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| Tempest | |||||||||||
| Control over the weather is a wondrous power, and this is what the Tempest Aptitude deals with. Note that Tempest is best used outside; only Chill (level one) and Gust (level three) work indoors or underground. � Chill The basic level of Tempest allows the character to create a chilly effect in a five-foot radius area from where she is standing. This area may be doubled for every point of Vita invested (e.g. spend 3 Vita to affect an area covering 40 feet), up to the character�s Vita Limit. �� Clouds Clouds causes the sky to darken as clouds form, creating a barrier for the sun or moon. To use Clouds, the character must spend 1 Vita and roll Wits + Quintessence (difficulty 8 for a clear day, 6 for an average day/clear night, 4 for already cloudy/dark conditions). Each success darkens an area of 50 feet radius from the caster�s position. 1 success has little effect, while 5 or more makes noon seem like the middle of the night. The area affected may be doubled for each additional point of Vita spent, up to the character�s Vita Limit; this must be decided before the character makes her Clouds roll. ��� Gust The Gust power creates a sudden squall of wind, powerful enough to knock things and people over. Spend 1 Vita and roll Wits + Quintessence (difficulty 7). On 1-2 successes, the Gust is not powerful to knock anyone over, but will affect certain objects at Storyteller�s discretion. On 3 or more successes, any character (including the caster) must succeed on a Dexterity + Athletics roll (difficulty Gust successes + 3; maximum 10). Failure indicates the character is knocked to the ground, Botch results in the character being knocked to the ground and suffering Bashing damage equal to the number of successes scored on the original Gust roll. This damage may be soaked normally. Gust affects an area of 50 feet radius from the caster�s position; this area may be doubled for each additional point of Vita spent, up to the character�s Vuta Limit; this must be decided before the character makes her Gust roll. ���� Calm Calming a natural storm can, in some cases, be more impressive and more useful than creating one; however, it is easier to do than creating a Storm, hence it is learnt before that power. To use Calm, a storm must (obviously) already be in effect. Spend 3 Vita and roll Wits + Quintessence (difficulty 7 for a natural storm, or 9 if it was created by the Tempest 5: Storm power). 1 success creates a calming effect on the storm in an area of 50 feet radius from the caster�s position. Each subsequent success widens the affected area by 50 feet (e.g. 3 successes creates a Calm effect for 150 feet radius). ����� Storm Creating a storm is one of the master powers of Tempest, producing effects such as wind, rain, lightning and so on. To use Storm, spend 4 Vita and roll Wits + Quintessence (difficulty 4 for already stormy conditions, 6 for cloudy and/or wet conditions, or 8 for a calm, sunny day/clear night). 1 success creates (or sustains) a storm in an area of 100 feet radius from the caster�s position. Each subsequent success widens the affected area by 50 feet (e.g. 3 successes creates a Calm effect for 200 feet radius). ����� � Miscellany The first five levels of the Tempest Aptitude have all concerned the creation of separate weather effects; with the Miscellany power, the character may create several different unrelated effects, such as snow, warm wind and clouds, or rain and sunshine. To do so, the character must spend 3 Vita and roll Wits + Quintessence (difficulty 6 + 1 for each additional weather effect required). To illustrate, in the previous examples, the difficulties of the roll would be 8 and 7 respectively. The number of successes scored indicates the duration of the Miscellany. None No effect 1 One turn 2 Two turns 3 Three turns 4 Rest of the scene 5 6 hours 6+ Until the character desires the effect to cease, to a maximum of 1 day. ����� �� Deep Strike Using Deep Strike causes a short meteor shower to hit a small area, causing considering damage to the landscape and to anybody caught in the target area. Creating the meteor shower costs 4 Vita, and requires a successful Wits + Quintessence roll (difficulty 7). Each success causes the area affected to double in size, starting with three feet radius for just one success. The target area can be anywhere within a fifteen foot radius area from the character using Deep Strike. Any characters that are caught in the area must succeed on three separate Dexterity + Dodge rolls (difficulty 6), or suffer a number of dice of Lethal damage equal to the Tempest rating of the character using this power. ����� ��� Shake the Earth The power of Shake the Earth creates a series of localised but powerful tremors, causing victims great injury, and even in some cases causing buildings and other structures to topple over. Shake the Earth costs 4 Vita to use, and requires a Wits + Quintessence roll (difficulty 7), which must be opposed by a Dexterity + Athletics roll by all characters caught in the affected area. The area covered by the tremors is equal to (2 x the character�s Intelligence + Quintessence) feet radius, or smaller if the character so desires. The centre of the affected area can be anywhere within 20 feet from the character using the power, so long as it is also within her visual range. Any characters who fail to beat the number of successes scored on the Shake the Earth roll are caused 1 level of Bashing damage per success scored on the Shake the Earth roll in total. If the damage caused is 6 or higher, there is a chance, at Storyteller discretion, that buildings and other structures might topple over (causing further damage to the unlucky individuals caught in their path). Shake the Earth lasts only one turn, but this duration may be extended for an extra turn with the expenditure of an additional point of Vita. However, each time the effects are extended, the total amount of damage caused is halved (round down). ����� ���� Eye of the Storm Eye of the Storm is a more potent version of the level 5 power: Storm, in that it is more effective and impressive, causes injury to others, and is created directly around the character, but without any harm or effects to her. Creating the Eye of the Storm produces effects such as wind, rain, lightning and so on. To use it, spend 4 Vita and roll Wits + Quintessence (difficulty 7, regardless of current weather conditions). 1 success creates (or sustains) a storm in an area of 200 feet radius from the Nephilim�s position. Each subsequent success widens the affected area by 75 feet (e.g. 3 successes creates a storm effect for 350 feet radius). In addition, the lightning that accompanies the storm can strike other characters in the area that is covered; each character caught in the storm must roll Dexterity + Dodge, and beat the number of successes scored on the Eye of the Storm roll, or else they will suffer an number of levels of Lethal damage equal to the Wits + Quintessence total of the Nephilim using this power. The created storm will last for a number of turns equal to the character�s current Willpower, during which all characters still in the area must continue to make their Dodge rolls each turn, or less if she so desires. Spending 1 Willpower point will cause the storm to last for double the amount of time left when the Willpower is spent, but it will remain in the area it was created; hence, if the character steps out of the Eye of the Storm, she will be affected just the same as the other victims. ����� ����� Tsunami The terrible force and power of the Tsunami is extremely devastating, and must be used with extreme caution. Obviously this power can only be used in coastal areas; if the sea is within visual range of the character, then she may spend 5 Vita to summon the tsunami, which, when it strikes, will cover an area of (15 x the character�s Willpower rating) feet radius. The devastating consequences of the Tsunami are left to the Storyteller�s discretion, but it is rare for anyone to survive one completely unscathed. |
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