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![]() Alex Phoenix Elementalism continued |
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Ways
of Fire {Prerequisist,
Must have at least 2 other ways) Any use of the way of fire first requires a Frenzy roll. 1.
Fire Sense: The
user of this power understands fire, its motivations and needs. System:
The Kindred using this power must overcome his natural fear of fire and look into the flames and make a Willpower roll. A
failed roll costs one WP, on a successful roll the user knows how the fire will spread or grow, what it is feeding on and
how to slow it down, stop it or make it grow. 2.
Maniupulate Fire: The
user of this power can now speak to the flames and befriend them, bringing them to roaring power or quieting them to mere
subservience. System:
The Kindred using this power must spend one Blood Point and make a Charisma + Occult roll (Dif=7) each success changes the
intensity of the fire by one step on the following chart: Match Lantern Torch Fireplace Bonfire Small
Room Large
Room Building Fireball/Conflagration 3.
Create Fire: The
Cainite using this power can bring flames from nothing. System:
The Kindred must make a Willpower roll (Dif=6) and expend one blood point. The size of the fire produced depends on the number
of Willpower successes, as per the "Lure Of Flames" Thaumaturgical Path. 4.
Multitude of forms: Fire
and heat distort visible light and through this power a Cainite produces one or more "Mirror Images" out of light refraction. System:
The Kindred spends one turn immobile and makes a Manipulation + Subterfuge roll (Dif=8) and each success creates a partial
image out of the wavering heat that suddenly surrounds the Cainite. Attacks against the user of the discipline are at +1 difficulty
for every alternate image. These alternate images dissapear one per turn until they are all gone, or the Cainite restarts
the power. 5.
Summon Fire Elemental: By
concentrating upon a bonfire or fireplace, 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 igniting flammable 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. (Fire Elemental: Str 3, Dex 6, Sta 5) |
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Ways
of Shadows (Prerequisist
you must have two other ways} The
shadow becomes an extension of the Kindred's self, able to perform duties at extended distances away from the Kindred as if
it was the Kindred. The shadow has no existence in itself. It is guided by the thoughts of the Kindred, requiring his concentration.
If the Kindred's concentration is broken then the effect is broken and the shadow becomes one with the Kindred instantly.
The shadow is not trapped away from the Kindred, it just ceases to exit away from the Kindred. Even in full darknes a shadow
exists and can be called upon at all times. A Kindred with Auspex can test to perceive the presence of a shadow with a test
of Perception + Alertness. 1 success perceives a presence close by but not the location or form. 2 successes perceives the
location of a presence but not the form. 3 successes perceives the location and form of the presence. If
one ability is invoked while another is being used (such as, Shadow Touch is used while using Shadow Eyes) but the second
test is a normal failure then that indicates that the force was insufficient to cause the desired effect while a botch will
require a concentration roll (Self-Control - Difficulty 7 ) for the shadow to continue its existence. 1.
Shadow Eyes: The
Kindred's shadow is sent to view places that the Kindred wishes not to be present at herself. The Kindred uses theshadow's
presence to view another location. Such viewing does not allow the Kindred to perceive both her current location and the other
location at the same time. This also, does not allow the Kindred to hear conversations only to see who or what is present.
The shadow can even be used to read that which is clearly displayed (comprehension of the material is still dependent on the
limitations of the Kindred). System:
Manipulation + Investigation Difficulty 5 2.
Shadow Touch: The
Kindred's shadow can be sent to touch, move or lift small light objects ( a pen, piece of paper, button, etc ). The shadow
gains a small amount of solid existence which will enable it to manipulate objects. This ability can be used in conjunction
with other Shadow abilities. Example: Spill coffee from a coffee cup across a page or part a curtain to see in side a room. System:
Dexterity + Alertness Difficulty 5 3.
Shadow Force: The
Kindred's shadow can push with great force against an object be it a door or a person. System:
Strength + Brawl Difficulty 7 4.
Shadow Cloak: The
Kindred's shadow will envelope the Kindred and hide her from view, even her aura. Kindred with higher Auspex than the Elementalist's
Way rating will be able to perceive past this cloaking. System:
Manipulation + Subterfuge Difficulty 7 5.
Shadow Hold: The
Kindred's shadow can carry/lift an object so shadow could transport an object back to the awaiting hands of the Kindred. This
option is limited by the object being able to pass unnoticed and unhindered by people, furniture and closed doors. The shadow
many be able to pass unhindered by these things but the object does not take on the shadow's properties. System:
Manipulation + Subterfuge Difficulty 9 Ways
of Spirit {Prerequisist
Must have three other ways} 1.
See Tellurian: The
Kindred, with concentration, can see spirits and ghosts nearby. System:
Willpower roll. Lasts one scene as long as the Elementalist concentrates. 2.
Speak With Spirits: The
Elementalist can speak to nearby spirits for the duration of the scene. This in no way affects the spirits' response to the
Elementalist. System:
Elementalist rolls Charisma+Linguistics Dif=6 or Spirit's Rage. Each success allows the elementalist to converse with one
nearby spirit for one round 3.
Demanding Trial: The
Elementalist can make a nearby spirit serve her will for one task. System:
The spirit and elementalist make an opposed willpower roll' if the spirit wins it is free to leave and the Elemetalist loses
one temporary Willpower to feed either the spirit's Willpower, Rage or Gnosis. 4.
Manifestation of Souls: The
elementalist can force a nearby soul/spirit of the dead to manifest physically and follow simple verbal commands. The souls/spirits
can take any action they could in life. System:
Summoner rolls Charisma + Occult (Dif=7). Each success lends the spirit corporeal existence for a certain period of time. 1 success
- 1 turn 2 successes
- 5 turns 3 successes
- 20 turns 4 successes
- 1 Hour 5 successes
- 1 night The
spirit/soul has the same Health Levels and stats as it possessed in life. It returns to the spirit realm when reduced to Incapacitated
or when the duration ends. 5.
Fetish Rite: As
Fetish, from spirit Thaumaturgy. Also see Werewolf and Book of The Wyrm for examples and Freak Legion for use of Fetishes
for those without Gnosis. Spirit Thaum: 4 Fetishes
The
vampire can force a spirit to inhabit an object, where it will become a permanent slave. She automatically loses one Humanity
for doing this, if the spirit was not willing. 6.
Rending: The
Elementalist, using a sharp object, can litterally rend the fabric of our reality, breaking a hole into the Tellurian. System:
The Elementalist must spend 1 Willpower and rolls Strength + Potence (Dif=Gauntlet -- but most Kindred do not understand the
gauntlet very well), and then tears a hole in reality to the Umbra beyond using his sharp implement (claws work well, although
ritual knives were more common and the occasional broadsword was used). The Elementalist then walks through next round. By
spending additional willpower the Elementalist can keep the tear open for one additional person per point of WP spent. Returning
from the Umbra is automatic for the Elementalist from the Near Umbra, but anyone in her company has to hold her hand or be
stuck. |
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