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| Nature | |||||||||||
| Nature is a potent force in the World, and those who can manipulate and control it are mighty indeed. This Aptitude originated from the Woodland Kingdom, but has since spread to all the other Kingdoms as well. � Herbal Wisdom With but a touch, the character may commune with plant-life. Conversations held in this manner are often cryptic but rewarding. Spend 1 Vita and roll Intelligence + Herbalism (difficulty 7). The number of successes rolled indicates how much sense, and how useful, the conversation is to the character. �� Speed the Season�s Passing This power allows the character to accelerate a plant�s growth, causing roses to bloom in a matter of minutes or trees to shoot up from saplings overnight. Alternatively, she can speed a plant�s death and decay, withering grass and rotting wooden buildings with but a touch. The character must touch the plant she wishes to affect, and spend 1 Vita. Then roll Manipulation + Herbalism (difficulty 7). The number of successes indicates the degree of growth or decay. ��� Dance of Vines The character may animate a mass of vegetation up to her own size, using it for utilitarian or combat purposes with equal ease. Ivy becomes a personal scribe, and jungle creepers can strangle opponents. The character spends 2 Vita, and rolls Manipulation + Herbalism (difficulty 7). The plant-life animated stays active for one turn per success rolled, and is under the complete control of the character. If used in combat purposes, the plants have Strength and Dexterity ratings equal to half the character�s current Willpower (rounded down) and Brawl ratings one lower than that of the character. Note that Dance of Vines may not be used to uproot plant-life, and have it stomping around. ���� Verdant Haven This power weaves a temporary shelter out of plant matter. In addition to providing physical protection from the elements, the Verdant Haven also establishes a mystical barrier, which is impassable to anyone whom the character wishes to exclude. A Verdant Haven appears as a six-foot tall hemisphere of interlocked branches, leaves and vines with no discernible opening. To create a Verdant haven, the character must be standing in a heavily vegetated area, and must spend 3 Vita. The Verdant Haven takes three turns to construct itself, and once established, anyone wishing to enter without the character�s permission must succeed on a resisted Willpower roll (difficulty 6). The Verdant Haven will last for 24 hours, or less if the character so desires. ����� Security of the Soil Using this power, the character can literally meld into the ground, so long as it is made from an appropriate substance; soil and sand are fine, but rock is not. Once a character has attained the Security of the Soil, she cannot move around until she emerges once again. While so interred, the character is in a transitional state between flesh and earth. As such, the character is difficult to sense, even through uses of Aptitudes. However, a disruption to the ground that the character has melded with returns her immediately back to the physical world, to full wakefulness, showering dirt outward as her body displaces the soil. Security of the Soil costs 3 Vita, and takes one entire turn to complete; after this the character may stay beneath the ground for up to 24 hours, but the desired amount of time must be stated when first using the power. The character falls into a state of half-awakened unconsciousness, sensing her surroundings only distantly. The character must succeed on a Balance roll (difficulty 6) to rouse herself in response to danger prior to her desired time of emergence. ����� � Awaken the Forest Giants This power allows the character to literally wake up the trees, for a time at least. She must be in physical contact with a tree, and must then spend 3 Vita and then roll Manipulation + Herbalism (difficulty 7). Upon success, the tree uproots itself as a Forest Giant. Each success (in total) rolled may be used to �purchase� any of the following qualities for the awakened tree: * +1 to all Physical Attributes (a Forest Giant�s Physical Attributes all begin at a default of 1) * +3 turns manifestation time (a Forest Giant will only manifest for a default of 1 turn). * �1 Willpower for use resisting the character�s commands (a Forest Giant�s Willpower begins at a default of 3) * +1 Might Aptitude * +1 Endurance Aptitude Unless successes are spent on manifestation, the Forest Giant will set down its roots and return to simply being a tree after it has been active for a single turn. Vita points may also be spent on the above qualities, on a point-for-point basis, up to the Nephilim�s Vita Limit, and may be spent after the initial activation of this power (hence, with enough Vita, a Forest Giant could stay active for quite some time). ����� �� Ghosts of the Grove Forests have always been places of great power and uncertainty, and many superstitious inhabitants of the World still refuse to travel through them for fear of what lies in them. Ghosts of the Grove plays on that fear by allowing the character to conjure sounds and brief flickers of images that can make even the most stalwart of champions flee the area. Conjuring the Ghosts of the Grove costs 2 Vita, and requires a Manipulation + Performance roll (difficulty 7). All characters within an area equal to (2 x the character�s Nature rating) feet radius must immediately make a Wits + Courage roll (difficulty 7, or 5 if they have been warned beforehand). Victims must beat the number of successes rolled by the character using Ghosts of the Grove, or they will be forced to flee. Spending a Willpower point will allow a victim to remain, ignoring the effects, after a successful subsequent Willpower roll (difficulty 7). The power lasts only for one turn, but this is usually all that is needed to scare off the character�s opponents. ����� ��� Vegetation Visage When it comes to the last resort, this power is often the most useful. Vegetation Visage allows the character to hide perfectly among her surroundings, so long as she is in an area of some sort of forestry or vegetation. Vegetation Visage costs 3 Vita and requires a Wits + Herbalism roll (difficulty 5 for a densely vegetated forest or jungle, 7 for a small wooded area, or 9 for just one tree or bush). Each success allows the character to completely blend in with her environment for three minutes or one turn in terms of combat. This is a highly potent power; only characters using the Observation power: See the Unseeable even have a chance of spotting the character whilst wearing the Vegetation Visage, and in this case, the character must score a number of successes equal to (the number of successes scored on the Vegetation Visage roll + the character�s Stealth rating). ����� ���� Swamp Having both benevolent and malignant possibilities, Swamp is used to turn an area of land into a dense swampland. This can be used on any type of ground, from grass and soil to rock and stone. Swamp costs 4 Vita and requires a Willpower roll (difficulty 6 for �easy� areas such as grass and soil, up to 8 for �hard� areas such as rock and stone). If successful, the power creates an area of swampland equal to (the number of successes rolled) feet radius. The Swamp created is permanent (unless the Vita Totus power: Undo is used). Botching this roll causes no external effects, but causes the character using Swamp a number of levels of Aggravated damage equal to her Herbalism rating, soakable only with the Endurance Aptitude. ����� ����� March of the Trees While the level 5 Nature power, Awaken the Forest Giants, creates a single awakened tree, March of the Trees can rouse an entire army of them. Using this power requires that the character be in an area with at least ten trees in it; any kind of tree will do. She must then spend 4 Vita and roll Manipulation + Herbalism (difficulty 7). Each success awakens up to ten Forest Giants (so long as there are enough trees). The Forest Giants will manifest for a number of turns equal to the character�s Willpower rating, or for the rest of the scene at the expenditure of one permanent Willpower point. The tree army will obey any orders given to them by the character that summoned them, so long as her orders do not threaten the environment in any way. Forest Giants awakened using this power have Physical Attributes of 5, both Might and Endurance Aptitudes at 2, and a Willpower of 3. |
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