![]() |
||||||||||||
| Entropic Vita | ||||||||||||
| Entropic Vita, like its counterpart, Entropic Force, 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 Vita is more focused on the mystical elements of Entropy rather than the physical effects of Entropic Force. Very frequently, one who has knowledge of one will have knowledge of the other. Players must seek Storyteller approval before creating a new character with Entropic Force. � Appendage Appendage allows the character to create small, temporary appendages on her body, such as wings, an extra arm, a tail, claws, and so on. While this power is generally used in combat, it has almost limitless uses. Each Appendage costs an initial outlay of 1 Vita. The character must then roll Stamina + Quintessence (difficulty 7). The number of successes rolled indicate how well the appendage works; for example the character might grow a pair of useless wings, or a third arm that has the equivalent of Might 1, depending on successes and Storyteller discretion. Appendages crumble to dust after one scene. Alternatively, the character may spend additional Vita points to increase the duration, on a one-for-one basis, and may even spend one permanent Vita point to make the Appendage permanent, although this then becomes a Manifestation. �� Doombolt The character may fire a short bolt of lightning at an enemy, so long as the character can at least see her opponent. Spend 1 Vita, and roll Dexterity + Quintessence (difficulty 7). Each success causes 1 Lethal damage, which may only be soaked if the victim has the Endurance Aptitude (in which case he may use his normal Stamina + Endurance bonuses). ��� Petrify The ability to turn opponents to stone is an awesome one. To do so, the character must gain eye contact with her victim, though this only has to last but a second. Upon eye contact, the character spends 2 Vita, and rolls Manipulation + Quintessence (difficulty 7). Each success causes the victim 1 Aggravated damage. In addition, the victim is partially turned to stone, and must make a Strength + Brawl roll (difficulty 8) to break free and therefore move. He remains partially petrified until all of the Aggravated damage is healed. However, while petrified, the character gains a +2 Stamina bonus, but is at +4 difficulty (maximum 10) on all Dexterity rolls, including combat. ���� Soul Drain A truly potent power, Soul Drain not only inflicts injury on its victim, but transfers the victim�s life essence to the character using the power. Employing Soul Drain requires physical contact, and costs 2 Vita. The character then rolls Intelligence + Quintessence (difficulty 7). Each success causes 1 Lethal damage to the victim. The total damage caused may then be transferred, on a point-for-point basis, to any or all of the following benefits: * Healing up to 2 health levels (Bashing or Lethal) * Healing 1 health level (Aggravated) * Temporary increase by 1 to any Physical or Mental Attribute (lasts until the end of the scene) * Regain of 1 Vita point (up to the character�s maximum Vita) ����� Entropic Storm Entropic Storm is very costly to the character employing it, but the effects can be monumentally devastating. Spend 3 Vita, and roll Stamina + Quintessence (difficulty 7). The number of successes indicates the amount of Lethal damage inflicted on the caster. However, all other characters within a 20-foot radius of the caster are caught in an Entropic Storm, which lasts for a number of turns equal to the caster�s permanent Vita rating, unless they manage to escape. Each turn while caught in the storm, the victims each suffers one Aggravated damage, which may be soaked as normal if they have the Endurance Aptitude. To escape the storm, the character must leave the vicinity of the storm, but may only move at a rate of (Dexterity + Athletics � current wound penalties) feet per turn, even when sprinting. Due to its immense physical and mental drain on the caster, Entropic Storm may only be cast once per scene. ����� � Corrupt Vita Corrupt Vita is a terrible power that can turn other Vita-based powers against themselves. To use it, the character must spend 3 Vita and roll Manipulation + Quintessence (difficulty of the victim�s Intelligence + Quintessence). The next time that the victim uses any mystical effect (even if it does not require the expenditure of Vita), the number of successes scored will be reduced by the number of successes scored on the Corrupt Vita roll, usually resulting in a Botch. If the power being corrupted does not require a roll, the Nephilim must score four successes to make the effect fail, or six or more successes to make the power effectively Botch. ����� �� Blast of Vita With just a glance at a victim, the Nephilim can severely weaken her opponents. She must spend 3 Vita and roll Wits + Quintessence (difficulty of the victim�s Stamina x 2). Five or more successes will double the victim�s wound penalties for the rest of the scene. ����� ��� Entropic Proportions Using this power causes the character to grow in size, mass and weight until she is at, literally, Entropic Proportions. The power costs 4 Vita and requires a Stamina + Athletics roll (difficulty 7). The character then increases in size, mass and weight by (the number of successes scored + the character�s Entropic Vita rating) feet. For each success rolled, the character also gains +2 Strength, +1 Stamina, and one extra Bruised Health Level. The Attribute increases may take the character over her maximums. However, for each success rolled, any opponents attacking or perceiving the character gain an additional die to the appropriate dice pool. Furthermore, the damage taken by the additional Health Levels is transferred to the character�s usual Health Levels upon returning to normal size; hence, a character that takes copious damage while in Entropic Proportions and remains standing might be instantly killed upon returning to normal. The power lasts for five minutes or two turns per dot in the Nephilim�s Entropic Vita rating, or less if the character so desires or if she is reduced to Incapacitated (in which case she will almost certainly then die). ����� ���� Entropic Mass An Entropic Mass is a mindless entity of flesh, Vita and Entropy, usually used as servants for simple tasks, or as shock troops and cannon fodder. This fearsome power reduces a victim to less than even a Zombi. Using the power requires the expenditure of 4 Vita, physical touch to the victim, and a Wits + Quintessence roll, opposed by the victim�s Willpower roll (difficulty 6). If the Nephilim scores more net successes, the victim will fully transform into an Entropic Mass in (10 � the number of net successes scored) turns; if she is not somehow saved (i.e. by various Mystic Touch or Blessings of Ba�ados powers, or the Vita Totus power Undo) by then, she becomes an Entropic Mass and is placed under full control of the Storyteller. If the Nephilim Botches the Entropic Mass roll, she immediately is transformed into an Entropic Mass herself. An Entropic Mass has the same statistics as a Zombi, as well as any Aptitudes and Manifestations the Nephilim or Human had in life. An Entropic Mass cannot ever regain his conscious mind, even if the Nephilim who created him is destroyed. Furthermore, uses of the Malleate Aptitude enable the Nephilim to combine two or more Entropic Masses, to create a truly hideous, terrifying and possibly unstoppable demonic entity. ����� ����� Immolation At one with the entropic nature of Vita, the character can transform into a being of pure Vita, appearing as the character normally does, but alight with crackling pale green and white energies. This transformation costs 5 Vita, and requires a Stamina + Quintessence roll (difficulty 7). The Immolation lasts for a number of turns equal to twice the number of successes rolled. If this roll results in a Botch, the character is instantly killed as she is consumed by the energies she is trying to harness. Otherwise, the Nephilim has all her Physical and Mental Attributes trebled (even if this takes her beyond her maximums), while her Social Attributes are all reduced to zero. All damage caused in Brawling attacks is also considered Aggravated for the duration of the power. |
||||||||||||
| Back to Nephilim Aptitudes | ||||||||||||
| Masquerade Society Home Initium Occasus Home | ||||||||||||
| Introduction The World of the Nephilim Character Creation Powers of the Nephilim Rules Weapons, Armour and Artefacts Templates Merits and Flaws | ||||||||||||
| <------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------> | ||||||||||||