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| Warding | |||||||||||
| The Aptitude of Warding concerns the use and manipulation of traps, both mundane and mystical, and actual mystical wards. Warding is a very popular Aptitude for all those who desire to protect a place or thing. The downside to Warding is that all wards and traps created, with the exception of those created by the level 10 power, Impenetrable Sanctuary, degrade over time. A ward lasts for (the level of the power used + the character�s Vita Limit rating) months before it naturally breaks down. There is of course nothing to stop the character that set up the ward from returning every so often to renew the ward. � Detect Trap Detect Trap is the basis on which all the other powers of this Aptitude are based. It allows the character to detect mundane and mystical traps, and mystical wards. To use Detect Trap, the character must declare that she is using the power, what of the three types above she is looking for, and on what specifically. She then rolls Perception + Investigation (difficulty 6 for mundane traps, 7 for mystical traps and 8-9 (at Storyteller discretion) for wards). Just one success is required to be able to detect if anything is there. �� Disable Trap As it sounds, Disable Trap is used to disable any mystical or mundane trap, but not any wards (this is covered by the level 9 power, Disable Ward). The character must first know exactly where the trap, and its trigger if applicable, is. She then rolls Intelligence + Larceny (difficulty 7 for mundane traps, 8 for mystical traps). Usually just one success is required, but at Storyteller discretion, more may be required to disable a mystical or very complex trap. ��� Snare The Snare power allows the character to set up a simple mystical trap. She must specify what the trap is to do, otherwise it simply defaults to causing four dice of Lethal damage. The character creating the Snare must invest 2 Vita into the trap, and then roll Dexterity + Crafts (difficulty 6, or higher at Storyteller discretion). The trap will remain in place until it is set off, usually by a simple weight or movement trigger. ���� Deflect A highly useful power, Deflect allows a character that has just set off any sort of mystical trap to redirect its effects to the nearest victim � though this may unfortunately be one of her companions, who is to know it was because of something she did? Deflect costs 2 Vita, and requires no roll. The Storyteller determines who is targeted instead, and they of course may also use the Deflect power if they have it. ����� Alarm Alarm, and its three following powers, concerns the actual setting up of a ward. Wards created by Alarm, Warn and Specific Ward can cover a spherical area of anything up to (the character�s Warding rating) feet radius, which can of course be expanded using the Protection of the City power. The created ward must be focused on a specific inanimate object that lies at the centre of the area covered by the ward. Created wards last until they naturally degrade, or until the character ends it (which she can do with minimal effort, and need not even be in its presence). Alarm, the first type of ward that can be created, is a simple triggering power that sets off a loud monotonous noise, audible to all within hearing range, that will only be stopped as soon as the character who created the ward wills it, or else the Alarm is countered by the Vita Totus power: Undo. Alarm costs 1 Vita, and requires no roll. ����� � Warn Warn is, for all intents and purposes, exactly the same as Alarm, with the exception of the audible alarm being replaced by a similar alarm that is only audible to the character that placed the ward. Warn costs 2 Vita, and requires no roll. However, the character may elect to spend 1 Willpower point, to cause the ward to form an invisible yet solid barrier, restricting anyone but the character placing the ward from entering. Only the character, and anyone she specifies at the time of placing the ward, may enter unhindered. ����� �� Specific Ward Specific Ward creates a ward that can either trigger the effects of Alarm or of Warn, as the character placing the ward desires. However, the ward will only be triggered by certain circumstances, as laid down at the time of placing the ward. These circumstances can be as specific as the character likes, from �Zombi� to �the gunsmith carrying the key that opens the safe in the town hall�. Specific Ward costs 3 Vita, and requires no roll. However, the character may elect to spend 1 Willpower point, to cause the ward to do harm to all those trying to enter it. Any character doing as such immediately suffers 1 unsoakable level of Lethal damage. Only the character, and anyone she specifies at the time of placing the ward, may enter unhindered. ����� ��� Protection of the City Protection of the City is used in conjunction with one of the previous Warding powers involving the creation of a ward (Alarm, Warn or Specific Ward). The effect costs 1 additional Vita, which must be spent in the same turn as the Vita spent to create the ward itself. The character must then roll Intelligence + Quintessence (difficulty 7). Each success doubles the area covered that would normally be covered by the ward. Protection of the City does not work on any ward created by Impenetrable Sanctuary. ����� ���� Disable Ward Disable Ward is a very potent power that can disable virtually any ward that has been created. The power requires that the character know the source of the ward (i.e. the object that it was created around). Using Disable Ward requires that the character spend 3 Vita and roll Intelligence + Quintessence. The difficulty of the roll is (4 + the Vita Limit rating of the character that placed the ward). The character must score a number of successes equal to the level of this Aptitude that was used to create the ward. So, for example, a Nephilim using Specific Ward has a Vita Limit of 4. The difficulty to break the ward is 8, and the character attempting to do so must score at least six successes to bring the ward down. Botching this roll has no effect. The Protection of the City power, if used to augment the ward, does not impose any further penalties on the character using Disable Ward. At Storyteller discretion, of course, this power may be unsuccessful in bringing down a ward. This power cannot be used against any ward created using Impenetrable Sanctuary. ����� ����� Impenetrable Sanctuary At this level of Warding, a character can place a ward that cannot be broken. The Impenetrable Sanctuary functions exactly like a Specific Ward in all respects, except that it cannot be broken using Disable Ward, and cannot be augmented using Protection of the City. Impenetrable Sanctuary costs 5 Vita, and requires no roll. The Impenetrable Sanctuary will never degrade, and will last until the character that placed it either ends the ward, or is killed. The only way to bring it down is by using the Vita Totus power: Undo. |
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