Chosen: The Armageddon Part Two By Justin Love (jlove@csc.cornell-iowa.edu) | Part One | Part Two | Part Three | School Ignis (Fire) Attribute Charisma. Primary Emotions Various forms of passion. The chaotic flames of passion despise the mundane, constantly reaching for greater heights; quick to burn all those who dare draw near. It has the power to call forth the forces of chaos itself, to uncertain ends. Flame chart For later reference. Heat Size is the difficulty to soak a number of wounds equal to size. Rank Heat Size Damage 0 -- 0 wounds (untouched) 1 3 1 wound (part of body) 2 5 2 wounds (half of body) 3 7 3 wounds (whole body) 4 9 3 wounds (whole body) 5 10 3 wounds (whole body) Elementals Ignis elementals are seething balls of flame, constantly churning and whirling, burning anything which contacts them. Special Power Scorch: You are treated as if you had cast Baptism by Fire at all times. Water will force you out of elemental form instead of ending the enchantment. Ignis Aspect: Emotion Primary Emotion Desire. Bane Susceptibility: You are always affected by Passion, as if you had cast it upon yourself, though it only manifests some of the time, when temptations are especailly high. * Passion Activation: 1k Enchant: Person(s) Description: The subject is filled with feelings of intense passion. You may attempt to direct the form this takes, be it love, inspiration, or hate, but be wary of the chaotic flames (storyteller discretion). You may target more than one person in a given action, up to one per dot in Ignis Aspect Emotion. System: The subject must make a willpower roll, attempting to score more successes than your rank in Ignis Aspect Passion (or spend a point of willpower to cancel Passion) to avoid acting on this desire. ** Orgy Activation: 1k Ability: Expression (6) Enchant: Area Description: Allows you to release the inhibitions of all persons in some good natured atomosphere, most often a party. System: Make a charisma + expression roll, diff. 6. Anyone who wishes to resist his or her true desires must score at least as many success as you on a willpower roll, diff. 7. Ignis Aspect: Counter Cost 5/x2 Primary Emotion Excitement Bane Indifference. Since any Aqua spell which targets you is resisted, it makes it harder to benefit from helpful Aqua effects. * Evaporate Activation: 1k Description: Any Aqua power which targets you is automatically resisted by this power. You may also take an action and spend a point of positive Karma to attempt such a resistance against any Aqua spell. System: Each success on a roll of one die per dot you possess in Ignis Aspect Counter reduces the casters success by one, or stops the power altogether if it required no roll. The source of this counter-magic will be obvious. Ignis Aspect: Enhance Primary Emotion: Inspiration Bane Peacock: You have a beautiful voice and are given to lively converstaion, and you cannot resist the urge to show off you talents. You must make a willpower roll, and get at least as many success as your rank in Ignis Aspect Enhance to pull yourself away from a social situation. A similar roll may be required to avoid letting secrets slip, especially if they are not your own. * Passion's Tongue Activation: 1k Enchant: Self Description: Increases the quality of your voice and your ability to hold lively, stimulating conversation or make moving speeches. System: Until the end of the scene, your charisma is increased by a number of dice equal to your rank in Ignis Aspect Enhance. May not be used while in effect. Ignis Aspect: Elemental Primary Emotion Hate Bane The wild flame. You are the burning churning flame, first wheeling one way then the other. You have a tendency towards unprovoked mood swings. As one of the results, your die pool on any self control roll is reduced by one for every dot you possess in Ignis Aspect Elemental. * Torch Activation: 1k Enchant: Self Description: You may create a torch-sized flame on any one part of your body. It requires no concentration to maintain, though a second may not be started while one is in effect, and may be dispatched with a thought. System: Your receive no damage from the flame, but anyone touched by it must succeed in a soak roll diff. 6 or take one wound of damage. If you enflame your hands or other body parts for a brawl attack, this adds one auto-success to your related damage roll. ** Command the Leaping Flame Activation: 1k Ability: Leadership (6) Description: You may command any existing fire to do your bidding, swirling around in patterns, growing (fuel allowing), or shrinking. Once you have an established source of flame, you may throw bellows of it as an attack at nearby targets. System: If you command the flame as an attack, roll charisma + leadership to hit (it may be dodged,) with the number of net success being the rank of the size on the flame chart. If the hit is successful, make a charisma roll to increase the rank of the heat from a starting value of one on the flame chart. *** Firebreath Activation: 1k Ability: Melee (6) Description: Taking a deep breath, you may bellow flames at nearby opponents (within normal melee range.) System: Make a charisma + melee roll to increase the rank of the size of your fireball from zero, with your victim making a dodge roll to reduce your successes. If the hit is successful, make a charisma roll to determine the heat of the flame. **** Body of flame Activation: 1k Enchant: Self Description: Your body bursts into a raging but concentrated inferno, burning anything, except you, unfortunate enough to come in contact. This functions exactly as if you had been able to cast Torch on your entire body. System: All brawl attacks do one auto-success of damage, and anyone contacting you must make soak roll, diff. 6 or take one level of damage (more if larger areas of their bodies contacted yours.) ***** Flameblast Activation: 1k Ability: Firearms (4) Description: A concentrated ball of flames erupts from your hand, heading in the direction commanded, probably towards your foes. It goes forward until stopped or it reaches semi-distant range, rolling over anyone or thing that happens to be in the way. System: By itself the blast starts at rank one both heat and size (see the flame chart, above). Each success on a firearms roll, diff. 4 moves your choice of heat or size up one category. Heat is the difficulty to soak a number of wounds equal to size. Successes on dodge rolls reduce the effective size by one category for that person, thus, though you may not go beyond three wounds on size, you may put in 'extras' as hit insurance. ***** * Wall of Fire Activation: 1k Ability: Intimidation (6) Description: A thin crevise opens up in the earth, and burning flames come burning up from the depths, searing all those whom dare to pass. System: Make a charisma + intimidation roll to determine how long the flames pour forth. Anyone attempting to pass through must attempt to soak three wounds of damage at difficluty seven. (rank 3 heat and size.) Successes Duration 1 1 round 2 3 rounds 3 one minute 4 three minutes 5 ten minutes ***** ** Rain of Fire Activation: 3k Ability: Athletics (6) Description: You may make the very skies rain fire for one round, setting ablaze any flammable thing they hit, and likely injuring anyone caught in the rain. System: Make a charisma + athletics roll to determine the rank of the heat. Any person caught in the rain (about a 25' radius), including yourself, who fails a dodge roll, diff. 8, must soak one wound at a difficulty determined by your success. ***** *** Erupt Activation: 2k Ability: Crafts (6) Description: A crack opens up at any ground location you desire it to and can see, and spews forth a pillar of molten rock for one turn. System: If centered on a person, he must make a dodge roll against size rank five. Make a charisma + crafts roll to determine the rank of the heat. Even though it targets a location, if it is cast to hit a person, his Aqua Aspect Counter may resist it. ***** **** Inferno Activation: 5k Ability: Performance (6) Description: A large area around and including the caster erupts in flames, burning all those inside of its area of effect. System: (For the following heat and size values, see the flame chart, above.) The size of the Inferno is rank 5 for 5 yard radius of caster, 4 for 10 yard radius, 3 for 15 yard radius, 2 for 20 yard radius, 1 for 25 yard radius. The heat rank is the caster's success on a charisma + performance roll. The caster may maintain a started Inferno by spending only 4k per turn. ***** ***** Baptism by Fire Activation: 5k Ability: Empathy (8) Enchant: Self Description: You may become the flame itself, joining with the fire and losing your normal physical form for a while. This fire is inherently magical, and requires no fuel to burn, though it will of course ignite any flammable object that happens to get near it. While in this form, you are effectively immune to physical attacks, fire damage, and gravity, though a good douse of water can quickly end your enchantment. System: Stepping into a fire, make a charisma + empathy roll. If the roll is successful, your receive no damage from the fire and enter your new state. If it fails, you receive normal damage from the fire and must attempt again. If anyone touches you in fire form, or if you make a successful charisma+brawl roll, opposed by a dodge, if any, to contact them, they are burned. If they contacted you, use an appropriate rank (on the flame chart) for size. If you contacted them, the size is your net success to hit. In either case, roll your charisma to increase the rank of the heat. Ignis Aspect: Chaos Primary Emotion Confusion Bane Heart of Chaos: Every magic spell you cast is affected as per Choas Magic. * Chaos Surge Activation: 1k Description: The most basic and truly chaotic of the powers, calls chaos to do something -- but you won't have the foggiest what it is ahead of time, except that it will be some magical effect. System: Choose a target, which will be the benificiary (?) of whatever happens, roll three dice, and refer to the charts below. First die: School 1: Ignis 2: Aqua 3: Terra 4: Caelum 5: Dissilutio 6: Corruptio 7: Procreatio 8: Purgatio 9: Tempus 0: Randomly choose a new target, and re-roll this die. Second die: Aspect 1,2: Emotion 3,4: Counter 5,6: Enhance 7,8: First listed special aspect (ex: Ignis Aspect Elemental) 9,0: Second listed special aspect (ex: Ignis Aspect Chaos) Third die: Rank The number rolled is the rank of the power activated, at no additonal cost. ex: if a 5 was rolled, Ignis Aspect Counter would do a five-die counter against all Aqua effects she had upon her (if any), in Ignis Aspect Elemental, she would be Flame blasted, using your charisma + firearms. If a power which has no activation cost is chosen, ie, something which gives a character a special bonus or ability just for having it, she gains that ability for the duration of the scene. ** Confusion Activation: 1k Ability: Enigmas (6) (vs. willpower (6) Enchant: Person Description: Confusion fills the target's world with leaping, swirling lights, strange, random noises, and stranger smells. System: Make a charisma + Enigmas roll to determine how confusing it is. For the remainder of the scene the target will be too confused by the chaos to do any useful thing unless he succeeds in a willpower roll, scoring at least as many success as you, at the begining of each turn. If he succeeds in this roll three consecutive times, the enchantment ends. *** Mood Swings Activation: 1k Enchant: Person Description: This power attempts to affect the targeted person with one of the other emotion powers. System: Roll a single die to determine which power. If the resulting emotions are for a specific person/thing, determine this randomly. Aspect Emotion: 1: Passion (love): Ignis Aspect Emotion 2: Calm: Aqua Aspect Emotion 3: Courage: Terra Aspect Emotion 4: Timid: Caelum Aspect Emotion 5: Anger: Dissilutio Aspect Emotion 6: Lure: Corruptio Aspect Emotion 7: Inspire: Procreatio Aspect Emotion 8: Honesty: Purgatio Aspect Emotion 9: Angst: Tempus Aspect Emotion 0: Passion(hate): Ignis Aspect Emotion **** Alteration Activation: 1k Enchant: Self Description: Alteration can change your body for short periods of time. System: Choose an attribute and roll one die. Attributes will not be lowered below 0 by this power, however reduction of physical attribute to zero will leave you effectively paralyzed until you can re-activate this power or use another method to correct the situation. Effect of die on the attribute: 1,2: -2 3,4,5: +1 6,7,8: +1 9,0: +2 ***** Change Activation: 1k Description: Change will alter your current state of body, ie, your health levels. Use of this power may reduce you to incapacitated, but not to death. System: Roll one die and refer to the chart below. effect of die on your current health levels ('+' is healed, '-' is further harm) 1: -3 2,3: -2 4,5: -1 6,7: +1 8,9: +2 0: +3 ***** * Choas Magic Activation: 1k Description: Target spell is cast drawing on the magic of Chaos, which causes several unpredictable effects. System: First, the character casting a chaotic spell should roll two dice, a chaos die and a surge die. The number rolled on the chaos die should be cross-referenced with your rank in Ignis Aspect chaos on the chart below, and a modifier for the die pool (if any) for the spell is determined by such (this will not lower a die pool below one.) If the surge die rolls the same number as the chaos die, a chaos Surge is cast instead of the intended spell, affecting the former target (the caster if the spell had no target.) Die Roll ***** ** Path of Chaos Activation: 1k Description: You may call forth the very same forces of chaos that govern the Path of Chaos, and bring them to bear on a victim. System: Refer to the full description under the Path of Chaos. ***** *** Chaos Transport Activation: 1k Chaos Transport takes you somewhere and more than likely someplace other than where you are, though it will usually be a place you know, or somewhere within the same area as you are now, or perhaps the place where a person you know is. System: This power places you completely at the mercy of the storyteller in deciding your destination. This can be an excellent way to advance the plot, though such useful jumps will take place rarely, probably not more than once a story. The new location will almost always be someplace 'interesting.' One of the best uses of this power is an escape. ***** **** Mutation Activation: 1k Description: Effects some, usually drastic, physical change in the subject. This is a randomly chosen Path of the Beast or a similar mutation with a negative effect. System: Roll one die to determine the severity of the change. Some sample negatives are listed below and approximate the severity and type of mutation. (other rolls will be between those given.) 1: A debilitating flaw. 5: A minor flaw 6: A minor boon (1-4 points on Path of the Beast) 0: A major boon (about 15 points on Path of Beast) Sample Flaws: Many physical flaws from the players guides' are also appropiate. Those listed below are more or less from minor to major. Disfigurement: Reduces the victim's appearance. This flaw may vary from minor to major by having a greater or lesser reduction of the subject's appearance. Hooves: The character's feet and/or hands (which of these change occur can be used as a variance of the severity) changes to hooves such as a horse would have. This make movement difficult if on the feet (two die penalty, may be reduced if the character gains practice with them) and make use of the hands impossible, as they no longer exist. Bad Eyesight: The characters eye's go bad. This flaw also can range, from getting worse vision to total blindness. Aversion to Sunlight: The character suddenly finds sunlight espcially bothersome. This can range form dice pool penalties as a low level flaw to taking damage as a higher level flaw. Life of a Fish: This potentially fatal mutation replaces the character's lungs with gills. If they cannot reach water, they will 'drown'. Brother Dearest: The character sprouts a second head, more than likely with a disagreeable personality, that will fight for control of the body. ***** ***** Call Chaos Activation: 5k Description: Calls forth the forces of chaos on all persons in a large area about you (including you.) The effect of this is similar to that of Chaos Surge, but due to the number of potential effects, it has been reduced to a single die to determine effect. System: Each individual within the approximately 25' radius of the spell should roll a single die, affected as below. No Karma need be spent by any party to activate these powers. Effect of Call Chaos on an individual Die Effect roll 1: An Ashes to Ashes (Corruptio Aspect Corrupt) is cast against the character with die pool of three. 2: A Dust to Dust (Dissilutio Aspect Destroy) is cast against everything on the character's person, with a die pool of three and Arcane Destruction (Dissilutio Aspect Destroy) in effect. 3: An Erupt is cast on the place the character is standing on, with a die pool of five. 4: A Chaos Transport is cast against the chracter. 5: Until the end of the scene, any spell the character casts or that is cast against the character automatically has a Counter-Magic (Aqua Aspect mind) cast against it, with die pool of five. 6: A Flight (Caelum Aspect Elemental) is cast against the character with a die pool of five. 7: A Skin of Stone (Terra Aspect Survival) is cast against the character, with a die pool of five. 8: Speed Other (Tempus Aspect Warp) is cast against the character, granting three extra actions. 9: A field of Sanctuary (Purgatio Aspect Purify) surrounds the character until he wills it gone. 0: A Restoration (Procreato Aspect Life) is cast against the character, automatic success. School Aqua (Water) Attribute Manipulation Primary Emotions Peace, tranquility. The calm and tranquil seas provide mostly protective powers, but their tides may shift quickly, roaring to destruction. Aqua is also the master of the calm, calculating mind, and powers that allow for mind over matter. Elementals Aqua elementals are pools of water which may reshape themselves in any form they wish. Special Power Flow: You are treated as if you had Joined with a body water, though none is necessary for your survival. Aqua Aspect: Emotion Primary Emotion Peace Bane Susceptibility: You are affected as per calm at all times. Treat exactly as if you had cast it upon youself. * Calm Activation: 1k Enchant: Person(s) Description: The target being is washed over with feelings of peace and tranquility. You may target more than one person in a single action, up to one per dot in Aqua Aspect Emotion. System: They must make a willpower roll, attempting to score at least as many success as your rank in Aqua Aspect: Emotion (or spend the willpower point to cancel Calm) to engage in aggressive or passionate activities. Aqua Aspect: Enhance Primary Emotion Command Bane Drive: Any time you leave a meaningful conversation with someone without manipulating them in some way, you must roll one die per level of Aqua Aspect Enhance you possess. Each success is one point of temporary Willpower that you lose. * Voice of the Sirens Activation: 1k Enchant: Self Description: Sharpens your ability to make others do as you wish them to. System: You gain a number of manipulations equal to your highest ranked Aqua power for the duration of the scene. May not be used while in effect. Aqua Aspect: Counter Primary Emotion Self-control Bane Indifference: Since any Ignis spell cast against you is resisted, it makes it harder to benefit from Ignis effects. * Quench Activation: (1k) Description: Any Ignis power which targets you is automaticslly resisted by this power. You may also take an action and spend a point of positive Karma to attempt such a resistance against any Ignis spell. The source of this counter-magic will be obvious. System: Roll a number of dice equal to your rank in Aqua Aspect Counter. Each success reduces the casters success by one, or stops the power altogether if it required no roll. Aqua Aspect: Elemental Primary Emotion Tranquility. Bane Tidal Influence: You are extremely affected by the changing tides, to the extent that changes manifest in you body. For each dot you posses in Aqua Aspect Elemental, you must choose one attribute, or permanent willpower, when you gain the dot, and designate this trait as influenced. This attribute will receive a plus one (which may go above your normal trait max) during high tide, and a minus one (which may go to zero but not below; choosing one dot attributes for influence is not recommened) during low tide. A high tide occurs about once every 12 hours, 25 minutes, but during the space of a story or even chronicle , this can be rounded to 12 hours for simplicity, though it does cause about one hour deviation per day, which would not be too hard to handle. The modifiers are in effect for one hour before, after and including the hour during which the moment of high or low tide occurs. Modification does not occur instantly, thus, whenever the influenced character enters a scene, the modifiers should become set for the remainder of the scene (excluding exceptionally long scenes.) Sample 12 hour tides are shown below. Time: 12 1 2 3 4 5 6 7 8 9 10 11 Modifiers: +1 +1 +1 -1 -1 -1 * Purify Water Activation: 1k Ability: Survival++ (6) Description: You may remove impurities from water, or even turn other liquids into water in a limited fashion. System: Begin making an extended manipulation + survival roll with the difficulty based on the substance(s) being removed. The number of success required is the number of gallons to be purified. Suggested difficulties: 3: Kool-AidTM, or dirty water 5: poisoned drink or acid solution. 7: non-water, non-oil based liquid 9: oil based liquid 10: oil. ** Call Rain Activation: 1k Description: This sets in motion the forces nessary to bring rain clouds to the area you occupy and have them drop thier load on the land. It may take a day or two, but it will rain in the near future. System: No roll is required; once the Karma is spent the power is set in motion. *** Breath Water Activation: 1k Enchant: Person Description: The Target being may breath water as if it were air. The enchantment lasts until air fills the person's lungs again, after they have been filled with water. System: Activation of the power is automatic and no roll is required, however, a willpower roll is required to take water into one's lungs if inexperienced. **** Create Water Activation: 1k Ability: Crafts (S) Description: This effect doesn't actually create water, but condenses it from the surrounding air; thus the difficulty is based on the humidity. System: Generates a number of gallons equal to your successes on a manipulation + crafts roll, wherever the caster wishes within sight. The difficulty of this roll ranges from 3 at the shore to 10 in desert. Each die is automatically successful in rain. ***** Control Water Activation: (1k) Ability: Leadership (6) Description: Water flows at your command, even defying gravity as long as a sufficient support column is maintained. System: You may control a number of gallons equal to the number of successes on a manipulation + leadership roll. You retain control of these gallons as long as you maintain concentration and do not re-attempt this power. If you hurl the water at someone, you may spend a point of Karma to have it do a number of damage equal to your success on a manipulations roll. Make another manipulation + leadership roll to hit. The 1 Karma may be spent at any time after you have control. If you attempt to drown a person, you must consistently score more successes on a manipulation + leadership roll than his dodge. If you can keep his mouth and nose covered for the entire time required for the person to drown, then he dies as a result (see a sourcebook for complete drowning rules.) ***** * Mothers Touch Activation: 1k Ability: Medicine (5) Description: The subject is completely submerged in water in this ritual. This power may only be attempted once on a particular set of wounds. System: The subject regains a number of non-aggravated health levels equal to the number of successes scored on a manipulation + medicine roll, diff. 5. Every success over four may heal an aggravated wound. ***** ** Vortex Activation: 5k Ability: Expression (7) Description: You may turn any body of water within sight into a large (but no larger than the body of water) swirling vortex of doom. Anything in the area of effect of the vortex may be drawn in and taken under the surface. System: Make an manipulation + expression roll, diff. 7 to determine the size and strength of the vortex. It remains as long as you maintain concentration. The radius of a vortex is about the length of the largest thing it can drown. Success Size and strength 1 Small swirl: a person who knows how to swim can escape without much difficulty. 2 Small vortex: a swimmer will be be caught but not sucked under. 3 Medium vortex: multiple swimmers or small rafts may be ensared by the vortex and brought under. 4 Large vortex: small boats may be caputred and sucked under; medium sized ones may become stuck, but not submerged. 5 Huge vortex: medium sized ships are drawn in and submerged or capsized; even large ships are held by the swirling doom. ***** *** Density Control Activation: 1k Ability: Science (6) Description: You have absolute control over the weight and density of water and can therefore control what floats and sinks in it with great ease. This effects at most a 25' radius. System: Roll manipulation + science, diff 6. Dramatic alteration of the density requires a greater number of success. ***** **** Tsunami Activation: 5k Ability: Performance (S) Description: A huge tidal wave sweeps up cutting a swath of destruction. System: A manipulation + performance roll is made, with the number of successes being the damage assigned to everything hit by it, including the caster if he ends up in the way. The wave will hit in three turns. The difficulty of this roll is 5 near large bodies of water, 7-10 elsewhere, depending on humidity. ***** ***** Join Activation: 1k Ability: Mythlore (8) Description: This power allows you to join with a body of water; you turn yourself into water itself, free to flow through the seas or form it about in a manner simmilar to Control Water. System: Make a manipulation + mythlore roll, diff. 8; if you succeed you may enter your new form, returning at will. Aqua Aspect: Mind Primary Emotion Discipline Bane Magic Susceptiblity: Opening the mind and embracing the powers of magic can lead to great power, and to great danger. Any magic spell which targets you has its die pool (if any) increased by one per dot of Aqua Aspect Mind you possess. This leads to most spells having far greater effects on you, both helpful and harmful. * Supersense Activation: (1k) Ability: Alertness (4) Description; Your mind has begun to open, but it still functions primary throught the normal senses. Additionally, you have a limited form of emotion perception which allows you to pick up hostile thoughts around you, thus allowing you a limited form of danger sense. This power is always in effect. System: You may replace almost any normal perception based roll with a manipulation + alertness roll at diff. 4 by spending one point of positive Karma. ** Mindspeak Activation: (1k) Description: You may send thoughts to any person within sight. If you spend one positive Karma when you initiate such a conversation; a person without Mindspeak may respond to you. System: No roll is required, the sending is automatic but requires your complete concentration to perform. *** Read Activation: 1k Ability: Empathy (S) Description: You may attempt to read the surface thoughts of another. System: Make a manipulation + empathy roll, difficulty of the subject's willpower. The number of successes roughly determines the detail of the information which may be obtained. **** Counter-Magic Activation: 1k Ability: Occult (8) Description: You may attempt to prevent the successful use of any magic, or dispel an enchantment. The source of the Counter-Magic will be obvious. System: Roll your manipulation + occult, diff. 8, with each success reducing the successes of the caster, or altogether stopping the spell if no roll was required. ***** Telekinesis Activation: 1k Ability: Intimidation (6) Description: The targeted object may defy gravity as long as the caster retains concentration. System: The approximate maximum weight of this object is determined by your successes on a manipulation + intimidation roll. Successes Weight (lbs) 1 100 2 300 3 700 4 1,500 5 3,000 ***** * Mind Probe Activation: 1k Ability: Enigmas (S) Description: Mind Probe allows you to see into the thoughts of another, searching out the information you seek without worrying about whether the person is telling you the truth about what she knows. System: Make a manipulation + enigmas roll, difficulty of the subject's willpower. At least three success are needed to find all the information you desire; one will give some sketchy related details, and five will allow you to access anything you want, digging up any related details of the sought after information. ***** ** True Seeing Activation: 1k Description: Though Mind is the art of opening yourself to all possibilities, it also seeks to weed out the truth from all lies. By spending a point of positive Karma, you may see the world unfiltered by any form of illusion or artifice, especially magical, until the end of the scene. This power will not detect weather a person is lying to you or not, but all sensory input you receive will be as the world really is, unfiltered by any form of illusion or masking. True Seeing also allows you to sense the presense of magic itself. Thus, you may tell what school a particular spell or enchantment is from, and see things that exist only magically. System: No roll is required to activate or maintain the power. After you spend the one turn and one Karma to activate True Seeing, it remains in affect as long as you wish. ***** *** Telepathy Activation: 1k Description: Establish a mental link with another person. As long as you maintain concentration, you may speak or share thoughts with them almost as if your minds were one. System: No roll is required, but you must know the person you wish to contact. ***** **** Entrance Activation: 2k Ability: Subterfuge (S) Enchant: Person Description: Entrance allows you to gain complete domination over the mind of another. The subject will be your willing slave, open to any suggestions you make as to his activities. You must have eye contact with your subject to use this power. Entrance may not force someone to do something that is against his moral code or would cause great harm to himself or a loved one. Minor infringements on the subject's beliefs allow him to make a willpower roll to break the spell, and a order causing direct violation of a major code allows him to break out automatically. Repeated castings may reset the duration, but not add to it. System: Make a subterfuge roll, difficulty of the subjects willpower. Your successes determine the length of the entrancement. Duration Duration 1 one minute 2 one hour 3 one day 4 one week 5 one month ***** ***** Omnisence Activation: 1k Description: By mentally asking a question, you may receive the answer so long as any person, or collection of persons, knows the information you seek. Omniscience may only request facts; things such as intentions, emotions and current trains of thought are too abstract for the power. You are also limited by your capacity to comprehend the information received. Asking a question with an involved answer, ie, 'how do I construct a nuclear device', will leave you so flooded with information that you will forget the vast majority of it. In fact, if you ask such a question and receive a voluminous amount of information, the overload may cause a derangement (probabaly either a fixation or phobia with the subject of the question). Such information may be received by asking a series of more specific questions, and recording them, ie 'How many parts do I need to build a nuclear device';'what is one of the parts';'what is another part';'where can I most easily get the (part)';'what do I do with (part)', etc. System: No roll is required to use the power, but if you get an information overload, you must make a willpower roll, diff. 8, or the storyteller should choose an appropiate derangement. Even succeeding in the roll will leave you stunned for short period of time. School Terra (Earth) "The willow knows what the storm does not: that the power to endure harm outlives the power to inflict it." -- MagicTM card. Attribute Stamina Primary Emotions Courage and stability. The Earth is solid, stable, unmoving and resolute. Its practitioners inspire their comrades to never give up, emerge unscathed from dangers that might kill another and control the dirt and stones themselves. Elementals Terra elementals are piles of dirt and rock taking on whatever form the elemental chooses. Special Power Smother: You may control your entire mass as if an Earth Control (see below) had been used. You need to spend Karma to control it only on rounds in which you wish to do damage by strike or crush. Terra Aspect: Emotion Primary Emotion Courage Bane Overconfidence: Unlike Courage itself, practitioners of the art have a tendency to take unnecessary risks. If you think that it would be better to stay away, make a willpower roll. If you score at least as many success as your rank in Terra Aspect Emotion, or spend a point of temporay willpower, you may resist the urge to charge forward. * Courage Activation: 1k Enchant: Person(s) Description: The target being is filled with bravery and determination to defy all odds, but not to the point of stupidity. You may target more than one person with this power in a single action, up to your number of dots in Terra Aspect Emotion. System: No roll is required. The subject gains two extra dots of willpower until end the end of scene. Terra Aspect: Enhance Primary Emotion Dauntless. Bane Thrill seeker: You're tough, and you know it. You feel the call of danger, and have no real fear of it; after all, you haven't died yet, you can take any punishment life deals out. Life would be boring without some occasional excitement. Whenever you are tempted by a dangerous but exciting situation with a chance of survival, you must make a willpower roll. If you score at least as many success as you rank in Terra Aspect Enhance, you may choose to pass on the oportunity. * Endurance Activation: 1k Enchant: Self Description: Dramatically increases your ability to resist damage and avoid exhaustion. System: You gain a number of stamina equal to your rank in Terra Aspect Enhance until the end of the scene. May not be used while in effect. Terra Aspect: Counter Primary Emotion Stability. Bane Indifference: Since any Caelum effect cast against you is automatically resisted, it is harder for you to benefit from helpful Caelum powers. * Mountains High Activation: (1k) Description: Any Caelum power which targets you is automatically resisted by this power. You may also take an action and spend a point of positive Karma to attempt such a resistance against any Caelum spell. The source of this counter-magic will be obvious. System: Roll a number of dice equal to your rank in Terra Aspect Counter. Each success reduces the casters success by one, or stops the power altogether if it required no roll. Terra Aspect: Elemental Primary Emotion Honor Bane Allergy: You have several allergies to artificial substances, which cause you a variety of problems. Whenever you are in contact with a substance to which you are allergic, your die pool is at minus one. You must choose one allergy for each dot you gain in Terra Aspect Elemental. The allergy is to an artificial or produced substance such as the following: plastic, sythentic fiber (choose one), synthetic rubber, white paper, paint, vinyl, drugs, medicine, or additives (choose one), etc. * Grow Activation: 1k Description: A plant experiences greatly accelerated growth for as long as concentration is maintained. Flowering plants affected this way blossom with beautiful flowers. System: No roll is required. The plant continues to grow as long as its immediate supply of food is not exhausted. ** Dig Activation: 1k Enchant: Self Description: For the duration of the scene, even the most tightly packed dirt gives easily to your slightest touch. System: No roll is required; once the Karma has been spent, you may move dirt freely for the duration of the scene. *** Pack Activation: 1k Description: The effects of mud packs have long been a practice of primitive medicine. System: By making a mud pack, placing it on a wound, and spending a point of positive Karma, the affected wound(s), even if they are aggravated, heal as quickly as if they were one health level lower. The bruised level heals in but an hour. **** Stoneshape Activation: 1k Enchant: Self Description: Once activated, for the rest of the scene, stone yields to your touch like it was more of a dough than rock. System: No roll is required to start using the power. While active, this power is used only when you wish, thus allowing you to climb the handholds you just made, for instance. ***** Rend the Earth Activation: 1k Ability: Expression (6) Description: Rend the Earth opens up a crevice in any large body of dirt or stone. System: Make a stamina + expression roll; the number of successes you score is the number of successes a person on top of the crevice when it opens must make on a dodge roll to avoid falling in, and the number of success a person needs to jump the crack. The number of success is also the depth of chasm. A person falling in must soak one damage for each success you made. ***** * Combine Activation: 1k Ability: Athletics (8) Enchant: Self Description: You must have contact with some large mass of dirt or stone to activate this effect. You enter the material and remain there in a state of somewhat suspended animation. You retain a slight sense of beings around you on the outside, but cannot use any other senses. If the part of the earth you are occupying is broken, you will instantly be 'spat out'. System: Make a stamina + athletics roll, diff. 8, for success or failure. ***** ** Diffuse Activation: 1k Description: Once you are Combined, you may travel through continuous dirt or stone at a speed no faster than your normal walking speed. System: No roll is required. The Karma need only be spent to start using the power, and may then be maintained so long as you concentrate. ***** *** Quake Activation: 2k Ability: Performance (6) Description: All persons within a five to ten mile radius experiences violent shaking. It may also cause poorly constructed buildings to collapse. System: Any person affected by the spell must make a dexterity + athletics roll to remain standing. The difficulty of this roll is equal to 6 + [your success on a performance roll] - [radius (in miles) they are within to you]. Thus if you score three successes, everyone within the first mile radius (including you) has difficulty 6 + 3 - 1 = 8; within the second mile has difficulty 6 + 3 - 2 = 7; the fith mile: 6 + 3 - 5 = 4 etc. ***** **** Earth Control Activation: 1k Ability: Brawl (6) (hit) Ability: None (6) (dam) Description: With a thought, you may command any dirt within sight to do your bidding this turn. It may even defy gravity so long as some support is maintained. System: No roll is required to take control of the dirt, but to maneuvering it correctly does. You must re-spend the activation cost each turn you wish to remain control. If used to crush or strike, roll stamina + brawl to hit and unmodified stamina for damage. ***** ***** Stone Control Activation: 1k Ability: Melee (6) (hit) Ability: None+2 (6) (dam) Description: Similar to Earth Control, however, the control is not 'flowing' like earth, rather you may control large hunks of rock to break off and move at your command, though they may not fly through the air in any way. System: Once again, no roll is required to take control, just to move the stone effectively. Use stamina + melee to hit for a strike or crush and your unmodified stamina, plus two, for damage. Terra Aspect: Survival Primary Emotion Stubbornness Bane Call of Adventure: The world is a wide open, exciting place, full of fun and interesting things to do. You cannot bear to be relegated to the hum-drum existence of a daily routine. At the end of any day in which you do not try something new or visit a new place, roll one die for each dot you posses in Terra Aspect Survivial. Each succes is one point of temporary willpower that you lose. * Nourish Activation: 1k Description: You may make any edible plant into a nourishing and filling meal, though the spell does nothing for the taste. It is possibile to survive completely on Nourishing plants. The spell affects the plant itself, so they may be given to others and have the same effect. System: No roll is required. The benefits steadily decrease if the plant is not consumed. After 24 hours, the plant will provide no extra nourishment. * Settle Activation: 1k Description: Allows you to more easily mend minor wounds. System: All of your aggravated health levels 'settle' towards the bruised side, allowing you to heal your non-aggraved levels without special measures to get rid of the aggravated wounds first. ** Strength of Will Activation: 0k Enchant: Self Description: By focusing your mind, you may block out all distractions. System: You may spend a point of temporary willpower to reduce your total die pool penalty, if any, by one until the end of the scene. *** Skin of Stone Activation: 1k Ability: Survival (6) Enchant: Person Description: In this ritual, dirt or pebbles are sprinkled or rubbed on the subject's bare skin. System: At the completion of the ritual, the caster makes a stamina + survival roll, with the subject gaining one extra bruised health level per success. The health levels remain for one month or until they are checked off due to damage. If this ritual is recast while any of these health levels remain, the previous ones are lost. **** Plantlore Activation: 1k Ability: Empathy (6) Description: By placing your hand on (or making other contact with) a living plant, you may recieve information about things that have happend around it. System: Make a stamina + empathy roll, with success determining how much and how detailed of information you may receive. ***** Camouflage Activation: 1k Ability: Stealth (4) Description: Camouflage changes the color of your skin and hair (but not anything else, such as clothes) to earth or plant tones that match the natural setting you occupy. This power may not be used to blend in with an artificial setting, such as a city, unless there is a park or other speck of nature. System: Make a stealth roll, diff. 4. The number of success you score is the number of successes anyone else needs to score to notice you. ***** * Strength of Stone Description: You take on the qualities of stone itself; though it may crack, it is very hard to break. System: Your soak rolls are never modified by wound penalties or any other negative die pool modifiers. ***** ** Earthlore Activation: 1k Ability: Alertness (8) Description: This powerful tracking spell allows you to find anyone or anything traveling over dirt. System: Make a stamina + alertness roll, diff. 8. If the sought after person or thing is within a one mile per success radius, and is, or was recently, in contact with the same body of earth as you, you know exactly where it is or was. ***** *** Harden Your skin takes on an unusual thickness and strength. System: Reduce your difficulty on soak rolls by one. ***** **** Stoneguide Activation: 1k Ability: Investigation (6) Enchant: Stone Description: This ritual enhants a stone with some sort of point (arrowheads are prefered) so that it will point towards the person, thing or place selected when it is enchanted. You must have some familiarity with the subject to cast this spell. System: Make a Stamina + investigation roll, with the number of successes determining how many times the stone may be used before it must be re-enchanted. If someone places the stone so that it is free to move and utters the word 'seek,' it will point towards the subject. If it is activated within a mile of the subject, it will also shoot of towards the subject at the speed of a brisk walk, going over, under, or around and barriers that get in the way. It does this with little force, and is thus easily restrained. ***** ***** Like a Rock Activation: 1k Ability: Willpower (6) Enchant: Self Description: This power takes the raw force of your will and shapes it into a protective field around you. System: Roll a number of dice equal to your willpower. The successes is the number of additional soak dice you gain until the end of the scene. If you re-use the power during the same scene, the new bonus replaces the old. At any time before making a soak roll, you may permanently remove one of these bonus dice from the enchantment to automatically soak any an one point of damage. School Caelum (Air) Attribute Dexterity Primary Emotions Fickle, capricious, flighty, and joking. A jokester, prankster, master of the winds, a tease who's bite is worse than its bark. Fear the jester who hovers before you, if he is really there -- or behind you, invisible -- who commands the clouds and calls forth the wind, rain, and thunder to do his bidding, graceful yet deadly. Elementals Caelum elementals are not visible, but detectable only by any leaves, dust, etc. that their swirling winds happen to pick up. Special Power Insubstantial: You may Disperse at any time and at no cost. Caelum Aspect: Emotion Primary Emotion Shyness Bane Susceptibility: You are affected at all times as if you had cast a shyness Timid upon youself. * Timid Activation: 1k Enchant: Person(s) Descriptin: Instill in target being any of Caelum's emotions, be it shyness or frivolity. You may target more than one person in a single action, up to one per dot in Caelum Aspect Emotion. System: They lose two dots of willpower (to a minium of one) until the end of the scene, unless they succeed in a willpower roll, scoring more successes than your rank in Aqua Aspect Emotion (or until the willpower point is spent to cancel Timid.) Caelum Aspect: Enhance. 5/x3 Primary Emotion: flighty. Bane: show off: Your dexterity is legendary - and if people don't realize that they need to be shown. You will rarley pass up an opportunity to show off your ablity, usually in the most playfull manner possible, such as juggling, esp. dangerous things like knives. This will rarly pose a major obstical, but if you have a pressing need to avoid this, you must score at least as many successes in a willpower roll as your rank in Caelum Aspect Enhance to resist the urge. * Quickness of the Winds Activation: 1k Enchant: Self Description: Quickness of the Winds greatly enhances your motor control and speed. System: You gain a number of dexterity equal to your rating in Caelum Aspect Enhance until the end of the scene. May not be used while in effect. Caelum Aspect: Counter Primary Emotion Cowardice Bane Indifference: Since all Terra spells cast against you are resisted, it makes it harder to benefit from helpful Terra effects. * Erode Activation: (1k) Description: Any Terra power which targets you is automatically resisted. You may also take an action and spend a point of positive Karma to attempt such a resistance against any Terra spell. The source of this counter-magic will be obvious. System: Roll a number of dice equal to your rank in Caelum Aspect Counter. Each success reduces the caster's successes by one or stops the power altogether if it required no roll. Caelum Aspect: Elemental Primary Emotion Fickle Bane Recurring Amnesia: You have a tendency to forget things -- names, dates, things you did last week or earlier in the day. To remember events or things you found out (one possible guideline is anything not represented on your character sheet, but that is an iffy guideline at best) you must make a wits + engimas roll, at minus one die per dot of Caelum Aspect Elemental that you possess. Absolutely essential information may be recalled by spending a temporary willpower point. * Breeze Activation: 1k Description: You may change the direction, and strength to some extent, of a breeze. Useful for hunting and tracking. System: No roll is required. The change may take a few minutes depending on how drastically it differs from the existing conditions. ** Float Activation: 1k Enchant: person (one form only)) If you are falling, you may activate this power, without an action, to float slowly down, receiving no damage as a result of the fall when you land. You may alternately spend an action to enchant a person. The next time she falls more than five feet, Float 'kicks in' and she survives unscathed. System: No roll is required. Someone floating may land on his feet if he makes a successful dex + athletics check. *** Speed of the Wind Activation: 1k Description: You may run at twice your normal running speed. Once the Karma has been spent to activate it, you may continue running at this speed until you come to a halt. System: No roll is required. This power only affects the distance you can cover and how fast you may cover it; you receive no extra actions from this power. In fact, due to the speed of your movement, it is impossible to effectively split your die pool for multiple actions. **** Flight Activation: 1k Ability: Mythlore (6) Enchant: Person Description: THe target being may fly for a limited amount of time. System: The target may fly for a number of minutes based on your successes in an dexterity + athletics roll. Additional castings add into the total success for max time. If the total success go above five, add 30 minutes per extra success. Successes Duration (minutes) 1 1 2 3 3 7 4 15 5 30 ***** Gust Activation: 1k Ability: Brawl (4)(vs.str+athletics (6)) Description: A powerful gust of wind bellows forth from your hand, striking any and all persons whom happen to be standing in the way. System: Make a dexterity + brawl roll, diff. 4, to decide its strength. A person struck (a dodge may be attempted if he is able) makes a strength + athletics roll to remain standing, with each success reducing your successes by one. If any success remain, he falls and must attempt to soak one damage per remaining success, for the fall. ***** * Whirlwind Activation: 3k Ability: Drive (7) Description: A swirling vortex of air forms and begins throwing everything about. System: When the tornado is formed, make a dexterity + drive roll. Any time something is picked up and thrown, it takes a number of damage equal to your number of success from the fall. You may maintain the tornado for only 1k per turn. ***** ** Lightning Spear Description: 2k Ability: Melee (6) Enchant:ment) Upon casting this spell (provided there are storm clouds overhead,) a straight bolt of lightning strikes the ground within arms reach of you and a length about your height remains there. Thereafter, until the bolt is dismissed or thrown it is as solid as any piece of metal, and you may reach out and grasp it. System: When you cast the spell make a dexterity + melee roll. The number of successes is the number of dice of damage any being other then yourself takes if she contacts the the spear, resulting in an effective damage rating of strength + (number of successes.) If the spear is thrown, it does an amount of damage equal to twice the number of sucesses, but becomes non-solid in the process and is lost. Difficulty of a staff is 4 for melee; throwing requires the skill throwing, use standard difficulty (of six.) ***** *** Windstorm Activation: 3k Ability: Expression (4) Description: Violent winds roar through an area about 50' wide, in a direction of your choice. System: No roll is required. This has the effect of a Gust cast against all things within the area of effect, except dexterity + expression is rolled instead of crafts. ***** **** Weather Control Activation: 1k Ability: (Firearms (9)) Description: You may evoke a change in the weather. This change is not instantaneous, but will happen as soon as possible. System: Most effects require no roll. If appropriate thunderheads are around, you may call lightning. Roll dexterity + firearms (diff. 9) to hit; if the roll is successful, roll 10 damage dice. ***** ***** Disperse Activation: 2k Description: You may turn into air itself and disperse youself, providing no target for physical or magical attacks and allowing you entrance into any place that is not air-tight. You may reform at any time, which takes one action also. System: No roll is required, but the transformation requires one full turn to complete. Caelum Aspect: Jester Primary Emotion Confusion Bane Lies, lies, lies: While truth is sometimes stranger than fiction, you find lack of truth far more amusing. You are a compulsive lier; you may make simple statements of fact or things which are obvious lies (ie, refering to female as he, unless are trying to convince people otherwise), things such as hello, or DUCK! Telling someone things such as your name, or what you did today (or any other story for that matter) is however impossible. Unless you succeed in a willpower roll, scoring at least as many successes as your rank in Caelum Aspect Jester, you will lie. * Tease Activation: 1k Ability: Intimidation (S) Enchant: Person Description: Accompanied by an insult or taunt, this power causes a person to become quite distracted in his anger. System: Roll your intimidation (or a taunting ability if you have it) (the storyteller is encouraged to award bonuses for truly amusing insults), difficulty of the target's willpower. If you succeed by at least two, he becomes quite mad and drops whatever he is doing (unless it is a life threatening situation, etc.) and comes after you. ** Cantrip Activation: 1k Ability: Leadership (S) Description: Speaking a one word command, which may be worked into a statement, you may attempt to make the subject obey. System: Make a dexterity + leadership roll, difficulty of the target's willpower. If you have a net success, the command must be obeyed. *** Fool Activation: 1k Ability: Subterfuge (6) (vs. wits+enigmas (S)) Enchant: Person Description: You may create an illusion of anything you desire, or make something disappear by creating an illusion of what's behind it. System: Roll your dexterity + expression for a number of successes. The targeted being may make a wits + enigmas roll to find flaws in your illusion. If she scores as many success as you, she is not fooled; if she scores more, she also realizes that someone tried to fool her. The difficulty of this roll is based on how believable the illusion is. It is made the first time she witnesses it and, if failed, at any other time thereafter that she has reason to doubt the illusion. Disbelief Situation Difficulty 3 Unbelievable: Aliens from space, or something appeared/disappeared from plain sight. 5 Real, but unlikely: a movie star walks down the street (except in Hollywood). 7 Sure, why not: A person or thing which might be here. (movie star in Hollywood) 9 Completely plausible: A person or thing which should be here (mailman in post office). 10 No reason to doubt: An invisible person or thing doing nothing to interact with the environment. **** Boost Activation: 1k Ability: Athletics (6) Description: Boost launches you forward in a single direction with great force, allowing you to jump long distances or reach great heights (Float comes highly recommended), traversing the entire distance in the space of a single turn. Make a dexterity + athletics roll, with the successes determining how strong of a boost you receive. Successes Effect 1 5' up or 15' across 2 One story up or 30' across 3 Two stories up or 60' across 4 Five stories up or 150' across 5 Ten stories up or 300' across ***** Doorway Activation: 1k Ability: Security (6) Description: Doorway opens up a temporary portal through a normally solid object. The doorway is large enough so that the caster may walk through easily. System: The doorway lasts for a number of turns equal to your successes on a dexterity + security roll. ***** * Hyena Activation: 1k Ability: Empathy (6) Enchant: Person By making a magically enforced joke or funny action, you may cause a victim to be overcome with hysterical laughter. System: Make an dexterity + empathy roll (the Storyteller is encouraged to award bonuses for jokes which are actually humorous as opposed to just satisfying the requirements of the spell.) Immediately and at the beginning of each turn, the target must roll willpower, attempting to score at least as many successes as you. For each success not matched, he suffers a minus one to all rolls that turn. The enchantment lasts for one scene. ***** ** Illusion Activation: 2k Ability: Performance (6) (vs. wits+ enigmas (6)) Enchantment Description: This power works exactly like Fool, except that dexterity + performance is rolled instead of expression, and rather then targeting the senses of one person, you create an illusion which many people may see. Any being witnessing the illusion you create may make a wits + enigmas roll to disbelieve it. ***** *** Teleport Activation: 2k Ability: Etiquette (8) Description: You must know your destination to attempt this power or the place of arrival will be unpredictable. System: Make a dexterity + etiquette roll, diff. 8, to determine success or failure. Failure indicates that nothing happened. A botch indicates a result similar to Chaos Transport (Ignis Aspect Chaos.) ***** **** Shapeshift Activation: 1k Description: You take on the form of any real animal of your choice, taking on all of their abilities, and all of their disadvantages. System: No roll is required. You may still use your powers while transformed, but things such as Hyena or Tease are impossible if you cannot speak, and other spells may have similar requirements. Note that this power does not count as an enchantment. As a result of this, you must re-activate it to return to your normal form. This power may be used to cause changes in your human appearance, but may not make you look like someone else (Illusion does that just fine.) ***** ***** Gate Activation: 2k Ability: Crafts (6) Description: You may open a magical gateway to any other place you are familiar with, or the place occupied by a person (including yourself) or thing you are familar with. Anything which may fit through the gateway, which is large enough for you to walk through easily, may then go through it arriving at the destination. System: Make a dexterity + crafts roll to determine the number of turns the gate remains open.