Elemental Mastery

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With Elemental Mastery, you enjoy limited control over and communion with inanimate objects and the spirits of the elements. This path is an amalgamation of Spirit Thaumaturgy and lost elemental paths -- in fact, many Koldunic sorcerers employ this path as one of their 'Ways'. Levels 2 through 5 of this path cause one to become an "elemental" of the appropriate type, for one scene. Each of these powers lasts for one hour, or until another form is taken.

Powers (Mental - Occult)

⚫ Wooden Tongues

Challenge: Mentals (Occult) vs 10 Cost: One Blood Duration: Scene

With the first power in Elemental Mastery you may talk with the spirit of an inanimate object. Sadly, as most objects are not known for their conversational skills, such discourses are likely to be extremely boring. Still, you may get a general idea of the significant events that the object has "experienced." However, it should be kept in mind that the experiences that interest you might not be the same ones that interest a coffee maker.

You must make a Mental Challenge against the spirit in question. Subterfuge may be used for retests in this challenge. If successful, you may ask a question of the spirit, and the spirit may not lie. Questions like "What did the person who ran by moments ago look like?" or "Has anyone been fighting here recently?" are acceptable, but it should be kept in mind that certain concepts may be very alien to household objects. "What did they talk about?" for example is likely to confuse the spirit quite a bit. Should you fail the test, you're in for a rather inane conversation. For example, if the subject happens to be a rock reflecting on the hardness of its being, a certain amount of frustration is guaranteed.

⚫⚫ Elemental Strength

Challenge: N\A Cost: One Blood Duration: Scene

(Transformation) The character gains 2 physicals and one health level. This power does not constitute a breach of the masquerade; the target just gets buffer.

⚫⚫⚫ Elemental Dive

Challenge: Mentals(investigation) Vs diff(3) Cost: One Willpower, One Blood Duration: Action

The caster may dig through an objects “mind” and see what it experienced at a specified time/date.

⚫⚫⚫⚫ Animate the Unmoving

(Helper)

Challenge: N\A Cost: One Willpower, One Blood, X occult retests Duration: Scene

You instill a bit of your beast to grant sentience and motion to an unmoving object. The object is filled with malevolence and absolute loyalty to you. The object will have 10 traits and retests for a single skill equal to the number of occult retests sacrificed by the caster. Cars can drive themselves, Brooms will clean, and swords will swing themselves. If they are acting in combat they do so on normal actions and take up the character’s “Helper” action. They deal 3B or 2L depending on what they are. The character can only have one active at a time, and cannot bring them with them between scenes. A character cannot bring one with them to a scene and must cast it on objects already present in the scene (The object's astral/spiritual self must be present and have imprinted itself there.) If the caster forgets to dismiss it, the animated object will wander off to try and eat someone.

⚫⚫⚫⚫⚫ Solid Form

Challenge: N\A Cost: One Willpower, One Blood Duration: Scene

(Transformation) With the fifth Elementary Mastery power you become hardened to the world. A sheen of hardened plastic, steel or stone covers your body and you become a being with the rough shape of your own body, though as if it was made of pixels or carved from stone. It is still a masquerade breach, though more likely to inspire curiosity and hate than outright fear.

You gain 4 additional health levels. It requires one additional success to stake you You gain 3 additional physicals.