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| Blessings of Ba'ados | |||||||||||
| Ba�ados, the First Nephilim, is heralded by many Nephilim as a god of gods, and those Nephilim who develop or learn this Aptitude are often regarded as having some link to the Great Martyr himself. The Blessings of Ba�ados are mostly found in the employ of Cultists of Ba�ados, but these days many other Nephilim have also acquired its secrets. The Blessings cover a diverse range of skills and powers, from strength in battle to healing the wounded. � The Touch of Ba�ados As many Cultists of Ba�ados claim, the Nephilim are in the World to bring about peace and unity among all inhabitants, and the first step towards this is healing the wounds and ailments of others. The Touch of Ba�ados may be employed to heal normal (Bashing or Lethal, but not Aggravated) damage on another character (it may not be used on the character with The Touch of Ba�ados herself). Spend 1 Vita and roll Wits + Medicine (difficulty 6 for Bashing, 7 for Lethal). Each success heals one health level. �� Call of the Brave Ba�ados is regarded as a great war hero, famous for his courage against the misguided forces of the Seven Kingdoms during the assault in the Plains of Armaak. Call of the Brave creates wondrous enthusiasm among the character�s compatriots during the heat of battle. This Aptitude power may only be used in combat. Spend 1 Vita and roll Charisma + Leadership (difficulty 7). Each success grants one re-roll, which may be distributed among any characters within the vicinity as the character with Call of the Brave sees fit. These re-rolls must however be used in the same turn. ��� Mind of Steel Ba�ados sought only peace and unity, and this clarity of thought is believed to have been one of the factors in his brave and heroic effort in the Plains of Armaak. Mind of Steel grants the character a permanent bonus of +1 to her dice pool for any roll involving resistance to any mystical effects or items. This bonus may be used to resist the mystical effects of a mystical weapon, but not the damage caused by the weapon itself. ���� Intervention Famed for his tremendous ability in battle, Ba�ados was said to be a whirlwind of action on the battlefield. Intervention allows the character to make multiple actions in one turn, at no penalty. Spend 2 Vita, and roll Dexterity + Athletics (difficulty 7). Each success grants one additional action, all of which must be used in the following turn. These actions may not be used for employing any Aptitude other than Might and Endurance. Intervention may only be used once per scene. ����� Repel Evil The great Ba�ados, while fighting the forces of the Seven Kingdoms, knew that there were other forces of evil at work in the world as well, some of which were more powerful than others. Hence, he had to teach his descendents how to defend themselves against such evils. Repel Evil, usually used as a last-ditch effort when a battle cannot be won, can be used to drive back any �evil� opponent, Human or Nephilim. �Evil� is used here as a rather loose term, and although certainly any character subscribing to the Code of Malignancy will be affected, any other characters could be, at Storyteller discretion. It costs 2 Vita and requires an opposed Willpower roll (difficulty 6). If used against a group, the leader, or else the opponent with the highest Willpower rating, rolls. If the character scores more net successes, the creature(s) of evil are forced back a number of steps from the character using Repel Evil, equal to the number of successes rolled, and cannot advance any further for a number of turns equal to the character�s Blessings of Ba�ados rating. ����� � The Hammer of Ba�ados Ba�ados is renowned among the Nephilim for his diplomacy and wisdom, but is legendary for his prowess in combat, as he single-handedly decimated the armies who opposed him. The Hammer of Ba�ados is a very potent power, and as such may only be used once per scene. Spend 2 Vita and roll Manipulation + Instinct (difficulty 8). Each success grants +1 to all Physical Attributes for the entirety of the following turn. ����� �� Ease Suffering The First Nephilim knew that more would follow him, and he understood that not everyone could be a warrior in battle. Hence, he granted his followers the power to ease the pain and suffering of those that had valiantly been injured while fighting the enemy. Ease Suffering allows the character to reduce the wound penalties on either herself or on another. Ease Suffering costs 1 Vita and requires a successful Wits + Medicine roll (difficulty 7). The target�s wound penalties are then all reduced by 1. Ease Suffering cannot be used again on the same person while the effects of the first use are still active. Effects last for the rest of the scene. ����� ��� Rescue the Mind Using the power of the character�s faith in Ba�ados, she may cure another character (but not herself) of any one Derangement, either for a limited time, or for good. To use Peace of Mind, the character must spend 3 Vita and then roll her Willpower (difficulty of the target�s Intelligence + 5). 1 success is required to negate the Derangement for 24 hours. 3 successes negate the Derangement for a week. 5 or more successes cures the Derangement completely. If the character Botches, the Derangement is permanently transferred to the character using Rescue the Mind. ����� ���� Impregnable Will This power is an automatic ability, which renders the character completely immune to all mind-control powers, including the use of Aptitudes such as Illusions and Apparitions that manipulate a character�s perceptive abilities. ����� ����� Miracle of Ba�ados Miracle of Ba�ados is deliberately not defined, for once a character reaches this level of the Blessings of Ba�ados, she is a truly wondrous prelate, and can perform such deeds that defy all belief. Miracle of Ba�ados is not a power that can be used deliberately (though a character may attempt to, by scoring 3 or more successes on a Willpower roll with difficulty 10); moreover, it is best left in the hands of the Storyteller, as random yet highly beneficial occurrences. |
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