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| Elementalism | |||||||||||
| Power over the elements can be truly astonishing. Elementalism is not, however, undertaken lightly due to the severe mental exhaustion that it entails. � Wall/Window This power may be employed to either create a small wall, or to create a hole in a rock surface. Spend 1 Willpower and roll Manipulation + Quintessence (difficulty 7). Success indicates either a wall is created out of the earth, to a maximum size of 5 cubic feet, or a hole is created in a natural wall or rock surface, to a maximum size of five cubic feet. The wall/window lasts until the end of the scene. �� Poison/Cleanse the Air This power may be employed to either create a toxic effect within a small area, or to cleanse the air in a small area of such poisons. Spend 2 Willpower and roll Manipulation + Quintessence (difficulty 7). Success indicates either the air in an area of up to 10 cubic feet (of the Elementalist) becomes toxic, causing the effects of Poison (General) on all characters and plant-life within the area (with the exception of the Elementalist), or the air in an area of up to 10 cubic feet is cleansed of all natural toxins and poisons. The effects last until the end of the scene. ��� Ocean/Douse the Flames This power may be employed to create a small pool of water or to flood a large area, or to douse a large fire. Spend 2 Willpower and roll Manipulation + Quintessence (difficulty 8). Success indicates that either an area of up to 15 cubic feet, anywhere within 100 feet of the Elementalist�s position, is flooded with water, or any natural fire covering an area of 15 cubic feet or smaller, that lies within 100 feet of the Elementalist�s position, is doused. The effects last until the end of the scene. ���� Inferno/Dry the Land This power may be employed to create a vast inferno, or to evaporate any large body of water. Spend 3 Willpower, and roll Manipulation + Quintessence (difficulty 8). Success indicates that either an area of up to 20 cubic feet, anywhere within 100 feet of the Elementalist�s position, becomes alight with flames, or any natural body of water covering an area of up to 20 cubic feet, is instantly evaporated. The effects last until the end of the scene. ����� Elemental Mastery Elemental Mastery is not a power in itself, it is merely a means of refining previous powers and improving upon them. When the character has Elemental Mastery, anything affected does not have to be natural, i.e. mystical fires may be doused with the refined version of Douse The Flames. In addition, all previous powers cost one Willpower point less than shown; i.e. Inferno now costs only 2 Willpower to use. All powers may also affect an area of up to 25 cubic feet, anywhere within 150 feet of the Elementalist�s position. The Elemental is also granted partial immunity to the natural elements, allowing her to use her Stamina + Quintessence to soak damage caused from such sources (such as natural fire). Finally, after a successful use of any of the above powers, the character may elect to spend 2 Vita and roll Wits + Quintessence (difficulty 7). Each success causes the effects of the employed power to last one month. There is, however, a drawback to using Elemental Mastery, and this is that every time the character uses any refinement or bonus granted with Elemental Mastery, she must roll Intelligence + Quintessence (difficulty 6). Each success causes her one Lethal damage, which may then be soaked as normal. ����� � Summon Elemental Having perfected the power over the elements, the next stage is to summon an Elemental � a being made from, and representing, the element summoned. Using Summon Elemental costs 2 Vita and requires that the character roll Charisma + Performance (difficulty 7), after first stating which of the four types of Elemental (fire, water, earth, air) she is summoning. The number of successes dictates how willing an Elemental is to serve the character, and for how long it remains materialised, both of which are at Storyteller discretion. ����� �� New Element New Element allows the character to create a small amount of a minor or rare element or substance, from ice to wax to gold. Creating the New Element costs 2 Vita and requires a Manipulation + Quintessence roll (difficulty 7). The amount created can equal anything up to (the number of successes rolled) cubic feet, and will last for the rest of the scene before disappearing. The New Element created appears only in a raw, simple form, and although it can be carved and manipulated manually, only basic shapes such as a cube or sphere can be created. ����� ��� Summon New Elemental Summon New Elemental works in exactly the same way as Summon Elemental, except that it can be used to summon an Elemental representing any substance that can be created using New Element. Using Summon New Elemental costs 3 Vita and requires that the character roll Charisma + Performance (difficulty 7), after first stating type of New Elemental she is summoning; this must first be approved by the Storyteller. The number of successes dictates how willing an Elemental is to serve the character, and for how long it remains materialised, both of which are at Storyteller discretion. ����� ���� Elemental Curse Using this potent power causes �negative� effects of a particular element (but only one of the traditional four) on another character; for example, a victim might find himself set alight with fire that cannot be put out, drowning inexplicably in water from nowhere, suffocating from a complete lack of air, or trapped inside solid rock. The victim must be physically touched, after which the character must then roll Manipulation + Quintessence (difficulty 7). Each success makes the power last for one turn, during which the victim will suffer an appropriate amount of damage (usually 2 unsoakable Lethal or 1 unsoakable Aggravated damage per turn). ����� ����� Elemental Blast By combining all of the elements, both traditional and the others, the character can create a terrible Elemental Blast, the force of which could kill an army outright. Conjuring an Elemental Blast costs 5 Vita and requires a Manipulation + Occult roll (difficulty 8). Each success indicates the area covered by the Blast � 10 feet radius, doubled for every success scored over 1. The number of successes rolled is also the amount of Aggravated damage caused to every character (even she who cast Elemental Blast, if applicable), building and natural feature that is caught in the area. The character using Elemental Blast may state how far away the centre of the Blast will be (up to (the character�s Willpower rating x 100) feet away, as long as she can see that far), but must do so before she makes her Elemental Blast roll. For example, a character using Elemental Blast has a Willpower of 7, and she chooses to have the Blast originate at the full maximum distance away, 700 feet away from her position. She spends her Vita and makes an astounding roll, scoring 8 successes. This means that the area covered is 1280 feet radius; she and every other character, natural feature and building suffer 8 Aggravated damage. Since she has nothing in the Endurance Aptitude, she is killed outright. However, if she had rolled only 7 successes, the area covered would have been 640 feet radius, and she would not have been affected. Obviously, this power can only be used outside, in large open spaces. |
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