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| Enchantment | ||||||||||||
| The Enchantment Aptitude is a miscellany of powers that relate to power over mystical and non-mystical items, drawing the power of Vita and the Initium Occasus into the material world. At the basic levels, the Enchanter can simply manipulate and repair non-mystical objects, while at later levels she can create mystical items and talismans, enchant weapons, and remove mystical powers from other items. Indeed, it is from use of this Aptitude that most mystical items in the World come from. � Mend The basic level of Enchantment is simply a means of making basic repairs to non-mystical equipment and items. Examples include broken bows, shattered armour, and so on. To Mend an item, the character must roll Dexterity + Crafts (difficulty 7). The number of successes rolled indicates the degree of repair. �� Fix Building on the skills learned in Mend, Fix allows the character to repair more complex items, or more damaged items, both mystical and mundane. To Fix an item, the character must roll Dexterity + Crafts (difficulty 7 for mundane items, 8 for mystical items). The number of successes rolled indicates the degree of repair. ��� Detect Detect allows the character to determine precisely the effects of a mystical item, simply by handling it, seeing it, smelling it, or a combination of the three (depending on the item). She then rolls Perception + Quintessence (difficulty 7, or in some cases, higher). The number of successes rolled indicates the clarity of the character�s Detection. For this reason, the Storyteller may elect to roll in secret for the player instead of her rolling for herself. ���� Enchant Enchanting an item means giving it slight mystical properties. For example, the character could turn a normal sword into a Mystical Sword, bestowing upon it no additional ability other than a mystical resonance � though in the case of weapons and armour this is often enough to make a big difference in combat. All Enchanted items can be detected as mystical by those with such abilities. To Enchant an item, the character rolls Intelligence + Quintessence (difficulty 7). A Botch indicates the item is made useless. Failure indicates no effect. 1-2 successes Enchants the item for one turn or three minutes. 3-4 successes Enchants the item for the rest of the scene. 5 or more successes Enchants the item for 24 hours. Vita points may be spent, up to the character�s Vita Limit, for automatic successes on this roll, on a point-for-success basis. Once Enchanted, the character may elect to spend 1 permanent Willpower point to make the effect permanent. ����� Enhance Using Enhance, the character may, for a limited period, increase the effects of any mystical item. In many cases the exact outcome of using this power is best left in the hands of the Storyteller, but in general, the benefits are usually a reduced difficulty, a higher dice pool, or a wider range of effect (i.e. that healing ring now heals TWO levels of damage per turn instead of one). To Enhance an item, the character must first know its mystical properties and effects. She may then spend 2 Vita and roll Intelligence + Quintessence (difficulty 7). The item is then Enhanced for a number of turns equal to the successes rolled. ����� � Create Create is a very potent ability in the Enchantment arsenal. It allows the character to Create a permanent mystical item, made from any mundane item. The character must first state what effects she is trying to give the item, and the Storyteller then assigns a Vita cost (usually 3) and a difficulty (usually 7). The character then spends the required Vita, and rolls Dexterity + Quintessence. The number of successes rolled indicates how well the Creation process went, and determines the exact effects that the item has. The item is permanent. ����� �� Animation Animation of an object or item is a tricky business. While it is impressive to see a sword pick itself up and attack an enemy, or watch a suit of armour come to life to grab hold of someone or something, there is a lot that can go wrong. For this reason, the difficulty of the roll is very high. To Animate an item or object, the character must spend 3 Vita and then roll Manipulation + Quintessence (difficulty 8 for a mundane item or 9 for a mystical item). The item is Animated for a number of turns equal to the number of successes rolled. ����� ��� Nullify Nullify is a terrifying power that allows the character to completely remove the mystical effects of an item, whether created using this Aptitude, or otherwise. To Nullify the item, the character must spend 4 Vita and roll Manipulation + Quintessence (difficulty 7). Each success removes the item�s powers and mystical effects for 24 hours. If the character scores five or more successes, the powers are removed permanently. ����� ���� Remake The Remake power neatly combines both Create and Nullify, by removing the effects of an item and replacing them with new effects. For example, a healing ring may suddenly become a ring capable of emitting a lightning bolt. As with Create, the character must first state what the new effects are to be, and then the Storyteller assigns both a Vita cost and a difficulty. The character then spends the Vita, and rolls Manipulation + Quintessence. The effects are best left for the Storyteller to decide based on the successes rolled, but if the character scores five or more, it is suggested that the item both retains its old powers and also takes on the new powers. ����� ����� Destroy Some items are too dangerous or too potent even to Nullify. In this case, a more severe use of this Aptitude is required. Destroy will utterly obliterate both the item and its mystical effects. Doing this is not a light undertaking, for once the power is used, the item cannot be retrieved (unless another character scores double the amount of successes scored to Destroy it when using the Vita Totus power, Undo. To use Destroy, the character must spend 4 Vita and roll Dexterity + Quintessence (difficulty 7, or in some cases, higher). Just one success is necessary to Destroy the item, in which case all effects currently in use from the item instantly cease. |
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