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| Apparitions | ||||||||||||
| Apparitions is the art of creating illusions, but in a more specific way than the Illusions Aptitude, since Apparitions entails the conjuring of chimerical people, as well as altering the way the character herself is perceived. Since Apparitions are not real, anything that causes the illusion to come into dispute (attempting to decapitate an Apparition for example) shatters the illusion instantly. Should any character have cause to believe that the Apparition is not real anyway, she may roll Perception + Quintessence (difficulty 5 + the opponent�s Apparitions rating). The amount of successes scored indicates to what degree the character overcomes the illusion of the Apparitions. � Ghost Ghost is used to make the character appear incorporeal. While not entirely invisible, things can be seen through the character, and it does make hiding, particularly in dark areas, far easier. To employ Ghost, the Nephilim must spend 1 Vita, and roll Intelligence + Quintessence (difficulty 6). Upon success, the character becomes almost transparent, and may reduce the difficulty of all Stealth rolls by 2 while she is a Ghost. Effects last until the end of the scene, or sooner if the character so desires. �� New Man New Man (or Woman) allows the Nephilim to alter others� perceptions, so that she looks different, or alternatively, so that they do not see her at all. To appear differently, spend 1 Vita and roll Manipulation + Performance (difficulty 6, or higher if the character intends to make vast alterations to her appearance). On 1-2 successes, minor changes are made to the character�s projected appearance, such as hair/eye colour, slight height/weight adjustments, and so on. If she scores 3 successes, the character takes on whatever appearance she desires, but her voice remains the same. On 4 or more successes, the character�s appearance and voice become whatever she desires them to be. To �disappear�, spend 2 Vita and roll Dexterity + Stealth (difficulty 6 in the dark, 7 in half-light, or 8 if in daylight). Just one success is required to employ New Man in this manner. New Man can only be used (in either way) as long as there is nobody watching the character, and the effects last for 24 hours, or end sooner if the Nephilim so desires. ��� Doppelganger At this level of Apparitions, the Nephilim may create the illusion of a �double� of herself. This can be especially useful if she then proceeds to use New Man on herself. To create a Doppelganger, spend 2 Vita and roll Intelligence + Quintessence (difficulty 7). On 1-2 successes, the Doppelganger is created, but remains a static image. On 3 or more successes, the Doppelganger is created, and may move and act as the character desires it to (though remember that it cannot interact with anything physically, as it is not really there). Controlling the Doppelganger requires the character to be doing nothing else; if she is interrupted, the Doppelganger disappears altogether. ���� Monster Monster is similar, in principal, to Doppelganger, although instead of creating a double of the Nephilim, instead the illusion of a fearsome monster such as a Manticore or a Dragon is created. To create a Monster, spend 2 Vita and roll Intelligence + Occult (difficulty variable; 7-9 depending on how much the character knows about the desired Monster and how common the Monster is in the area). On 1-2 successes, the Monster is created, but remains a static image. On 3 or more successes, the Monster is created, and may move and act as the Nephilim desires it to (though remember that it cannot interact with anything physically, as it is not really there). Controlling the Monster requires the character to be doing nothing else; if she is interrupted, the Monster disappears altogether. ����� Army Army, again, is similar in principal to both Doppelganger and Monster, although instead of creating one Apparition, the illusion of an entire army is created. To create an Army, spend 3 Vita and roll Intelligence + Quintessence (difficulty variable; 7-9 depending on how much the character knows about the desired race and how common the race is in the area). On 1-2 successes, the Army is created, but remains a static image. On 3-4 successes, the Army is able to move at the whim of the Nephilim, but every individual within the Army will move in an identical way. On 5 or more successes, the Army is created, and each individual Apparition within the Army may move and act independently, as the Nephilim desires it to (though remember that it cannot interact with anything physically, as it is not really there). Controlling the Army requires the character to be doing nothing else; if she is interrupted, the Army disappears altogether. ����� � Alter Size Having a variety of uses, Alter Size creates the Apparition of the Nephilim being either much larger or much smaller, at her own whim. The character may appear to increase/decrease in size by (her Apparitions + current Willpower) feet, at the expenditure of 3 Vita. If a character reaches 1 feet and can still appear smaller, the remaining �points� go into inches rather than feet, to a minimum of 1� tall. For example, a Nephilim who has just bought this power has a current Willpower rating of 3. She may thus shrink by 9 feet; however, she is only 5�8� tall, hence instead she shrinks to the size of 4� tall. Note that while this may make her either noticed or unseen, she cannot proceed to use any advantages of actually being the height she appears; a 2� tall character may not try to crawl under a 2� high gap. Weight and mass also appear to shrink, along with the character�s height. Storytellers may award certain bonuses for the use of this power; for example a huge character might gain an Intimidation bonus, while a tiny character might gain a Stealth bonus, as appropriate for the circumstances. The effects last for up to one scene, but the Apparition is immediately destroyed if anything happens to disprove it. ����� �� Horrific Vision A curious power, Horrific Vision is somehow able to �tap in� to victims� minds, allowing the Nephilim using it to create an Apparition that looks exactly like the one thing that each victim fears the most. Doing this costs 3 Vita, and requires a Manipulation + Performance roll (difficulty of the highest Willpower among the victims). The power affects everyone that can see it, although the Horrific Vision will undoubtedly of course be different for each individual. All characters confronted with such a Horrific Vision must oppose the roll with a Wits + Courage roll (difficulty of the Nephilim�s Apparitions rating), or they will immediately have to run. Characters who Botch this roll immediately go Berserk. If a character fails (not Botches) the roll, she may spend 1 Willpower to negate the effects for a turn, after which the Horrific Vision will end anyway. ����� ��� Greater Entity A highly useful power, Greater Entity creates the Apparition that the Nephilim using it is a godlike person. Combining this power with an Attraction power (such as Charm, or even God) will create some truly awesome effects. Greater Entity on its own will simply enhance the character�s Appearance and Charisma Attributes for a limited time. The character must spend 4 Vita and roll Manipulation + Performance (difficulty 7). Each success means that the power lasts for five minutes; during this time the character�s Appearance and Charisma ratings are doubled. An alternate use of this power, involving the same cost and roll, is to appear as a demonic entity. In this case, the character�s Appearance and Manipulation are doubled, and if the character desires, she may temporarily substitute the new Appearance score for Negative Appearance (i.e. the higher the rating, the more horrific she looks). This power lasts until the successes run out, or until it is otherwise disbelieved. ����� ���� Mythic Creature Using the Mythic Creature power can be highly advantageous � but in some cases, also dangerous. The power will allow the character to appear as anything from her own imagination, or anything that she has seen before, from a dragon to a specific person she has met to something only her mind can dream up. The cost for Mythic Creature is 4 Vita, after which the Nephilim must roll Manipulation + Performance (difficulty 7). Each success makes the power last for one turn or three minutes if out of combat. The Nephilim does not gain any bonuses for looking like a Mythic Creature. This power lasts until the successes run out, or until it is otherwise disbelieved. ����� ����� Make Real The final power in the Apparitions Aptitude can be exceptionally devastating, as it overrules the �disbelieving� rule. Make Real does exactly what its name implies � it will make the effects of any Apparitions power permanent and real. Note however that each member of an Army that has been substantiated by Make Real has all Attributes and relevant Abilities at 1 only, and only have 1 Health Level. All powers that transform the Nephilim herself do not grant any permanent bonuses (even the bonuses for Greater Entity are only temporary), and the character will still have her own usual profile. Make Real costs 5 Vita, and requires no additional roll. |
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