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| Vita Totus | ||||||||||||
| This Aptitude, strongly envied by many Humans, concerns the mystical effects Vita at its very root, and the manipulation of such. Vita Totus is very popular and common amongst Nephilim. � Sense Vita The character may pick up the waves of mystical energy in the air or on objects and people. Roll Perception + Quintessence (difficulty 7 or higher, at Storyteller�s discretion). Each success grants one piece of information about any effects of Vita currently taking place within a 20 feet radius. �� Glean Vita By manipulating the mystical energies in the air, the character using Glean Vita may �steal� the effects of a mystical item or weapon, including potions and Aptitude powers. Doing this requires the character to know and see what she is focusing her efforts on, even though she might not know its exact effects; for example, she may steal the effects of a talisman without knowing what it does, just so long as she states that she is using Glean Vita on the talisman. Glean Vita costs 2 Vita and requires an Intelligence + Quintessence roll (difficulty 7). One success is all that is required, unless the character is stealing the effects of an Aptitude power, in which she must beat the number of successes rolled by the character using the Aptitude. ��� Vita Reserve This automatic ability allows the character to draw on a hidden Vita Reserve within her being. If she ever runs out of Vita points, she may simply make a Willpower roll (difficulty 7); each success restores 1 Vita point. If she uses this power more than once within a 24-hour period, the difficulty increases by one; if she uses the power after the difficulty has already reached 10, the difficulty stays at 10, and two successes are required for each Vita point to be regained. This roll cannot result in a Botch. ���� Manifestation Eruption This power allows you to spontaneously, and temporarily, induce all of your (or a fellow Nephilim�s) Dormant Manifestations, which can suddenly boost a character�s abilities, or equally severely hamper a character�s abilities, for a short time. If nothing else this can prove visually stunning and highly effective when performed at a critical moment. To use this power on someone else, the Nephilim must be able to see her target. She must then succeed on an Intelligence + Quintessence roll (difficulty of the target�s Vita Limit + 4 (her own if she is performing this power on herself). Successes on this roll dictate how long the Manifestation Eruption lasts. 1 1 turn 2 2 turns 3 3 turns 4 Rest of the scene 5+ 1 hour ����� Undo Undo is perhaps the most powerful ability any Nephilim can possess, since it can literally Undo the effects of almost any Aptitude power, Kylar or other mystical effect; this even extends to powers and effects from mystical items. The character musts spend 3 Vita and make an Intelligence + Quintessence roll. The difficulty of this roll varies; for an Aptitude power, the difficulty is 4 + the level of the power that the character is trying to Undo. If this exceeds 10, the difficulty remains at 10, and the extra �difficulty points� are transferred to success requisites. For example, a character trying to Undo the effects of a level 4 power rolls at difficulty 8, needing only 1 success (however, see below), while a character trying to Undo the effects of a level 8 power rolls at difficulty 10, needing at least 3 successes. The number of overall successes required may be increased or decreased at Storyteller�s discretion. The Storyteller also assigns the difficulty for Undo rolls that concern mystical items, but should always be at least a base difficulty of 7. ����� � Salvage Vita As Vita Reserve, Salvage Vita is an automatic ability. Each time the character spends 3 or more Vita points in a single turn, she may make a Willpower roll (difficulty 7); for each success she scores, she may regain a point of Vita, up to a maximum of five (and not beyond her Vita Pool limit). This roll cannot Botch. However, there is one restriction on this, and that it that Salvage Vita may not be used to regain Vita spent on any Vita Totus. ����� �� Drain Vita Drain Vita is a feared power, since it allows the character employing it to steal Vita from her victims. Drain Vita requires an initial outlay of 4 Vita, as well as physical touch with the victim. The character then rolls her Willpower (difficulty 3 + the victim�s Vita Limit rating); each success steals one Vita point from the victim, to be added to the Nephilim�s own Vita Pool. The character cannot steal more Vita points from a victim than the victim has, or than the Nephilim can store. However, if the victim has the Vita Totus power: Salvage Vita, he must make his roll; any regained Vita is then transferred to the character using Drain Vita (if she scored enough successes to warrant it), and any additional Vita that cannot be transferred is lost to the victim (though he can of course attempt to use Vita Reserve). ����� ��� Diminish Essence Diminish Essence is an even more potent power than Drain Vita, for its effects are devastating, and permanent. Rightly so, it costs 5 Vita to use, requires physical contact with the victim, and a successful Wits + Quintessence roll (difficulty 7). If the Nephilim succeeds, the victim loses one permanently in both his Essence and Vita Limit ratings, although Vita Limit cannot decrease to below 1, and Essence cannot be decreased to below zero. Essence cannot be bought back with Experience, but the character�s Vita Limit can of course. ����� ���� Vita Ban Vita Ban is a power that can disable even the most competent of sorcerers and Nephilim, by preventing from using any mystical powers at all for a temporary amount of time. Vita Ban costs 3 Vita to use and requires physical contact with the victim, and an opposed Willpower roll (difficulty 4 + the victim�s Vita Limit rating for the character using Vita Ban, and difficulty 7 for the victim). The number of net successes scored by the character using the power indicates for how long the victim cannot use or benefit from any mystical powers (i.e. anything that involves spending Vita) or items (including potions). None No effect 1 One turn 2 One hour 3 One day 4 One week 5 One month 6+ One year ����� ����� Vita Assault Vita Assault is a psychic attack on a victim that causes a very large amount of damage. This power costs 5 Vita. The Nephilim must be able to see her victim clearly; otherwise there is no restriction on range. Roll Manipulation + Quintessence (difficulty 7). The victim suffers 2 Aggravated levels of damage for every success that the character rolls. Furthermore, the victim also loses, inexplicably, a number of Vita points equal to the number of successes rolled. |
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