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 Elemental Mastery

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Posts : 80
Join date : 2010-06-16
Age : 32
Location : Temple, Tx

PostSubject: Elemental Mastery   Sat Jun 19, 2010 10:47 pm

This path allows a thaumaturge limited control over and communication with inanimate objects. Mistakenly believed by many to be related to the four basic elements (earth, air, fire, and water), this path is actually closer to an amalgamation of Spirit Thaumaturgy and the Path of Conjuring. Elemental Mastery can only be used to affect the unliving -- a vampire couldn't cause a tree to walk by using Animate the Unmoving, for instance. Thaumaturges who seek mastery over living things generally study Biothaumaturgical Experimentation

* Elemental Strength

The Vampire with this discipline can draw upon the strength and resilience of the earth, or of the objects around him, to increase his or her physical prowess without the need for large amounts of blood.
System: The player allocates a total of three temporary bonus dots between the character's Strength and Stamina. The number of successes on the roll to activate the power is the number of turns these dots remain. The player may spend a Willpower point to increase this duration by one turn. This power cannot be "stacked" - one application must expire before the next can be made.

** Wooden Tongues

A Cainite with this discipline may speak, albeit in limited fashion, with the spirit of any inanimate object. The conversation may not be incredibly interesting, as most rocks and chairs have limited concern for what occurs around them, but the Vampire can get at least a general impression of what the subject has “experienced”.

*** Animate the Unmoving

Objects affected by this power move as the Vampire using it dictates. An object cannot take an action that would be completely inconceivable for something with its form – for instance, a door could not leap from its hinges and carry someone across the street. However, seemingly solid objects can become more flexible within reason: Barstools can run with their legs, guns can twist out of their owners hands or fire while holstered, and statues can move like normal humans.
This discipline takes a great deal of concentration to pull off, although the level of concentration decreases with experience and age.
System: This power requires the expenditure of a Willpower point with less than four successes on the roll. Each use of this power animates one object; the thaumaturge may simultaneously control a number of animate objects equal to his Intelligence rating. Objects animated by this power stay animated as long as they are within the caster's line of sight or up to an hour.

**** Elemental Form

The Vampire with this discipline can take the shape of any inanimate object of a mass roughly equal to his or her own. A desk, a statue or a bicycle would be more feasible, but a house or a pen would be beyond this power’s capacity.
Invoking this power takes but a mere thought of the object you wish to mask, but requires immense concentration to maintain. You do have the ability to speak; you’re a disembodied voice trailing from the object you manifested into. However, you do not have the ability to use of your other disciplines while in this state. You remain in this state for one full night or when you release the discipline.
System: The number of successes determines how completely the character takes the shape she wishes to counterfeit. At least three successes are required for the character to use her senses or Disciplines while in her altered form. This power lasts for the remainder of the night, although the character may return to her normal form at will.

***** Summon Elemental

A Vampire may summon one of the traditional spirits of the elements: a salamander (fire), a sylph (air), a gnome (earth), or an undine (water). Some Tremere claims to have contacted elemental spirits of glass, electricity, blood and even atomic energy, but such reports remain unconfirmed (even as their authors are being summoned to Vienna for questioning). The thaumaturge may choose what type of elemental he or she wishes to summon and control.
System: The character must be near some quantity of the classical element corresponding to the spirit he wishes to invoke. The spirit invoked may or may not actually follow the caster's instructions once summoned, but generally will at least pay rough attention to what it's being told to do. The number of successes gained determines the power level of the elemental.

The elemental has three dots in all Physical and Mental Attributes. One dot may be added to one of the elemental's Physical Attributes for each success gained by the caster on the initial roll. The Storyteller should determine the elemental's Abilities, attacks and damage, and any special powers it has related to its element.

Once the elemental has been summoned, the thaumaturge must exert control over it. The more powerful the elemental, the more difficult a task this is. The player rolls Manipulation + Occult (difficulty of the number of successes scored on the casting roll + 4, and the player may substitute Spirit Lore for Occult if he so desires).

Botch - The elemental immediately attacks the thaumaturge.

Failure - The elemental goes free and may attack anyone or leave the scene at the Storyteller's discretion.

1 success The elemental probably does not attack its summoner.

2 Success The elemental behaves favorably toward the summoner and may perform a service in exchange for payment (determined by the Storyteller).

3 success The elemental performs one service, within reason.

4 success The elemental performs any one task for the caster that does not jeopardize its own existence.

5+ Success The elemental performs any task that the caster sets for it; even one that may take several nights to complete or that places its existence at risk.
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