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| Alchemy | ||||||||||||
| The study of Alchemy is a much-sought knowledge. It is not just the transmogrification of base metals into gold, although that is the ultimate goal; it is also the study and manipulation of the physics of metal. Characters using rules for Secondary Abilities may substitute the Metallurgy Skill for the appropriate Ability in any roll for this Aptitude, at �1 difficulty, subject to Storyteller approval. � Softening The first stage of Alchemy is the manipulation of physics. The object being Softened must be made of metal, and must be held. Objects made partially of metal and partially of other materials (e.g. an axe) may be Softened, but metal portion must be touched, and it is only the metal portion that is affected. To use Softening, spend 1 Vita and roll Dexterity + Crafts (difficulty 7). Success indicates that the surface being softened may be bent, shaped, and/or imprinted upon. The surface hardens, with all alterations made staying permanent, at the character�s will. �� Dissolve Beyond Softening is the total breakdown of the object�s physical state. To Dissolve an object (or the metal portion of an object), spend 1 Vita and roll Dexterity + Crafts (difficulty 7). On 1-2 successes, the result is simply as per Softening. On 3 or more successes, the item or surface in question dissolves into a liquid. Again, the object must be held or touched. ��� Eyecraft At this level of Alchemy, the character may employ both Softening and Dissolve without the need to be in physical contact. This can be extraordinarily impressive in combat, when a charging enemy suddenly finds his sword nothing more than a puddle. To use Eyecraft, the target item must be in view of the character. Spend 1 Vita and roll Wits + Quintessence (difficulty variable; 7 for nearby items to 9 for far away targets). On success, the character may then make a separate roll for either Softening or Dissolve, as well as spending the additional Vita. Note that if Eyecraft is successful, the subsequent use of Softening or Dissolve does not require an additional action. Eyecraft may not be used in conjunction with From Gold or To Gold. ���� From Gold It is true that the best way to learn how to do something is to first do it in reverse. The power of From Gold is the reverse of true Alchemy; i.e. the character takes an item made from gold, and turns its composition into a different metal, usually steel or tin. The character must be in physical contact with the item to be turned From Gold. Spend 1 Vita, and roll Dexterity + Crafts (difficulty 7+, depending on the complexity of the item). Successes indicate the degree of achievement. ����� To Gold The pinnacle of Alchemy, To Gold is the power of transforming an item made from a base metal into pure gold � a skill that can bring with it much wealth and prosperity to the Alchemist. The character must be in physical contact with the item to be turned To Gold. Spend 1 Vita, and roll Dexterity + Crafts (difficulty 7+, depending on the complexity of the item). Successes indicate the degree of achievement. ����� � False Appearance A highly useful power, False Appearance can either make an item or coin made from gold to look as though it is made from a different metal, or vice versa. False Appearance costs 2 Vita and requires a successful Dexterity + Crafts roll (difficulty 7). Any character trying to break the deception, using any one of various powers, must beat the number of successes scored on the False Appearance roll in order to see through the power. ����� �� Forge of Power The Forge of Power can be used to create powerful, non-mystical melee weapons. Examples of such weapons are the Reaper Sword, the Sword of Power and the Sword of Heroes, as detailed in the Weapons section in Chapter 6. Unlike most other powers, the Forge of Power takes some time to use. It costs 2 Vita and requires an initial Dexterity + Melee roll (difficulty 7, or higher at Storyteller discretion). The weapon will be ready in 10 � (the number of successes rolled) days, as long as the character spends at least two or more hours working on the weapon with her tools for each of those days. The Storyteller must first approve the exact effects and nature of the weapon to be created. ����� ��� Slave of Metal By melding together several pieces of metal, the character can create a Slave of Metal who, for a limited amount of time, will do the character�s bidding. Creating a Slave of Metal costs 3 Vita and requires a Manipulation + Crafts roll (difficulty 7). Each success animates the Slave for an hour; this period may be extended (continuously, if the character desires) to 24 hours, at the expenditure of 1 Willpower point. The Slave has the statistics of a Zombi, without any Aptitude powers. ����� ���� Flesh to Gold The Flesh to Gold power is two-fold; it allows the character to harmlessly transform part of her flesh (such as a fist) to gold for added strength and toughness, or it allows her to transform parts of a victim to gold, decreasing mobility and increasing weight. In the latter case, physical contact is required prior to using Flesh to Gold. Regardless of which method is being used, the power requires the expenditure of 3 Vita, and a successful Dexterity + Crafts roll (difficulty 7). The number of successes scored indicates for how long the power is in effect. None No effect 1 One turn 2 One hour 3 One day 4 One week 5 One month 6+ One year If the character is transmuting herself, she gains appropriate Strength and/or Stamina bonuses (usually +2), as denoted by the Storyteller. If the transmutation is inflicted on a victim, he immediately suffers 3 levels of soakable Lethal damage, as well as �2 to Dexterity, Appearance, Perception and Wits. At Storyteller�s discretion, the victim may also gain the Strength and Stamina bonuses listed above. ����� ����� Gold Transformation More of a defensive power (as well as a way to impress the ladies), Gold Transformation turns the character�s entire body into gold, providing Physical bonuses and an increased soak ability. However, Gold Transformation also brings with it certain penalties and restrictions. It costs 4 Vita to use, but requires no roll. Upon making the transformation, which takes one full turn, the character gains the following bonuses and penalties: +3 Strength, -3 Dexterity, +3 Stamina, -1 Charisma, -2 Appearance, -2 Perception, -2 Wits, +5 to soak dice pool (in addition to all other bonuses), half movement rate and �4 Initiative. The power will last until the character decides to end it, for a maximum of 24 hours. |
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