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| Survival | |||||||||||
| The Survival Aptitude is a miscellaneous collection of powers that all relate to one thing: the survival of the character. Some are defensive powers, others are more aggressive, and still others are simply useful for non-combative characters to stay that way. Survival is a popular and widespread Aptitude in the World. � Sense Evil The World is far from black and white, and a power given the name Sense Evil would seem to be rather a futile effort. Still, Sense Evil allows the character to perceive nearby taints of evil, whether they are subtle, or actually manifested in an object or as a Feados on a Nephilim. �Switching on� Sense Evil costs 1 Vita and requires a Perception + Quintessence roll (difficulty 7, or higher/lower at Storyteller discretion). With just one success, the character can perceive anything that registers as �evil�, including any recent malignant effects of Aptitude or Kylar use, characters with a Balance rating of 3 or lower, and worryingly, most Nephilim, within an area of 1 foot radius. Each additional success doubles this area. �� Bluster Using Bluster can �turn aside� physical attacks that are made against the character, making her opponents miss. Doing so costs 1 Vita and requires that the character score more successes on a Wits + Intimidation roll (difficulty 6) than her opponent scores on his roll to hit her. Although this may seem like mere parrying, the benefits are better when the character is surrounded, for if Bluster is successful, the attack is immediately passed to the next nearest character, if it is still in range � hence, this power is especially useful when using it on missile attacks. ��� Burden With a stern gaze, the character may use Burden to hold a victim rooted to the spot. Doing so simply requires that the character spend 1 Vita, and maintain her gaze at the victim. While a victim is under the effects of Burden, he may move his body normally, with the exception of his feet, which cannot be moved from their spot. The victim may otherwise attack and use Aptitude powers freely, as may the character using Burden. As soon as eye contact is broken for anything longer than a blink, the power is broken as well. ���� Lock Lock is an extremely useful power, for it gives the character the ability to mystically seal anything, from a door to a box to a book. Lock costs 2 Vita, and requires a Wits + Quintessence roll (difficulty 7). Each success translates into 1 point of Stamina and 1 health level for the lock, which cannot be picked but can be forced with brute strength. The only other way to open the Lock is to use the Vita Totus power: Undo, or if the character who created the Lock opens it herself. ����� Armour Armour is a power that creates a suit of invisible armour, about two inches thick everywhere around the character�s body, rendering her unable to move but totally impervious to physical harm. Armour costs 2 Vita and requires a Willpower roll (difficulty 7); each success sustains the Armour for one turn. Although the character is totally impervious to all physical attacks, any mind powers or other non-physical attacks affect the character normally. ����� � Fortune The power of Fortune grants the character a short run of good luck. At the cost of 1 Vita, she may roll Wits + Quintessence (difficulty 7); each success will negate the next Botch die on any roll. For example, if a character scores three successes, she may negate the next three Botch dice. Her next roll results in two scores of a 1; these are removed by the power of Fortune. A few rolls later, she rolls another three 1�s; one of these is negated, but the other two still stand. A character may not use Fortune if she still has Fortune successes left to use. ����� �� Blend At this level of Survival, the character can completely Blend in with her surroundings when in the wilderness. At the expenditure of 1 Vita, the character Blends, like a chameleon, into the background so that it is almost impossible for her to be seen. All conscious attempts to see her are made at +2 difficulty, and the character trying to see her must score more successes that the character�s Survival rating. ����� ��� Assessment Some things are of great relevance to the overall �tapestry� of life, while others are not so important. A character using Assessment can gauge the importance of an item or person or place, by making an Intelligence + Investigation roll (difficulty 7, or higher/lower at Storyteller discretion). The number of successes rolled indicates how accurate her Assessment is, but essentially, the character should be able to determine how important the subject is to the Chronicle and/or chapter. ����� ���� Deny Deny is a very potent ability, for it is used to stop a character from regaining Vita for a certain amount of time, although there is a good chance that it will be the character herself who suffers these detrimental effects. To use Deny, the character must spend 3 Vita and make an opposed Wits + Quintessence roll with the victim. Whichever of the two scores the least successes will be unable to regain any Vita for a number of days equal to the victor�s net successes. ����� ����� Impermeable On first acquisition of the Impermeable power, the character must choose one particular type of damage or attack, such as fire, blades, bludgeoning, drowning etc., and get Storyteller approval. Aptitudes or mystical weapons cannot be chosen. From now on, the character may reduce all damage caused by whatever she is Impermeable to by 1 for each dot she has in Stamina. For example, a character with Stamina 5 is Impermeable to all damage caused by non-mystical blades. She takes 6 Lethal damage from a nasty axe attack; this is reduced to 1 by the effects of the Impermeable power, which she can then soak with her Stamina 5 and any benefits from the Endurance Aptitude that she might have. Storytellers should be cautious when allowing characters to purchase this power, as it can prove extremely destructive to Initium Occasus games and plots. |
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