhem on his
palm, a ball of white light is visible in the palm of his hand.
***** * : Lightning Sun
Difficulty: 6
Cost: 5 Sekhem
This power creates, like the Level 5 Ritual, a Ball of Lightning energized with electrical Sekhem. The Knight sends the ball to its place, and the next turn, it starts to radiate electrical arcs all around the zone. Everyone in the zone suffer electrical damage unless succeedeing in avoiding the arcs (more luck and ability!)
System: ?.
The sun's diameter and damage changes with the successes:
Successes | ray | Central Damage |
---|---|---|
1 | 3m | 2 |
2 | 6m | 4 |
3 | 9m | 6 |
4 | 12m | 8 |
5 | 15m | 10 |
+1 | +3m | +2 |
People within the 1 meter diameter of the sun takes full damage. Each meter removes one dice of damage, minimum 1 until the full range of the power: Thus 3 successes creates a zone of 9 meters, with a 6-Dice damage sun. Within one meter, one take full damage (6). From 4 to 5 meters, one takes 2 Damage, beyond 5 meters until 9 meters, one takes 1 Damage.
It is very difficult to dodge this kind of ray: The difficulty to dodge is 8, but each success removes one damage.
***** ** : Level 7 Power
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***** *** : Level 8 Power
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***** **** : Level 9 Power
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***** ***** : Level 10 Power
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