Glacialis
Originating from a band of Nephilim residing in the Savage Kingdom, Glacialis has since become a common Aptitude used by Nephilim throughout the World. Obviously some of the powers of this Aptitude cannot be used in areas of intense heat; for example, a Bridge of Ice created across a volcano would simply melt as soon as it was created.

� Chill Blast
Manipulating ice must first require mastery of the cold elements. Representing this is the initial power in the Glacialis arsenal, allowing the character to create a short blast of cold air, which, although it isn�t strong enough to knock anyone over, can cause concern and apprehension � useful in many circumstances. The only drawback to using this power is that the character must be either outside, close to a source of wind, or close to a source of coldness. The Nephilim then rolls Manipulation + Occult (difficulty 6), to be contested by all characters in the vicinity, by rolling their Stamina + Courage (difficulty 6). Any characters that score fewer successes than the Nephilim suffer a �2 penalty to all dice rolls in the following turn. Any characters (including the Nephilim) that Botch are caught in terror for a turn, and may not act at all, except for soaking damage.

�� Wind of Cold
The Wind of Cold is a more potent version of Chill Blast, in some cases causing opponents to run in terror, others causing them physical harm, and still others both effects. Wind of Cold does not require any source of wind or coldness to use. The Nephilim must simply spend 1 Vita and roll Manipulation + Occult (difficulty 6) to be contested by all characters in the vicinity, by rolling their Stamina + Courage (difficulty 6). All characters that Botch (including the Nephilim) are knocked over (causing 2 levels of soakable Bashing damage) and must then flee the scene in terror. Characters other than the Nephilim that fail to roll any successes are knocked over and take the damage, but may remain and act in the following turn. Characters that score less successes than the Nephilim suffer the same effects as if caught by a Chill Blast, while characters that score more successes than the Nephilim are unaffected.

��� Bridge of Ice
Bridge of Ice is not a combative power, but still has many uses. It is used to create a temporary bridge across a chasm, hole or gap. To form a Bridge of Ice, the character must spend 1 Vita and roll Manipulation + Occult (difficulty 7). Each success allows the Bridge to span up to 5 feet in length and 1 foot in width; for example, the maximum size of a Bridge created with four successes is 20 feet long and 4 feet wide. Mystically, even if the Bridge does not reach the other side of the chasm, it will still form for as long as it can, and will remain stable enough for characters to use it for any means they wish. The Bridge disappears at the end of the scene.

���� Shield of Cold
Shield of Cold has two uses. The first, automatic, provides the Nephilim with +2 to all Stamina dice pools when facing treacherous conditions involving the cold, or when soaking damage from the cold. Second, the Nephilim may conjure a bubble of ice around herself and up to five companions. To do so, she must spend 2 Vita and roll Manipulation + Quintessence (difficulty 7). Each success allows the bubble to shield another character besides the Nephilim, up to a maximum of five additional characters. Despite this, the sphere cannot exceed an area of seven feet radius. All characters contained within the Shield of Cold suffer 1 soakable Lethal damage per hour from the coldness created by the ice, unless they have Glacialis 4: Shield of Cold or
Milieu 2: Adaptability. The Shield lasts until the Nephilim decides to bring it down, for anything up to 24 hours.

����� Freeze Water
Doing exactly as you would expect, Freeze Water allows the Nephilim to do exactly that. She may freeze any expanse of water up to (her Glacialis rating) feet radius. To do so, she must spend 2 Vita if she wants to only freeze the surface, 3 Vita to freeze a thick layer on the top, or 4 Vita if she wishes to freeze the entire expanse, and roll Manipulation + Quintessence (difficulty 7). Each success freezes the water for one hour. If the expanse of water is greater than the area affected, the ice formed becomes, effectively, a mini iceberg.

����� � Ice Shards
Conjuring up a volley of Ice Shards can be an effective weapon in combat. The Shards each cause 1 unsoakable (without the Endurance Aptitude or the Glacialis power Shield of Cold) Lethal damage when they strike an opponent. To conjure the Ice Shards, the Nephilim must pick one target and then spend 3 Vita and roll Manipulation + Quintessence (difficulty 7). Each success creates an Ice Shard, which instantly hurls itself at the target. The victim may only attempt to dodge as many Ice Shards as his Dodge rating; he may then roll Dexterity + Dodge (difficulty 6) once; each success negates one Shard. Otherwise, the Ice Shards hit automatically. Once they have struck (or missed), the Shards dissolve and disappear.

����� �� Crystal Cloak
Crystal Cloak creates a cape around the Nephilim, making her transparent and thus invisible to all but the most perceptive. To create the Crystal Cloak, the character need only spend 3 Vita. Any characters watching her as she disappears may immediately make a Perception + Alertness roll (difficulty 6) to continue to track her. Otherwise, only characters with the
Sixth Sense Aptitude or the Observation power See the Unseeable may detect her visually, and only then by succeeding on a Perception + Alertness roll (difficulty of the Nephilim�s Wits + Stealth). The hidden Nephilim may move around, and though she may make noise and move objects, she does so at the risk of being spotted; such actions half the difficulty for her to be spotted, and allow other characters without the prerequisite Aptitude powers to spot her at the normal difficulty. The Crystal Cloak lasts for the rest of the scene, but can be extended at a cost of 1 Willpower point for each additional scene.

����� ��� Death Frost
Death Frost, unlike most other powers of Glacialis, affects only one victim. The Ice Mage must spend 4 Vita and roll Wits + Occult (difficulty 7). Each success inflicts one dice of Aggravated damage on the victim; this can only be soaked if the victim has the Endurance Aptitude or the Glacialis power Shield of Cold.

����� ���� Frosthawks

Frosthawks are a unique species of bird native to the Savage Kingdom that can withstand any cold temperature no matter how low. This power conjures up a mystical representation of a fleet of the deadly Frosthawks, made from ice. To summon them, the Nephilim must spend 4 Vita and roll Wits + Quintessence (difficulty 7). If she succeeds, a number of Frosthawks, equal to her Glacialis rating, are summoned. Each Frosthawk has Physical Attributes equal to the Nephilim�s Intelligence rating, and can attack characters at the Nephilim�s will. The Frosthawks stay summoned for a number of turns equal to the number of successes rolled, before they dissolve into oblivion.

����� ����� Snow Blizzard
Snow Blizzard is essentially the same as Death Frost, with the exception that it can cover up to an area of 10 feet radius, and affects all within that sphere (excluding the Nephilim herself) in the same way as Death Frost. Snow Blizzard costs 5 Vita to cast.
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