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| Translocation | ||||||||||||
| The Aptitude of Translocation allows the manipulation of space by the character, allowing her to cover vast distances with simple ease. Translocation is still a highly experimental Aptitude, and can result in some very dangerous situations if the Nephilim is not careful. There is no limit to how far the character can traverse, so long as she has a rough idea of her destination (this stricture does not count for Swap Seats). Botching any Translocation rolls should result in some very deadly (and amusing for the Storyteller) consequences. � Finders, Keepers Finders, Keepers is the thief�s perfect tool. It allows the character to reach through narrow holes and cracks, resulting in her hand appearing through a different hole or crack somewhere. This is most useful in retrieving small objects (as anything larger than the hole cannot obviously be pulled back through). However, unless the character knows precisely what (or who) is present at the destination, this power could be rather fruitless. Spend 1 Vita and roll Dexterity + Investigation (difficulty 7). 1 success is usually sufficient, but more may be needed to prevent detection. �� Through the Looking Glass A refinement of the first ability, Through the Looking Glass allows the character to crawl through narrow spaces and windows, no larger than two square feet, appearing through another nearby crawlspace. However, unless the character knows precisely what (or who) is present at the destination, she could be in for a nasty shock upon arrival. Spend 1 Vita and roll Dexterity + Athletics (difficulty 7). 1 success is sufficient for this power to work. ��� Opportunity Knocks This is the classic ability to step through a door and arrive through a different door elsewhere. Spend 2 Vita and roll Wits + Navigation (difficulty 6 for a destination the character is well acquainted with, or 7-9 for other destinations, at Storyteller�s discretion). However, unless the character knows precisely what (or who) is present at the destination, she could be in for a nasty shock upon arrival. 1 success is sufficient for this power to work. ���� Swap Seats Swap Seats allows the character to switch locations with someone else, allowing for some rather impressive escapes. Spend 3 Vita and roll Wits + Quintessence. The difficulty is the target�s Willpower, with the following modifiers: Know target well -1 Target is a stranger +1 Know exact destination -1 Unknown destination +3 Target is in line of sight -2 Target is willing -3 Minimum difficulty is 2, maximum is 10. Swap Seats requires one full turn of concentration prior to using it (thus essentially requiring two turns to use). ����� The Lazy Combatant The ultimate manoeuvre in combat, The Lazy Combatant allows a character to switch places with her opponent after her opponent has struck her, thus receiving the blow himself. The Lazy Combatant always takes place after an opponent has rolled damage for his attack. The character then spends 4 Vita and rolls Wits + Dodge (difficulty of the target�s Willpower). Each success adds to the character�s soak pool for that turn, and any net soak is then converted to damage, afflicting the attacker. This is especially useful in situations such as a blow that would normally push the character off a height; the kinetic energy transfers, resulting in the opponent himself falling (regardless of whether or not he took any damage). ����� � Escape to a True Friend When the character is faced with the direst of circumstances, she may employ the power of Escape to a True Friend. This allows her, at the cost of 4 Vita, to translocate to a place or person of safety; doing this also requires at least one success on a Wits + Navigation roll (difficulty 7). The character may then translocate across any distance, but to a destination, or a person, that she deems to be safe (of course, in this World of intrigue and deception, this isn�t guaranteed�) ����� �� Through the Warp Through the Warp allows the character to disappear from one location, and appear in another, anywhere within a (the character�s Translocation rating) yard radius sphere. Although it is vastly uncommon knowledge, this power is employed by travelling through the very fabric of the Initium Occasus (regardless of how far away the character is to the Plains of Armaak), hence the destination can be through walls, up cliffs, and so on. The Nephilim cannot Teleport into any location already occupied by anything, and if she tries, she will automatically be placed as near to the intended destination as possible, as long as she is still within the spherical area. Through the Warp costs 3 Vita. ����� ��� Gone in Sixty Seconds At this stage of the Translocation Aptitude, the character has reached the most advanced stage of simple teleportation, and may, at the cost of 4 Vita and a successful Wits + Navigation roll (difficulty 7) translocate to anywhere at all, so long as she states her intended destination before rolling. Of course, when she arrives at her destination, she is not guaranteed that there might be enemies waiting for her, but then nothing in life is guaranteed. ����� ���� One Man Army Using One Man Army, a character can theoretically fight a large battle on her own, for this power gives her the ability to translocate a number of times in one turn, each time giving her the opportunity to make an attack. One Man Army costs 5 Vita, and requires a Wits + Navigation roll (difficulty 7). Each success allows her to appear in a different location on the battlefield, and perform one action. The �battlefield� cannot exceed an area of (her Intelligence x 50) feet radius, from her starting position. However, the downside to this is that, although the character will act first each time due to surprise, after her action each time, her opponent (if still alive) also may make an action (although this does use up their action for the turn) before the character Translocates elsewhere. ����� ����� Temporal Refuge Sometimes simple Translocation is not enough to escape severe danger, which is when this power can be extremely useful. Using Temporal Refuge, the character may translocate to a slightly different time frame, effectively placing her �out of synch� with the actual time frame that everyone else exists in, meaning that she is no longer at risk from any person, creature or mystical effects (although natural effects such as a natural volcano will still affect her). All of these things that she is now protected from cannot be seen by the character anymore, and indeed she can no longer be seen either, until she �phases back� with the normal time frame. Temporal Refuge costs 5 Vita, and requires a Wits + Quintessence roll (difficulty 7). Each success allows the character to stay in her Temporal Refuge for up to three turns (so, for example, 4 successes means the character may stay safe for anything up to 12 turns). However, while the character can freely move around as normal, since she cannot see any of the threats she was just facing, she cannot be guaranteed to phase back when the coast is clear, or even simply away from the danger. Nephilim who Botch their Temporal Refuge become permanently phased within a different time frame, and can only be rescued by a character who successfully uses the Vita Totus power: Undo, and even then this can only be done if the character knows what had happened to the phased Nephilim, and where she currently is. |
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