Milieu
The Milieu Aptitude covers a broad range of powers and abilities relating to the environment, survival in the wilderness, and manipulation of the elements.

� Find Food
Much less a mystical power, Find Food is more a specialist ability. The character may locate sources of nutrition (this includes drinkable water) by familiarising herself with her surroundings. This power is especially useful if the character finds herself stuck in the wilderness with no food. To Find Food, the character need only roll Wits + Navigation (difficulty 7, or higher at Storyteller discretion). Each success allows the character to find enough nutrition from berries, plants, perhaps even meat, for one meal for one person.

�� Adaptability

After close familiarisation with her environment, the character may attempt to adjust her body temperature, constitution, and even at times her body mass or shape, so that she may find herself more at ease with her surroundings. Adaptability costs 1 Vita to use, and requires a successful roll of Wits + Navigation (difficulty between 6 and 9, as denoted by the Storyteller).

��� Cover Tracks
A highly useful power, the character may literally cover any markings she leaves on the ground, or elsewhere, to prevent her being followed. She may also Cover Tracks for her companions. To do so, she must spend 2 Vita and roll Intelligence + Stealth (difficulty 5 + each additional companion she wishes to use Cover Tracks on; maximum difficulty 10). Each success rolled adds one to the difficulty of anyone trying to follow the party.

���� Stone Shape
Combining the mystic power of Vita with the ancient crafts, the character may use Stone Shape to sculpt rock with her hands. To do so, she must first declare what alterations she is intending to make to the stone surface/object. Then she must spend 2 Vita and roll Dexterity + Crafts (difficulty 7, or higher at Storyteller discretion). The number of successes rolled indicates how successful she is.

����� Earthquake
As its name suggests, Earthquake allows the character to cause the very ground to tremble and even erupt, creating pits and chasms. Earthquake costs 3 Vita to use, and requires a successful Wits + Occult roll (difficulty 7). Successes cause the following effects; these are cumulative.
  None     No effect
     1        Mild tremors; covers an area equal in radius to the character�s Milieu rating
     2        Causes knockdown if characters fail on a Dexterity + Athletics roll (difficulty 6)
     3        Knockdown causes 5 dice of Bashing damage
     4        Small pits open; characters fall in if they fail on a further Dexterity + Athletics roll (difficulty 6 if they succeeded on the first or 8 if they failed on the
               first)
     5+      Chasm erupts; all characters failing their second roll take 6 dice of Bashing damage in addition to any they may have suffered from the first roll
If the character creating the Earthquake Botches the roll, the ground instead opens up into a pit directly beneath her; she may avoid falling in if she succeeds on a Dexterity + Athletics roll (difficulty 10), else she suffers 10 dice of Bashing damage.

����� � Water Breathing

At this level of Milieu, the character can breathe underwater for up to 10 x (her Stamina rating) minutes between breaths of air. Alternatively, she may spend 3 Vita and roll Stamina + Medicine (difficulty 6); upon success she mystically grows gills and may breathe underwater freely for the remainder of the scene.

����� �� Fire Walk
The last four levels of the Milieu Aptitude are truly astonishing effects. Fire Walk allows the character to walk across and through even the most intense flames and molten lava. To do so, she must spend 4 Vita and roll Stamina + Quintessence (difficulty 7 for low flames, up to 10 for volcanic molten lava). If she Botches, she instantly catches alight on fire, and suffers 8 dice of Aggravated damage every turn until the flames are put out. Otherwise, she may freely walk, wade, and even swim (in the case of molten lava) through the fire for a number of turns equal to the number of successes rolled. Mystically, all clothing, belongings, and other such items are also fully affected by the power for as long as she is.

����� ��� Water Walk

Water Walk allows the character to perform the truly astounding feat of walking on water. To do so, she must spend 4 Vita and roll Dexterity + Quintessence (difficulty 7). If she Botches, she plunges into the water, and suffers 5 dice of Lethal damage from the water entering her head, and will then have to swim the rest of the way. Otherwise, she may freely walk on the surface of the water for a number of turns equal to the number of successes rolled. Mystically, all clothing, belongings, and other such items are also fully affected by the power for as long as she is.

����� ���� Cloud Walk

Cloud Walk is similar to Water Walk, but it allows the character to walk directly across chasms, pits and the like. To do so, she must spend 4 Vita and roll Dexterity + Quintessence (difficulty 7). If she Botches, she falls into the chasm or pit or whatever she was crossing; the consequences of which are left to the Storyteller. Otherwise, she may freely walk through the air for a number of turns equal to the number of successes rolled. Note that Cloud Walk does not allow the character to levitate off the ground, or to fly, but she may alter the angle of her walk by up to 1 foot at the destination per dot in Occult. For example, a character with Occult 3 may finish her Cloud Walk up to 3 feet higher or lower than her original starting point. Mystically, all clothing, belongings, and other such items are also fully affected by the power for as long as she is.

����� ����� Gaseous Form
Completely transcending the physical form, the character may transform herself into a Gaseous Form, allowing her an instant escape route, through the air, through cracks, even down sewer grates. To use Gaseous Form, the character must simply spend 5 Vita. She then turns instantly into her new form, and may move at the rate of 3 feet per turn, if unaided (or hindered) by air currents. She may stay transformed for up to half an hour per dot she has in Wits. Mystically, all clothing, belongings, and other such items are fully transformed with her, and return to their natural state when she does.
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