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![]() Alex Phoenix Elementalism |
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Ways
of Earth (No
rerequisite) 1.
Earth Sense: By
laying her hands on rock, stone or earth, the Kindred using this ability gains the ability to perceive the surrounding area
from the point of view of the earth with which she is connected. She can perceive buried or hidden objects, whether in the
stone, or very closeby to that stone. For instance, the Kindred could sense the buried coffin underneath him, or the assailant
hiding behind the corner or the concrete building, or the wiring behind the concrete wall. It has been said that Vampires
with this ability may even sense the location of earth-melded Kindred. This power is limited to current information, it cannot
be used to pertain information from the past. System:
By making a Perception + Earth roll, she may gain the sensory input from the stone around her. Successes/Distance: 1 Within/1
metre 2 Within/5
metres 3 Within/10
metres 4 Within/50
metres 5 Within/100
metres The
difficulty depends on the type of material that is being attempted to be read. Earth and natural stone is difficulty 6, concrete
and man-made stones are difficulty 8. The perception extends out of thestone to a limit of 1/3 of a metre. In
addition to the success-range limits, the earthen material being read must be contiguous. Ie: if using a concrete building,
just the building may be read, not the surrounding footpath, etc. If reading a boulder, then the earth surrounding the boulder
is not included in the effect. On
Per + Earth roll (diff 9), an earthmelded Kindred may be sensed (but not affected in any way). 2.
Manipulate Earth: A Cainite
who has progressed to this level of knowledge in the Way of Earth gains the ability to morph earth and stone to his will.
He may command it to warp or move in any one way, directed only by his mind - no physical touch is necessary, although the
object being so altered must be within sight, or otherwise sensed. They
may cause a rock to melt and run like water, pits to open up in front of their enemies, or command the marble top of a tomb
to flow out of the way to give them a temporary Haven. (Of course they need to move it back again before sun-up) System:
By spending a blood point, the vampire using this ability may command stone or earth to alter in shape in any way. He cannot
destroy or create the earth. To determine how successful the effect is, the Kindred must roll Intelligence + Earth (diff 6
for natural stones, diff 8 for man-made substances). Successes:
Area effected - 1 -
Approximately a cubic mete 2 -
Closet worth 3 -
Room worth 4 -
Factory worth 5 -
Most of a mountain. Each
manipulation can cause one effect only. (e.g. to cause stone to flow away from a place and then flow back is two actions and
requires two blood points. 3.
Create Earth: Upon
achieving this level of knowledge in the Way of Earth, the Kindred may create natural earth and stone as they dictate, in
any shape or anywhere within sight. She may see the location that she wishes to create the earth, and it must rest upon something
solid, (i.e. its not possible to create rocks in mid-air). It is however possible to create the stone around an object, or
even a person. It is not possible to create stone other than granite, or similarly natural stones. Gemstones cannot be created. System:
The Vampire using this ability must spend one blood point to invoke this power. In addition to this, she must decide ahead
of rolling for successes how much earth she wishes to create. If not enough successes are gained, then nothing happens at
all. Excess successes also have no extra effect. Roll Intelligence + Earth against difficulty 6. Successes/Effect: 1 -
Approximately a large bucketload 2 -
Approximately one cubic metre 3 -
2 cubic metres 4 -
5 cubic metres 5 -
10 cubic metres 6 -
50 cubic metres 4.
Earthmeld: This
ability is effectively identical to the third level of the Protean Discipline. It takes, as for those with Protean, one blood
point to sink into the earth, and one to rise up and out. In addition, once achieving this level of the discipline, the Vampire
may affect not only natural stone and earth, but may affect other solid matter, such as glass, steel and asphalt. Exactly
what can and cannot be affected is up to the individual ST. 5.
Summon Earth Elemental: By
concentrating upon a large sample of earth or stone, the Cainite evoking this power may summon an elemental spirit to the
sample in order to animate it. This spirit takes upon a vaguely humanoid form, and may not be friendly to the invoker. The
elemental may be commanded by the Kindred to perform simple tasks, such as lifting and carrying objects. System:
Invoking this ability is quite trying to the Kindred attempting it. In addition to spending a bloodpoint, she must also spend
a Willpower point to summon the spirit. Each time the Kindred gives a command to the elemental, he must roll his willpower
at a difficulty of 7. Only one success is needed for the command to be obeyed. Problems occur when the roll is failed or botched.
If he merely fails the roll, then he must immediately make another roll to regain control (willpower, difficulty 8, three
successes needed). If this is failed then the spirit breaks free of the Kindred's control. If
the command-willpower roll is botched, then the Kindred suffers an immediate loss of 1 permanent willpower (as is usual for
willpower rolls), and the spirit immediately breaks free. What happens when an elemental spirit breaks free is up to the ST.
It may simply leave the physical form it was ordered into and depart, it may attack the Kindred, it may wander off in its
physical form. (Earth Elemental: Str 6, Dex 2, Sta 6) 6.
Stoneform: The
Kindred invoking this power immediately transforms herself into a natural piece of stone. The exact shape of the transformed
Kindred is a matter of choice when she uses the ability - however she is limited to a maximum increase in size of 20%. The
Vampire may take on the appearance of a natural boulder, or of a statue, or even of a stone wall (albeit a small one) and
once assuming this shape the Kindred is immune to fire and sunlight, as well as being staked. She is however immobile unless
she transforms to flesh and is vulnerable to being smashed as would be a normal stone object. A Kindred in this state may
sense her surroundings using any sensory abilities she may have, including Earth Sense and Auspex. System:
Invoking this power requires the expediture of a single blood point, whether to become stone or to become flesh. Once in this
shape she cannot move without transforming back to flesh (very painful in sunlight). This includes the spending of bloodpoints,
other than the one necessary to revert to their "natural" shape. In
order to mimic a particular object, she must make a Manipulation + Subterfuge (why? who knows. If you can think of a better
one...), and the accuracy of the copy is dependant on the number of successes (use the success table for obfuscate or viccisitude).
Once in the Stoneform, the vampire's Stamina is raised by 3 extra dice for soaking purposes. |
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Ways
of Air {No
prerequisites) 1.
Descent of the Feather: This
first ability to manipulate the Way of Air manifests itself to give the vampire using it the ability to slow a fall by force
of will. He can prevent himself from suffering damage from all but the highest of falls. System:
The Kindred must roll his willpower, at a difficulty of 6. Each success he achieves on this roll negates one health level
of damage. (Slows his fall so as to effect this.) 2.
Drawing the Storm: This
surrounds the Elementalist in very strong winds wrapping around in all directions. This will pick up local debris and loose
matter in a 10ft radius around the user. System:
The Kindred spends a point of blood and makes a willpower roll to irritate and yet control the winds around herself. Each
success increases the difficulty of all thrown and projected missile attacks (knives, arrows, etc, but not firearms) against
the user or anyone withing 10ft of her by one. The distractions also reduce the dice pools of anyone inside the storm by one
(except for the user). 3.
Resist the Calling of the Earth: This
ability is an extension of the Kindred's current knowledge of the element of air. Rather than simply slow his fall, he may
now nullify any downward descent, buoyed up by the air itself. Using
this part of the discipline, the vampire may step off the side of a building and simply float in midair, or activate his power
and draw his legs up to float in lotus. Given enough ability, the Cainite may change his weight, or slowly rise into the air
rather than hovering. System:
The player rolls willpower against a difficulty of 6. The degree of effect is dependant on the successes gained. Successes
Effect: 1+Simple
hovering is possible. The Kindred may either float, or behave as normal. 2+Subtle
changes in weight are possible for the user of this discipline, as long as he lessens his true weight. At this many successes,
he may null his entire weight, and kick off from an object to move around. 3+
In addition to the above effects, the vampire may also ride slowly, as the air itself lifts him. The rate of speed at which
he may rise is depends on the number of successes. 3 successes allows a speed of 5 feet per turn, plus 5 feet per turn for
every additional success. 4.Become
the Breath: This
ability is extremely similar to that of the Protean ability of Earthmeld, except that it allows the user to meld with the
very air itself. The Kindred is not visible, and cannot be damaged or sensed in any way. Neither may she take any action herself.
She may sense very dimly anything which occurs in her area. System:
The use of this discipline is extremely difficult; even to those who have progressed this far in the Way of Air. In addition
to spending a blood point to enter or exit the melded state, she must also spend a WP point to enter the state. 5.
Calling of the Heavens: Upon
achieving this level of the Way of Air, the Cainite may use it to take to the air in any direction that he wishes. He is supported
by the air itself, and may guide his direction and speed by force of will. System:
The player makes a willpower roll. Success indicates they have achieved flight, the number of successes determines he maximum
speed (10 feet per turn, per success). 6.
Summon Air Elemental: By
concentrating upon a cloud or wind, the Cainite evoking this power may summon an elemental spirit to the sample in order to
animate it. This spirit takes upon a vaguely humanoid form, and may not be friendly to the invoker. The elemental may be commanded
by the Kindred to perform simple tasks, such as displacing or pushing objects. System:
Invoking this ability is quite trying to the Kindred attempting it. In addition to spending a bloodpoint, she must also spend
a Willpower point to summon the spirit. Each time the Kindred gives a command to the elemental, she must roll her willpower
at a difficulty of 7. Only one success is needed for the command to be obeyed. Problems occur when the roll is failed or botched.
If she merely fails the roll, then she must immediately make another roll to regain control (willpower, difficulty 8, three
successes needed). If this is failed then the spirit breaks free of the Kindred's control. If
the command-willpower roll is botched, then the Kindred suffers an immediate loss of 1 permanent willpower (as is usual for
willpower rolls), and the spirit immediately breaks free. What happens when an elemental spirit breaks free is up to the ST.
It may simply leave the physical form it was ordered into and depart, it may attack the Kindred, it may wander off in its
physical form. (Air Elemental: Str 5, Dex 5, Sta 3) |
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Ways
of Water {Prerequisit
Must have at least 1 other way) 1.
Sense of the Dolphin: The
Cainite can emit a high pitched noise signal, and use his ability to sense the return of that signal to judge distance, and
other spatial relationships. The
distances can be judged exactly by the Kindred and will work in darkness, or if the Vampire is blind. There is a range of
20 feet when this power is used in air, but this is increased 100-fold when the he is underwater. One disadvantage to this
power is that those who may be able to sense these sounds, like individuals with Auspex, or Garou, will be able to 'home in'
on the vampire, after a length of time (depends on distance), if the Kindred keeps using this power . 2.
Bonds of Poseidon: As the
second level The
caster can command a sufficiently large quantity of water to animate itself and imprison a subject. This power requires a
significant amount of fluid to be fully effective, although even a few gallons can be used to shape chains of animated water.
Mortals subjected to this power's effects can drown if the caster is not careful (or if he or she desires it), and even Vampires
can be crushed by extreme pressure thus brought to bear. A subject may only be held in only one prison at a time, although
the caster is free to invoke multiple uses of this discipline upon separate victims and may dissolve any of their water prisons
at will. 3.
Gifts of Aeolus: This
ability allows the Kindred to call forth a mist, fog, rainstorm or any other type of weather that is mostly moisture based.
Thus the rain-storm called cannot cause lightning strikes, unless the area would naturally have them. This
weather has little affect except to conceal the Kindred. However, if a fog is called, it has the additional effect that any
being tracking the Kindred or sensing them, loses 2 additional dice to roll. 4.
Gift of the Nymph: This
ability is rare, even among the True Brujah. It allows the Kindred who invokes it, on spending one blood point, to cause up
to 100 litres of water to behave in any manner he decrees. Thus, the water may be made to flow up hill, to solidify into ice,
to boil, to behave similarily to the effects of the deepers from 'Abyss'. However, on changing state from liquid to solid
or gas, the Kindred loses control of the water, thus he cannot simply boil 100 litres of water and parbroil another Kindred.
The Kindred must be in contact with the water he wishes to affect, although the degree of contact is not important, and at
least one drop of his blood must mix with the water in question. This
power may be used to allow Kindred to walk across water, or to allow others to walk across the water, by altering the surfacetensions
on the top of the liquid. 5.
Summon Water Elemental: By
concentrating upon a pool or river, the Cainite evoking this power may summon an elemental spirit to the sample in order to
animate it. This spirit takes upon a vaguely humanoid form, and may not be friendly to the invoker. The elemental may be commanded
by the Kindred to perform simple tasks, such as splashing or carrying objects. System:
Invoking this ability is quite trying to the Kindred attempting it. In addition to spending a bloodpoint, she must also spend
a Willpower point to summon the spirit. Each time the Kindred gives a command to the elemental, she must roll her willpower
at a difficulty of 7. Only one success is needed for the command to be obeyed. Problems occur when the roll is failed or botched.
If she merely fails the roll, then she must immediately make another roll to regain control (willpower, difficulty 8, three
successes needed). If this is failed then the spirit breaks free of the Kindred's control. If
the command-willpower roll is botched, then the Kindred suffers an immediate loss of 1 permanent willpower (as is usual for
willpower rolls), and the spirit immediately breaks free. What happens when an elemental spirit breaks free is up to the ST.
It may simply leave the physical form it was ordered into and depart, it may attack the Kindred, it may wander off in its
physical form. (Water Elemental: Str 5, Dex 3, Sta 5) 6.
Break the Bonds of Brotherhood: This
ability allows the Vampire to cause blood to turn to water, with a willpower roll (difficulty of 7). The number of successes
achieved is the number of blood points changed. A botch
means that if the target was a vampire, the target's blood pool is actually increased by one, as the blood is thickened, rather
than thinned. |
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