Entropic Force
Entropic Force, like its counterpart, Entropic Vita, is a potent and dangerous Aptitude that comes from the darkest depths of the mystical Vita, and as such is rarely practised by any character not following the Code of Malignance. However, Entropic Force is more focused on the purely physical elements of Entropy rather than mystical effects. Very frequently, one who has knowledge of one will have knowledge of the other. Coupled with Might, the character with Entropic Force can be a truly fearsome opponent. Players must seek Storyteller approval before creating a new character with Entropic Force.

� Eyes of Fire
With Eyes of Fire, the character may literally light her own eyes ablaze, providing supernatural visionary abilities. Spend 1 Vita to employ Eyes of Fire. Immediately, the character suffers 2 Aggravated damage, which may be soaked as normal if she has the Endurance Aptitude. The character may now see in the dark, has +2 to all dice pools for Perception rolls, and is immune to any powers that require eye contact. In addition, the character gets a +1 bonus to all dice pools for Intimidation rolls. Eyes of Fire lasts until the end of the scene, or sooner if the character so desires.

�� Regenerate
Regenerate is a unique ability to �knit� wounds back up with little effort. As long as the character does nothing else for a turn, she may regenerate any one Lethal or Bashing damage level.

��� Invisibility
The character that has the Invisibility power may become completely Invisible at will. Simply spend 1 Vita, and the character will disappear from view. She may stay Invisible for a number of turns equal to her Wits + Quintessence, or less if she so desires.

���� Blood Rage
Blood Rage allows the character to willingly enter a state similar to Berserk, but without the drawbacks. Spend 2 Vita and roll Stamina + Instinct (difficulty 7). The number of successes indicates the number of turns that she gains the following benefits: +1 to all Physical Attributes, +1 actions per turn, +2 to all Willpower rolls.

����� Triple Strike
Triple Strike is a potent power that almost always results in a killing blow. To use it, the character must spend 2 Vita before she makes any normal hand-to-hand attack (i.e. an attack that does not use any other Aptitude power other than Triple Strike that requires the expenditure of any Vita). The attack is then made as normal, and if successful, the damage caused is caused three times (hence, the victim may soak each of the three bouts of damage separately). If the attack fails to hit, then the Vita spent on Triple Strike is wasted.

����� � Channel Vita
Horror stories of Soul Seekers who can channel their Vita through their weapons to awesome effects are not as exaggerated as some people think. The character using Channel Vita must use the power through a hand-to-hand weapon of any sort (from knives to halberds to crowbars). She may then spend as many Vita points as she wishes (and according to her Vita Limit), up to a maximum of 5. For each Vita point spent, the weapon will cause +1 Aggravated damage on top of all other damage caused on its next successful use against an enemy.

����� �� Teleport
Similar to the
Translocation Aptitude, Teleport allows the character to disappear from one location, and appear in another, anywhere within a (the character�s Entropic Force rating) yard radius sphere. Although it is vastly uncommon knowledge, this power is employed by travelling through the very fabric of the Initium Occasus (regardless of how far away the character is to the Plains of Armaak), hence the destination can be through walls, up cliffs, and so on. The character cannot Teleport into any location already occupied by anything, and if she tries, she will automatically be placed as near to the intended destination as possible, as long as she is still within the spherical area. Teleport costs 3 Vita.

����� ��� Succour of Vita
This power is best used when the Nephilim is fighting either in an army, or alongside a large number of minions or allies. By spending 3 Vita, all allies within an area of (the character�s Quintessence + Entropic Vita rating) feet radius are affected by this power. The character must then roll Intelligence + Medicine (difficulty 7). Each success heals all affected characters by one health level, of any type of damage.

����� ���� Assume New Form
Assume New Form is a closely guarded secret of those who practice it, and allows the character to alter her Manifestations, her Appearance, and any current Appendages (see Entropic Vita 1: Appendage), all in one turn. To do this, she must spend 3 Vita, and roll Manipulation + Quintessence (difficulty 7). The successes may be spent as follows (each effect �costs� 1 success):
   *   Increase/decrease Appearance by 1 (decreasing below 1 gives the character a Negative Appearance (i.e. the higher the rating, the more horrific she looks))
   *   Replace one Manifestation with another (must be of equal value)
   *   Alter, grow new, or discard an Appendage (see
Entropic Vita 1: Appendage)
All transformations and alterations are permanent.

����� ����� Scar the Battlefield
Doing the exact opposite of Succour of Vita, Scar the Battlefield harms all opponents of the Nephilim. By spending 4 Vita, all enemy characters within an area of (the character�s Quintessence + 10) radius are affected by this power. The character must then roll Intelligence + Medicine (difficulty 7). Each success causes all affected characters to suffer one Health Level of Lethal damage, soakable as normal.
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