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| Fervefacio | ||||||||||||
| Fervefacio is an Aptitude developed by Nephilim residing in the Crimson Kingdom, and explores a combination of mystical effects deriving from the powers of fire and warfare. � Doomroar This power only affects Humans. The Nephilim emits a terrifying scream that causes Humans in the vicinity to flee in panic. Roll Manipulation + Intimidation (difficulty 7). All enemies must either succeed on a Courage roll (difficulty 7), or spend a Willpower point, to avoid fleeing the vicinity immediately. �� Ash Cloud The Nephilim summons a cloud of ash to blind and disorient her opponents. To summon the Ash Cloud, the character must spend 1 Vita and roll Manipulation + Occult (difficulty 7). The first success summons the cloud, which covers a five feet radius area, anywhere within twenty feet of the Nephilim, causing all within the affected area to suffer a �1 dice pool penalty to all rolls. Each success after the first can be �spent� on either prolonging the cloud for a further turn (otherwise it dissipates after one), or causing a further �1 dice pool penalty to all those affected. ��� Fist of Fire Summoning the force of fire, the Nephilim can cause her fist to set alight, causing terrible destruction to others when she employs the Fist of Fire in combat. To summon the Fist of Fire, the character must spend 1 Vita and roll Stamina + Occult (difficulty 7), upon which her fist bursts into flames, causing her 1 Aggravated level of damage (unless she currently has the Fervefacio power Flaming Hide in effect, otherwise this damage is soakable only if she has the Endurance Aptitude). For a number of turns equal to the number of successes rolled, her fist will continue to burn (at no additional penalty to her), causing an extra health level of Aggravated damage for every successful Brawl attack she makes using her fist, which may only be soaked if the victim has the Endurance Aptitude. ���� Sorcerer�s Curse The Nephilim may place the Sorcerer�s Curse on her enemies, causing them great difficulty from using mystical effects themselves. The victim must be within the character�s sight. She then spends 2 Vita and rolls Manipulation + Quintessence (difficulty of the victim�s Essence rating + 5). Upon success, all of the victim�s Vita point costs for using Aptitudes are increased by one. The curse�s effects last for a number of turns equal to the number of successes rolled. ����� Eruption A truly impressive power, Eruption allows the Nephilim to call forth an outbreak of flames at her victims, from the very ground itself. To do this, she must spend 2 Vita and roll Manipulation + Occult (difficulty 7). For each success scored, the Eruption causes 1 Aggravated damage against everyone and everything within a five foot radius, which may only be soaked if the victim has the Endurance Aptitude. The Eruption can occur anywhere within fifteen feet of the Nephilim. ����� � Flaming Hide At this level of Fervefacio, the Nephilim may guard herself against fire. By spending 3 Vita the Nephilim becomes completely immune to all fire-based attacks for a number of turns equal to the number of successes scored on a Stamina + Occult roll (difficulty 7). ����� �� Lava Storm The Lava Storm is a greater improvement on Eruption, but is essentially the same; the main difference between the two is that the Lava Storm moves like a tide of water. To call forth the Lava Storm, the Nephilim must spend 3 Vita and roll Manipulation + Occult (difficulty 7). The number of successes indicates a number of things. First, how many turns the Lava Storm lasts. Second, how far it moves (each success causes the Lava Storm to move five feet per turn). Third, it indicates how far away the Lava Storm begins from the Nephilim (ten feet per success, in any direction). The direction of movement must be constant, but is determined by the Nephilim summoning it. For example, if three successes were rolled, the Lava Storm would begin thirty feet away from the Nephilim, would move at the rate of fifteen feet per turn, and would last for three turns. Once started, the Lava Storm cannot be controlled, and cannot be stopped. All who come into contact with it suffer four dice of Aggravated damage for each turn they are still caught in the storm, which may only be soaked if the victim has the Endurance Aptitude. ����� ��� Magma Pool Using Magma Pool causes the very earth to rip apart, revealing a pit of scorching hot magma. Creating the Magma Pool costs 4 Vita, and requires a successful Manipulation + Occult roll (difficulty 7). Each success causes the Magma Pool to double in size, starting with three feet radius for just one success. The Magma Pool appears anywhere within a fifteen foot radius area from the Nephilim. Any characters caught in the opening must succeed on a Dexterity + Athletics roll (difficulty 7) or fall in. All characters inside the Magma Pool suffer eight dice of Aggravated damage for each turn they are caught in it, which may only be soaked if the victim has the Endurance Aptitude. After one turn, the Magma Pool is swallowed up by the earth, taking with it anybody still caught inside, unless they spend 1 Vita point and 1 Willpower point to avoid this terrible fate. Incapacitated characters may not spend these, and are swallowed by the earth. ����� ���� Volcanic Flow Volcanic Flow is again an improvement on both Eruption and Lava Storm, but far more devastating, as an enormous eruption of fire breaks out from the ground, and proceeds to move and even change direction. To call forth the Volcanic Flow, the Nephilim must spend 5 Vita and roll Manipulation + Occult (difficulty 8). The number of successes indicates how many turns the Volcanic Flow lasts. The speed, direction and origination of the flames are determined by the Nephilim, but have maximums of twenty-five feet per turn for speed, and fifty feet away for origination. The flames may move in any direction, and each turn can change direction. When using this power, it is often easier to draw a sketch of the terrain and where various characters are, to see who is affected by the Volcanic Flow. All who come into contact with the flames suffer six dice of Aggravated damage for each turn they are still caught in the storm, which may only be soaked if the victim has the Endurance Aptitude. ����� ����� Crimson Wrath The final power of Fervefacio calls upon the flames of the World to consume an enemy and utterly destroy him. Crimson Wrath costs 5 Vita. The Nephilim may then pick any one character, who is immediately consumed by the darkest of flames, suffering twelve dice of Aggravated damage, which may only be soaked if the victim has the Endurance Aptitude. Suffice to say, not many survive the Crimson Wrath. |
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