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| Path of War | ||||||||||||
| The Three Paths are a trio of distinct Aptitudes designed initially to complement the two Entropic Aptitudes (Entropic Force and Entropic Vita). However, unlike those two, the Three Paths have become more common among the Nephilim. The Path of War deals with combat and warfare, both for the practitioner of the Path, and for her victims in some cases. The Path of War may only be learned by characters that subscribe to the Code of Malignance. � Strength of Vita The Strength of Vita grants one extra automatic success on all damage rolls, as well as all non-combat actions involving physical strength, in addition to any other bonuses (including those gained from the Might Aptitude). �� Bellow of Terror Emitting a primal scream of fury and rage, the character can terrify all of her enemies within the vicinity. Bellow of Terror costs 1 Vita to use. The character then rolls Manipulation + Intimidation (difficulty 7), contested by all affected victims, who may roll Wits + Courage (difficulty 6). Any characters who do not score the same or more successes than the character using Bellow of Terror must immediately flee the scene at once, or go Berserk. Any characters with the Path of War Aptitude are immune to this power. ��� Mark The character can place a Feados (or a Kylar, if she so chooses) on a victim, by touching him, and spending 1 Vita. The Feados manifests as a level one Manifestation of the appropriate type, though this can be increased on a point-for-point basis by spending additional Vita points, up to the character�s Vita Limit. Additionally, the character may spend 1 Willpower point to make the Mark manifest at a later date, no later than a week from the time that this power is used, but the timing of the effects is not particularly accurate. ���� Enraged Fury Calling upon her reserves of Vita, the character may make additional actions in one turn, at no penalty. Spend 2 Vita, and roll Dexterity + Athletics (difficulty 7). Each success grants one additional action, all of which must be used in the following turn. These actions may not be used for employing any Aptitude other than Might and Endurance. Enraged Fury may only be used once per scene. Nephilim with this power are renowned and feared for their use of this power in battle, as they slaughter many enemies in a matter of seconds. ����� War of Ages This potent power allows the character to instigate wars between individuals, by causing intense hatred between them. War of Ages requires that the character touch all intended victims, and within five minutes of touching the first, spend 3 Vita and roll Manipulation + Subterfuge (difficulty of the highest Willpower score of the group). One success causes discontent and suspicion between the victims for one hour, two successes for five hours, 3 for one day, 4 for one week, and 5 for an indefinite feud. ����� � Hellfire Summoning forth nightmarish flames from the heart of the Crimson Kingdom, Hellfire allows the character to hurl or belch forth a large ball of flames at her victims. To do this, she must spend 3 Vita and roll Dexterity + Athletics (difficulty 7). This may be opposed by the target�s Dexterity + Dodge as normal. The victim suffers a number of levels of Aggravated damage equal to the number of net successes scored by the character using Hellfire. If the victim suffers at least one level of damage (after soaking), she must make a further Stamina roll (with no modifiers), at difficulty 6. If she fails, she is set alight by the flames, and suffers the same amount of damage as before, after which she must make another Stamina roll, and so on. ����� �� Battle Form Ordinarily, many Nephilim are frightening to behold. A Nephilim employing the Battle Form is terrifying to say the least. She grows in height by at least two feet, sprouts wings (is she does not already have any), large black horns (in addition to any she might already have) and two extra arms (regardless of how many she has normally). She also gains +4 to all Physical Attributes, in addition to any other bonuses she might gain, and may make actions each turn using all of her arms as though they were independent of each other. Battle Form costs 3 Vita, and lasts for a number of turns equal to the number of successes scored on a Wits + Occult roll (difficulty 8). For some Nephilim, the exact effects of this power may need to be altered; if this is the case consult the Storyteller. ����� ��� Dedicate Dedicate is used to give a weapon the power of Vita itself. The character must spend 4 Vita and roll Intelligence + Quintessence (difficulty 7). The weapon will then cause double its normal damage before any additional modifiers such as Strength, Might, and so on are applied, each time it strikes, up to a number of strikes equal to the number of successes rolled. In addition, at the cost of a further Vita point, any mystical effects of the weapon are doubled in potency. ����� ���� War Form Enemies who have seen Nephilim in their Battle Form and wept in fear have seen nothing compared to the horrendous War Form. A character employing this power trebles in height, sprouts wings (if she does not already have any), large black horns (in addition to any she might already have) and four extra arms (regardless of how many she has normally). She also gains +6 to all Physical Attributes, +4 to Manipulation, +5 to Intimidation and eight additional �Bruised� Health Levels. This is all in addition to any other bonuses she might gain. She may each turn make actions using all of her arms as though they were independent of each other. War Form costs 5 Vita, and lasts for a number of turns equal to the number of successes scored on a Wits + Occult roll (difficulty 8). War Form may not be used in conjunction with Battle Form. For some Nephilim, the exact effects of this power may need to be altered; if this is the case consult the Storyteller. ����� ����� Bolt of Change A terrible power indeed, the Bolt of Change rarely leaves a victim unscathed. Its effects involve either the death of the victim, or else causes him one or more severe mutilations. Using the Bolt of Change costs the Nephilim 5 Vita, and requires a Manipulation + Occult roll (difficulty 7). The victim may make an opposed Willpower roll at difficulty 8. If the Nephilim scores more successes, or if the victim does not oppose the roll, the Bolt has inflicted the victim, who immediately suffers 10 dice of Aggravated damage. In addition to this, the victim (if he has survived) immediately develops a number of Feadoses equal to the number of net successes rolled by the Champion. Curiously, once a character has fallen foul of � and survived � a Bolt of Change, he is immediately rendered immune to all further uses of the power, regardless of how much damage (if any) was caused. |
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