Puppet Mastery
This fearsome Aptitude is one of the prime reasons behind many Humans' fear of the Nephilim, even though it is not widely known of. The Aptitude deals with the possession and manipulation of Human 'shells', using them as literally little more than puppets. Unfortunate Humans who serve as these shells, or 'Seeds of Discord', are usually taken over until they die, although most retain some semblance of their mind, and, depending on the level of Puppet Mastery the Nephilim wields, can still sometimes act and think for themselves. Particularly strong-willed Humans (Willpower 9 or 10) may be able to expel their unwanted Nephilim possessor; they may roll their Willpower once every 24 hours, at a difficulty equal to the Nephilim's Puppet Mastery rating + 4 (maximum 10). The Human must score more successes than (the Nephilim's Puppet Mastery rating/2) to forcibly eject the offending Nephilim. A Botch unlocks the Human's mind completely to the Nephilim, causing their permanent Willpower to drop instantly to zero.

� Skin Ride
At the earliest stage of the Aptitude, the Nephilim is able to merge herself partly with the psyche of a Human. To do so she must spend 1 Willpower point and then make an opposed Willpower roll with the victim, both at difficulty 6. While the Nephilim is extremely limited in her ability to control her victim, this stage is an important part of the Aptitude as all further powers are built upon it and can be used only after this power has been successfully used. Skin Ride also allows the Nephilim to direct the Human host into occasional slurs of speech, spasms, jerks and movements, which can be quite useful (slapping a volatile ally across the face at a critical moment for example). To do so, the character must roll Manipulation + Quintessence (difficulty of the Human's Willpower). The number of successes indicates the degree of success as dictated below.
   1     One word/simple gesture/basic command
   2     Single sentence/crude manipulation of limbs/simple command e.g. "Pick that up."
   3     Say/do something that is completely out of character for the Human
   4     Make the host do/say something that could result in harm to him, e.g. hitting someone or firing a bow
   5     Any of the above, plus the host immediately forgets what it is that you just made him do


�� Fugue
The Nephilim can now control actions of the Human host for a set time, and once the host has acted and regains control, they will remember nothing as if they had been in a Fugue. To use Fugue, the Nephilim must spend 1 Vita point, and roll Manipulation + Leadership (difficulty of the host's Willpower). The number of successes indicates the degree of success as dictated below.
   1     One turn
   2     One scene
   3     One hour
   4     Six hours
   5     Twelve hours
   6+   Twenty-four hours

��� Brother's Body
At this level of the Aptitude, Nephilim begin to take an active interest in the Puppet Master as well, for this power allows the Nephilim to use it on her fellow Nephilim. Brother's Body allows the Nephilim to use both Skin Ride and Fugue on fellow Nephilim - an extremely dangerous undertaking.

���� Seeds of Discord
Puppet Mastery can be a dangerous undertaking, and under normal circumstances, a fatal blow to a Puppet will result in the Skinriding Nephilim being ejected violently - and painfully - out of the now deceased body. However, upon reaching this level of the Aptitude, the Nephilim may plant Seeds of Discord into other Humans' subconscious minds, allowing the Nephilim to 'ripcord' to the nearest Seed upon the demise of her current shell. Using this power requires holding a full conversation for at least five minutes with the subject. The Nephilim then spends 1 Vita and 1 Willpower point. The only restriction is that the Nephilim may only have a number of current Seeds of Discord active equal to her Puppet Mastery rating. Subsequent uses of this power will nullify the effects of earlier Seeds on a first-in, first-out basis. Once done, when the Nephilim's current host dies, the Nephilim's player must make a Willpower roll (difficulty 7). if successful, the Nephilim is rip corded to the nearest Seed, even if that means the Nephilim is catapulted across the World. A failure on the roll results in the Nephilim losing all but one of her health levels and being evicted into thin air. Botching this roll results in the destruction of the Nephilim..

����� Possession


����� � Mastery of the Shell
you don�t give a damn about the body and can force it to do things that would probably kill a normal body, yet still keep it together with the power of your will.
You suffer no wound penalties and can attempt to soak any thought damage from injury with your WP. In adition when the host would normally die make a WP diff the damage just taken, and again every scene/hour, every time you fail a body part drops off when all body parts are gone the body is dead.

����� �� Paternal Dominance


����� ��� Synthesis


����� ���� Eruption


����� ����� The Gift of Becoming
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