Transmutations

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Transmutations are Prometheans power, each power set has 2 trees with a level 2 and a level 3, you can learn both level 2s and both level 3s in a tree but must buy them individually.

General Transmuations(No family)

Azoth Manipulation

1:Mark of Vulcan

  • Challenge: None Cost: 1 pyros Duration: Until Dismissed
  • By spending a pyros the promethean marks a friend. The promethean can only have 1 such mark but they always know the direction of the mark. The mark can also make a cosmetic change to a person’s face.

Fire

2: Vulcan's Eruption

  • Challenge: None Cost: 1 pyros Duration: 1 Scene
  • By spending a pyros the promethean lets lose a localized firestorm on the room. All other creatures take 2A in the area and then begin to lose 1 energy per turn at the end of the explosives tick so long as they remain in the area of the firestorm.
  • Primordial: By spending an azothic retest the promethean summons the helper of the flame, The helper causes 1 target in the firestorm to make a diff 4 courage check each round or the effect of the eruption is doubled for the this round, the helper has 3 health levels and can be attacked as one would attack the promethean using their traits and retests for defense.

3:Vulcan's Guidance

  • Challenge: Mentals(firearms) vs physicals(defense) Cost: 1 pyros Duration: One action
  • The promethean hurls a shard of divine fire at a target with a mentals(Firearms) vs physical(defense) check it deals 4A. If they succeed the challenge they may regain a spent azothic firearms skill retest.

Healing

2:Divine Flame

  • Challenge: None Cost: 1 pyros Duration: Permanent
  • This power upgrades the promethean’s natural healing, allowing them to spend a pyros to heal 3B, 2L, or 1A.
  • Primordial: By spending an azothic retest, the promethean summons the healing helper. Each round the healing helper heals the promethean by 1L.

3:Hammer on The Slab

  • Challenge: None Cost: 1 perm azoth, 1 pyros Duration: Permanent
  • By spending a permanent azoth and a pyros, the promethean can return a target to life as a promethean. If it’s a human and you get to them within 15 mins of death the power merely costs 1 pyros. This transformation takes a month if the target is not a promethean. Otherwise the promethean returns their brethren to life immediately.

Rise From The Ashes

1:Daybreak

  • Challenge: Ment(occult) vs ment(WP) Cost: 1 pyros Duration: One action
  • The promethean can glow with the light of azoth afflicting the blindness condition on 1 target for the scene, those with heightened senses are stunned.

Luciferian

2:Eye of the Sun

  • Challenge: None Cost: None Duration: Permanent
  • The promethean can see through all illusion with their eyes bright as the sun. This power counts as auspex with a level equal to (2+their Luciferian level)

3: Dazzling Corona

  • Challenge: Soc(intimidate) vs Soc(wp)Cost: 1 pyros Duration: One scene
  • By spending a pyros the promethean glows bright for the scene. No one may engage the promethean in a challenge without spending a willpower.
  • Primordial: By spending an azothic retest the promethean summons the light helper, when they activate this power and each round the light helper picks a target if they fail a diff 3 self-control check they are down 3 traits. The light helper has 5 health levels and can be attacked like the promethean.

Phoenix

2:On Wings of Pyros

  • Challenge: None Cost: 1 pyros Duration: Scene Activated(Reflexive)
  • The promethean can fly on two bright red wings at a rate of their normal speed +2 steps.
  • Primordial: By spending an azothic retest the promethean summons the phoenix helper, the phoenix helper can at any point while summoned jump in front of one attack or power taking it for the primordial instead then it disappears. The phoenix helper can only be summoned once a scene, but can be brought back one additional time in the scene by spending an extra azothic retest when it takes the hit.

3:Phoenix Form(Transformation)

  • Challenge: None Cost: 1 pyros Duration: scene
  • (Transformation), the promethean gains +2 steps, gains 2 fiery wings that deal 3A of fire damage as an unarmed attack and gains +4 physical traits, at the end of the scene in which the promethean was killed they may return to their hovel in the fireplace instead having lost a permanent virtue of their choice.

Fires of creation

1:Azothic Creation

  • Challenge: None Cost: 1 pyros Duration: one scene
  • By spending a pyros the promethean can conjure a weapon or item of flame, the weapon does Aggravated damage but must be cat 2 or lower, and the item gives a +2 equipment bonus, both fade at the end of the scene.

Flame Weapons

2:Animate Azothic Sword

  • Challenge: mentals(craft: weapon) test vs physicals(defense) Cost: 1 pyros Duration: One scene
  • (Helper) By spending a pyros, the promethean calls a dancing flaming sword to the battlefield. Each turn after extra actions in the helper tick the promethean may attack with the sword with a mentals(craft: weapon) test vs defense, the sword deals 2A.
  • Primordial: By spending an azothic retest on activation the swords helper’s damage increases to 3A and the promethean may use it to attack two targets within 1 step.

3:Azothic Armory

  • Challenge: Phys(firearms) vs phys(mass, might) Cost: 1 pyros, 1 wp Duration: One action
  • By spending a pyros and a willpower, the promethean makes a single attack(which must be with a weapon) against all targets they wish in the room with a physicals(firearms) vs physicals(no retests, might applies). The Promethean Sets a difficulty by declaring traits and retests spent. The targets must make an athletics test of that difficulty or suffer the damage.

Forge Azoth

2:Fire on the Slab

  • Challenge: None Cost: None Duration: Permanent
  • This power upgrades azothic creation allowing the item to be +3 equipment or cat 3 or lower.
  • Primordial: by spending an azothic retest the promethean summons the item helper. The item helper has 3 health levels 10 traits and 3 defense, however it counts like an azothic creation weapon with +4/cat 4 stats.

3:Azothic Expression

  • Challenge: None Cost: None Duration: Permanent
  • The promethean gains two extra academics skill tests when creating azothic retests.

Frankenstein Transmutations

The Divine Bolt

1:Fuel for the Slab

  • Challenge: None Cost: 1 pyros Duration: 1 scene
  • The promethean is a walking battery of pyros able to power any electrical device so long as they are touching it, regardless of the object’s fuel, ammunition or charge. It costs a pyros to fuel an item for the scene.

Science

2:Strike of Genius

  • Challenge: None Cost: None Duration: Until next science check
  • With this power the promethean can inspire their own genius by striking themselves with lightning, by conjuring a lightning bolt upon their own head which has them take 4L the promethean halves the difficulty of the next science check they engage in.
  • Primordial: By spending an azothic retest, the promethean summons the lightbulb helper. Once during the night the lightbulb helper can grant inspiration to anyone in the scene on the helper tick. Doing so refills one of the target’s spent skills. Once it’s used it’s inspiration the lightbulb helper dispels.

3:Lightning in the Fingertips

  • Challenge: None Cost: None Duration: Permanent
  • With this power the promethean channels the azothic thought lightning powering their brain into the rest of their body. Making a science check reduces the difficulty of a static check by 3 instead of 1 and they can make a check instantaneously without need of proper equipment.

Rooftop storm

2:1000 Volt Promethean

  • Challenge: Phys(Brawl) vs Phys(defense) Cost: 1 Pyros Duration: One action
  • By spending a pyros the promethean surrounds themselves with lightning. sharp lightning bolts surround their hands, which upon a successful physicals(brawl) check vs physicals(Defense) can be inserted into an opponent, applying a -3 penalty to all mental challenges for the scene.

3:Boom Clap Sound of My Fist

  • Challenge: Mentals(phys sciences) vs Phys(defense) Cost: 1 pyros Duration: 1 action
  • By spending a pyros the promethean calls down a bolt of lightning on any target in the scene with a mentals(physical sciences) check vs physicals(defense) the lightning bolt deals 4A to the target. After the strike comes the thunder, stunning all those with heightened senses and making speaking impossible for 1 round, except by those targets with telepathy.
  • Primordial: by spending an azothic retest the promethean summons the lightning helper. The lightning helper has 5 health levels and 15 physicals (3 defense), until it’s defeated on the helper round it’s summoned and all subsequent helper rounds it deals 1L to it’s target automatically.

Strength of the Monster

1:Frankenstien's Monster

  • Challenge: None Cost: None Duration: Permanent
  • You gain your known strength of the monster transmutations in passive physical traits.

Unbroken

2:Walk Through the Wasteland

  • Challenge: None Cost: None Duration: Permanent
  • Your journey towards pilgrimage cannot be stopped by any source, you cannot be grappled, your steps cannot be reduced, and you never suffer physical trait penalties.
  • Primordial: By spending an azothic retests, the promethean summons the monster helper. The monster helper may attach to any target when it does so it gives them the bonus physical traits of the promethean’s Frankenstein’s monster's bestowment. At the beginning of the helper round the promethean may change who in the scene the monster helper is attached to. The monster helper has 10 traits 3 defense 3 health levels.

3:Durability of the Monster

  • Challenge: None Cost: 1 pyros Duration: Scene(activated, reflexive)
  • By spending a pyros you may soak a damage from all sources for the scene.

Unconquered

2:Cyclopean Might

  • Challenge: None Cost: None Duration: Permanent
  • The promethean may do lethal or bashing damage with their unarmed attacks, and their unarmed does 1 extra damage.

3:Wrath of the Gods

  • Challenge: None Cost: Pyros Duration: Permanent
  • The promethean deals an extra 2 damage with their unarmed attacks
  • Primordial: by spending an azothic retest the promethean may summon the jackhammer fist helper which wraps around their fist. The jackhammer fist has 15 traits, 3 brawl retests and 5 health levels. During the helper action the jackhammer fist may make an attack for 2L so long as the promethean is within range to make a brawl attack.

Lab Rat

1:Animal Infusion

  • Challenge: None Cost: 1 pyros Duration: 1 bluebook
  • The promethean can use their pyros to raise the intelligence of an animal making them sentient and able to complete basic tasks(This takes a bluebook action). The promethean can have a number of additional retainers equal to their animal ken. Animals can be the following types of retainer.
    • Guard retainer
    • Lore retainer
    • Pyros retainer(gives 1 extra pyros/month)

Gentle Giant

2:Hands of Gaia

  • Challenge: None Cost: 1 pyros Duration: instant
  • By spending a pyros the promethean can fully heal an animal to full health. An animal healed by this effect will fulfill a task of the healer to the best of their availability.

3:Azoth Steed

  • Challenge: None Cost: 1 pyros Duration: Scene(activated, dismissible)
  • By spending a pyros the promethean summons up a pyros steed to ride for the scene. While riding the promethean may use animal ken in place of defense, brawl, athletics, or melee. In addition the promethean can dismiss the steed to negate 1 hit against them. The steed can only be summoned once per Scene.
  • Primordial: By spending an azothic retest the steed becomes a helper and gains 15 traits 3 athletics and may make a trample action against any target within 1 step during the helper action. A creature trampled by the steed takes a -3 trait penalty to any actions against the steed’s master that round.

Forging the Chimera

2:Desert Survival

  • Challenge: None Cost: 1 pyros Duration: Scene
  • By spending a pyros the promethean can survive anywhere, in space, in a volcano, in a roiling tempest doesn’t matter. The promethean is actually intangible for the scene while this power lasts and cannot be damaged or hurt by effects that do not come from a creature source. They may spend a discipline level defense azothic retest to ignore damage from one aoe source.
  • Primordial: by spending an azothic retest, the promethean summons the tent helper. The tent helper holds up to 10 people safe from all environmental damage. It’s dismissed at the end of the scene. The tent helper can attach itself to a target during the helper round to protect them from all environmental damage from a single source. The tent has 10 traits 3 health and 3 defense and can change who it’s attached to during the helper round.

3:Azothic Transformation

  • Challenge: None Cost: 1 pyros Duration: Permanent
  • By committing up to 3 azothic retest slots, the promethean can permanently gain up to 3 of the following benefits
    • +2 phys(traits) stacks
    • +2(steps)
    • +1(unarmed damage) max 1
    • Reach weapon integrated like a deviant
    • Flight equal to speed

Galatean Transmutations

Song of Flame

1:Song of the Sun

  • Challenge: None Cost: 1 pyros Duration: 1 Scene
  • By spending a pyros the muses’s voice is filled with fire raising the virtue of any she chooses by 1 for the scene and giving them a phantom willpower. (This increase in virtue does readjust permanent traits such as pyros or gnosis for the scene).

Recant of the Scarlet Empress

2:Muse's Song

  • Challenge: Soc(expression) vs soc(wp) Cost: 1 pyros Duration: 1 scene.
  • By spending a pyros and making a socials(expression) check vs socials(willpower), the target’s head is filled with nothing but the muse’s song, they lose ties on mental and socials checks for the scene. If they won ties before they are now neutral.
  • Primordial: by spending an azothic retest the promethean summons the backup singer helper. The backup singer helper can on the helper action extend the recant to a 2nd target, it uses half your socials as it’s traits, half your expression(round up) as it’s expression and defense and has 5 health levels. It can attempt to engage the power to more targets on each subsequent helper turn.

3:Dragon Flame Dance

  • Challenge: None Cost: 2 pyros Duration: 1 scene
  • Dragon’s flame dance: By spending 2 pyros the promehtean’s song extends. Everyone they choose becomes covered in a pyros dragon which protects them and aids them, applying and doubling the effect of song of the sun for all targets. It also gives all affected by the song +4 socials.

Damage and Discomfort

2:Splitting Screech

  • Challenge: Soc(expresion) vs soc(mass, awe) Cost: 1 pyros Duration: One scene
  • By yelling out and making a social(expression) vs socials(willpower) check the promethean causes extreme discomfort to all those in the scene. Those with heightened senses are stunned and everyone else takes a -2 penalty to all virtue checks for the remainder of the scene.
  • Primordial: by spending an azothic retest the promethean summons the opera helper. On the helper action the opera helper can cause a target to make a diff 4 self control check. Targets who fail must flee the scene.

3:Plasmic Air Frequency

  • Challenge: Soc(expression) vs phys(mass, might) Cost: 1 pyros Duration: One action
  • This power, called the napalm song by some muses, this effect forms when a muse sings at a high enough temperature and frequency to light the air on fire. The muse makes a socials(expression) vs physicals(might) check against everyone else in the room. Everyone who fails gets smacked by the resulting explosion, causing them to take 4B and be knocked back 4 steps.

Fire of Love

1:Stoke Interest

  • Challenge: None Cost: None Duration: Activated(one scene)
  • The promethean sets hearts and desires alight when they pass. All mortals affected by this power and will stop what they are doing and do what you say. You also win ties on interactions with them.

Seduce

2:Set Hearts Aflame

  • Challenge: Soc(leadership) vs soc(wp) Cost: None Duration: 1 scene
  • This power functions as entrancement by making a socials(leadership) vs socials(willpower) check you can utterly entrance a target. If you succeed, the target is favorably disposed toward you, and she will not insult or attack you for the rest of the scene and will act as your friend, acting hostile towards them breaks the spell. They cannot initiate challenges against you without spending a willpower

3:Light Emotions

  • Challenge: Soc(expression) vs diff(4 or 6) Cost: None Duration: One night
  • Prometheans with this power have mastered their own pyros to such an extent they can hand it out to others. The promethean may give any target who may hold it one of their azothic retests. Additionally once per night they may spend a pyros to make an instant expression check to make one social skill or discipline azothic retest to hand to another target.
  • Primordial: by spending an azothic retest the promethean summons the cupid helper. The cupid helper contains the azothic retest that was used to summon it and rushes as quickly as it can(by the next helper round) to the named recipient of the azothic retest.

Lure

2:Moth to the Flame

  • Challenge: soc(leadership) vs soc(wp) Cost: 1 pyros Duration: Scene
  • By spending a pyros you Summon someone whose name with a socials(leadership) vs socials(willpower) check. If you win they stop what they’re doing and come as quickly as they can to your side.
  • Primordial: By spending an azothic retest the promethean summons the summon helper who appears before the summoned with the power activation. The summon helper carries the summons by the next helper action. If the summoner failed their initial check the summon helper will attempt to summon the target 3 more times with its 10 traits, 3 leadership, and 3 health levels for the next 3 helper actions. It disappears when defeated or is successful in its summons.

3:Fires of Dissent

  • Challenge: soc(leadership) vs diff(4) Cost: 1 pyros Duration: Scene
  • By spending a pyros and making a socials(leadership) check vs diff 4: the promethean can stir a group of up to 50 people to commit a riot. If asked who started the riot afterwards the onlookers will not remember the promethean simply their own anger, and will even point out one of their fellow perpetrators as the riot starter.

Smoking Hot Fire

1:Perfected Appearance

  • Challenge: None Cost: None Duration: Permanent
  • You gain the number of smokin hot fire transmutations you know in passive social traits.

Vice

2:Stoke Indulgence

  • Challenge: Soc(empathy) vs soc(wp) Cost: 1 pyros Duration: 1 scene
  • By spending a pyros, and making a socials(empathy) vs socials(willpower), you can encourage the target they really don’t want to be here and instead go get absolutely wasted on whatever drug or indulgence they prefer. If you succeed they will leave the scene and go do that.

3:Raging Fire

  • Challenge: Soc(empathy) vs soc(wp) Cost: 1 pyros Duration: 1 scene
  • By making a socials(empathy) vs socials(willpower) check you can either cause a target to frenzy or bring them out of it. Targets who cannot frenzy instead become incredibly sad for the scene and will not act or move out of the fetal position except to protect themselves from physical harm.
  • Primordial: By spending an azothic retest the promethean summons the frenzy helper. When summoned the frenzy helper attaches itself to its summoner, while attached all attempts to make the attached frenzy automatically fail. It may switch who it is attached to during the helper tick, it has 15 traits 3 defense and 5 health levels.

Guilt

2:Hot Scandal

  • Challenge: Soc(scrounge) vs soc(wp) Cost: 1 pyros Duration: 1 month
  • By spending a pyros and making a socials(scrounge) vs socials(willpower) check you dig up spicy dirt on the target, causing them to lose 2 bluebook actions this month and immediately initiating a small scandal they are involved in. This can cause NPCS to leave the scene to deal with their scandal if they lose the chop. Targets can only be affected by this power once per night.

3:Scapegoat

  • Challenge: Soc(scrounge) vs soc(wp) Cost: 1 pyros, 1 wp Duration: Permanent
  • When you are affected by any power that targets your mentals or socials you may find a scapegoat to take that effect for you by spending a pyros and a willpower. Pick anyone in the scene and make a socials(scrounge) vs socials(willpower) check against them, which can include the source of the original effect. If you succeed on your check you are unaffected by the power and your scapegoat takes the effect of the power as if they had lost the original check not you.
  • Primordial: by spending an azothic retest you may summon the scapegoat helper. The helper stays attached until you are affected by a power that could trigger scapegoat, when it does you may dispel the helper to activate the level 3 scapegoat power without a check(you still pay the cost). The scapegoat is visible to those with auspex 2 or higher and can be attacked if seen; it has 10 traits 3 health levels and 3 defense.

Mummy Transmutations

Wards And Alchemy

1:Vial of Isis

  • Challenge: None Cost: 1 pyros Duration: until dismissed, or scene
  • The mummy can commit a pyros to create a ward, the ward allows them to soak 1 damage once, and provides extra health levels equal to their level in this transmutation(max 3). They can make the ward into a tonic for the scene and allow someone else to drink it, when done this way the ward lasts for the scene. They can only have 1 ward and tonic active at a time.

Ward

2:Prevent Entry

  • Challenge: Courage vs diff(5) Cost: 1 pyros Duration: one scene
  • By spending a pyros the promethean wards a building against entry by a creature type(vampire, fera, wraith, etc). The creature must bypass a diff 5 courage check to enter.

3:Buckle of Isis

  • Challenge: Ment(occult) vs Ment(wp) Cost: 1 pyros Duration: Scene(activated reflexive)
  • This power is a uniquely powerful ward against magic. By spending a pyros the promethean is unaffected by most forms of magic and magick. They may counter the effect as countermagick with +4 traits. Any spell targeted solely at the Promethean, fails if the Promethean spends a Will.
  • Primordial: By spending an azothic retest the promethean summons the scarab helper when they counter the spell, at any time afterwards in the same scene the scarab can fire the spell at another target in the scene. The scarab helper uses the original casters traits and retests.

Alchemy

2:Transmutation

  • Challenge: None Cost: 1 pyros Duration: 1 scene
  • By spending a pyros an an action the promethean can transmute a skill item into another skill item of the same bonus, or a weapon or armor into a weapon or armor of the same category, if the item is held, they need to make a mentals(Phys: sciences) vs phys(defense) check.
  • Primordial: By spending an azothic retest the promethean summons the homunculi helper. The homunculi helper has 5 health, 12 traits and 3 athletics and brawl retests, it brawls for 2L on the helper tick. If summoned with an azothic might retest it also has might.


3:Philosopher's Stone

  • Challenge: Ment(life science) vs phys(defense) Cost: 1 pyros, 1 Lethal Duration: one action
  • By spending a pyros and a lethal health level, the promethean can transmute the soul into energy. By making a successful mentals( life sciences) vs physicals (defense) check, the promethean can swap health for energy in a target up to 5. So they can deal 5A to a target to have them gain 5 energy, or they can take 5 energy from the target to heal 5A. Targets can only be healed by this power once per scene

Pillars

1:Pillar of Faith

  • Challenge: None Cost: None Duration: Permanent
  • You get a discipline level retest on all virtue challenges as your faith in yourself and your creator sustains you.

Ka

2:White Dragon's Breath

  • Challenge: Mentals(academics) vs mentals(willpower) Cost: 1 pyros/1 azothic retest Duration: 1 scene
  • Spend an azothic retest of any kind and a pyros to unleash a stream of white lighting against a target it deals 6A on a successful hit.
  • Primordial: By spending an additional azothic retest, the promethean summons the 3 headed dragon helper. This small white dragon can target up to 3 creatures during the helper round to attack with small white fire. The dragon has 3 health, 10 traits and 3 firearms retests against each target(9 total) to attack with. If the dragon helper is summoned with a mental discipline retests it gets that retests on it’s fire. It cannot attack the same target twice or three times with it’s breath if there is only 1 enemy it makes only 1 attack.

3:Take the Form of God

  • Challenge: None Cost: 1 pyros, 1 wp Duration: Scene
  • (Transformation) By spending a pyros and a willpower the mummy takes a new form. Each form gives 3 physicals, and an additional effect.
  • Dragon
    • Infidel’s Lightning: Whenever a creature attempts a challenge against you for the first time in a scene they take 2A.
  • Sun
    • Eye of Ra: You glow with the power of real sunlight(yes this does deal damage to vampires 2A/round)
  • Pillar
    • Fist of God: You can spend 2 pyros to attack everyone on the field for 4L Physicals vs physicals(no retests).

Ba

2:Heal the Dying

  • Challenge: None Cost: X pyros/health Duration: 1 action
  • You can transfer some of your own pyros to a target to heal them. By spending a pyros per damage you want to heal you heal the creature up to 3 health levels.

3:Astral Projection

  • Challenge: None Cost: 1 wp Duration: scene(dismissible)
  • This power functions as astral projection you cannot use other powers in this form except eye of the sun, you can astral project into the underworld as well as the astral realm.
  • Primordial: by spending an azothic retest the promethean summons the astral helper. The astral helper can provide the promethean with lore 2 information on anything it’s viewing in astral projection, or the astral helper can guard the promethean’s body while projecting immediately returning altering and returning them to the body if they are in danger.

Judgement

1:Sentence

  • Challenge: None Cost: None Duration: Permanent
  • The promethean can spend a pyros to refresh a spend azothic investigation or empathy check not used to summon a primordial helper.

Weigh the Heart

2:Eye of Horus

  • Challenge: Ment(academics) vs ment(wp) Cost: 1 pyros Duration: one action
  • By spending a pyros the promethean can sift through the target’s mind with a mentals(academics) vs mentals(willpower) test. They may see the target’s thoughts and ask them 5 questions or remove up to an hour of their memory.

3:Anubis's Scales

  • Challenge: Ment(academics) vs ment(wp) Cost: None Duration: 1 action
  • The promethean asks a single direct question to a target The target’s heart is then placed on a scale against the feather of ma’at, if they refuse to answer the question or answer dishonestly they take 7A. Targets can be affected by this power only once a night. The target is asked a question while their soul is judged upon the scale. They must relent to having their soul placed, this power cannot be used forcibly. If they lie they suffer 7A. Everyone can tell whether or not they take the Ag.
  • Primordial: The promethean may when this power is used spend an azothic retest to summon the feather helper. The feather helper provides a point of insight to the target whose heart is weighed should they come away truthful. The feather helper follows the target for the night, or until the caster dispels them.

Judgment of Ra

2:Facing the Morning Sun

  • Challenge: Ment(intimidation) vs ment(wp) Cost: 1 pyros Duration: one round

8The promethean makes an intimidation check if they succeed the target cannot take extra actions this round. For each azothic retest they spend they can target one additional target.

  • Primordial: By spending an azothic retest the promethean summons the sun helper, the sun helper attaches itself to the back of any target in the scene affected by facing the morning sun. It has 3 health levels and 10 traits (3 defense). So long as the sun helper is attached to the target’s back they take extra actions or activate extra actions, the sun helper is dispelled if the target feeds it 5 energy or kills it.

3:Sins Before Ra

  • Challenge: Ment(academics) vs ment(wp) Cost: None Duration: one scene
  • The promethean makes a mentals(academics) test vs mentals(willpower) test laying bare the sins of the target before them. If the target fails the check they stand immobilized, unable to take actions(they may still defend themselves) until they are damaged or the scene ends.

Ulgan Transmutations

Hesiash's Brood

1:Spirit sight

  • Challenge: Soc(leadership) vs soc(wp) Cost: None Duration: Permanent
  • This transmutation allows the promethean to see spirits and speak to spirits. Prometheans can always command flame spirits by making a socials(leadership) vs socials(willpower) check.

Connection

2:Find Pyros Font

  • Challenge: Ment(survival) vs diff(2) Cost: pyros Duration: instant
  • By spending a pyros and making a mentals survival check, the promethean can locate the nearest node. They may also alert the node spirit that they wish to visit if they’d like. This is a polite gesture and the node spirit is generally welcoming to those who inform them of their coming and will not allow any harm to befall the visitor in their court so long as the promethean is not impolite.

3:Walking on Flaming Trods(Escape)

  • Challenge: None Cost: 1 pyros, or 1 pyros, 1 wp Duration: one round
  • By spending a pyros the promethean can enter or exit the umbra. In combat this occurs at the end of the round as an escape power. By spending a pyros and a willpower the promethean can appear on the spire of fire at the entrance to the court of fire in the high umbra. They will be treated well and while there are treated as if they were a spirit with essence and age equal to their azoth. Fire spirits are always friendly to prometheans.
  • Primordial: By spending an azothic retest the promethean summons the fire spirit helper. The fire helper surrounds the promethean and converts all fire damage they suffer from A->L or 1 of the promthean’s damage to A. The promethean can change who the fire helper is attached to or what bonus it provides during the helper round.

Bane

2:Biting Aura

  • Challenge: None Cost: 1 pyros/turn Duration: One scene
  • The promethean radiates azothic fire keyed to be as difficult to heal as possible. She radiates 1A to each creature in the scene each turn when they activate the power than on the explosives tick, each subsequent turn. Supernatruals with a bane(such as werewolves) treat it as their bane and heal it as such.

3:Mystic Fortress

  • Challenge: None Cost: 1 pyros Duration: scene
  • Level 3: Mystic fortress: A promethean with this power may spend a pyros to automatically refresh all azothic retests spent this turn if they are on a wyld node or at the end of the round when fighting a specific creature they have a lore of 4 for.
  • Primordial: By spending an azothic retest, the promethean summons the bane helper, the bane helper attaches to a target the promethean has a lore at 4 for and has 5 health 15 traits and 3 defense. So long as the bane helper is attached to a target they lose ties in an attribute category of the promethean's choice. The promethean can switch who the bane helper is attached to during the helper round.

Calling The BarrowFlame

1:Barrowflame Sight

  • Challenge: survival vs diff(3) Cost: None Duration: Permanent
  • Allows the promethean to see ghosts, and absorb barrow-flame from the underworld. They can absosb flame by finding a font of barrow-flame with a diff 3 survival check in the underworld, or by absorbing a raw explosive, both give the promethean 1 pyros back(once per night).

Shadowstep

2:Hidden Flame

  • Challenge: Ment(investigation) ment(subterfuge) Cost: 2 pyros Duration: one action
  • You can spend 2 pyros to immediately gain an azothic retest on subterfuge. You can also force your opponent to make a mentals(investigation) check vs mentals(subterfuge) to hide if you are lying, against supernatural or mundane powers without spending pyros.

3:Pyros Decoy

  • Challenge: None Cost: 1 pyros, 1 wp Duration: One scene
  • By spending a pyros and a willpower you can create a pyros decoy of yourself made of flame and illusion. The decoy has 3 health levels but otherwise has your abilities and traits. You can see through the decoy’s ears and eyes but must be within 50 yards(about 1 block) of it at all times, and can only use yours or the decoy's traits at a time.
  • Primordial: By spending an azothic retest the pyros decoy becomes the decoy helper. The decoy helper can during the helper round make a mental action for you with half your traits and retests(round up, both times)

Shadowflame

2:Invoke Barrowflame

  • Challenge: Ment(occult) vs Phys(defense) Cost: 1 Pyros Duration: 1 action
  • By spending a pyros the promethean can call forth barrow-flame the flame of the underworld. Tossing it at an opponent takes a mentals(occult) check vs physicals (Defense) and the flame deals 3L, it deals 4A to undead creatures.

3:Enter the Underworld

  • Challenge: None Cost: 1 pyros Duration: 1 round
  • By spending a pyros the promethean can enter the underworld. In addition to crossing the shroud where they currently are, They can always enter at the mouth of the river of barrow-flame called plegethon. Drinking from the waters gives prometheans back 3 pyros and can provide insights into the pilgrimage paths.
  • Primordial: By spending an azothic retest the promethean summons the ghost helper. The ghost helper can’t be damaged by things that can’t touch ghosts, has 3 health levels, and makes a firearms attack for 2B with 10 traits and 3 firearms retests during the helper round against any target.

Zephyrus

1:Burning Steps

  • Challenge: None Cost: None Duration: Permanent
  • The promethean may go on celerity tick equal to 2+zephyrus level, and take additional 2+zephyrus level steps.

Lightning Strike

2:Speed of Lightning

  • Challenge: None Cost: 1 pyros Duration: 1 round
  • By spending a pyros the promethean can cause all their helpers to go on the tick they activate this power instead of the helper round.

3:Serpent Strike

  • Challenge: Phys(brawl) vs Phys(defense) Cost: 1 pyros Duration: One action
  • By lighting their limbs alight with pyros the promethean can propel forward and deal a single devastating blow By spending a pyros the promethean moves forward 5 steps and makes a brawl attack. This attack deals aggravated damage and the promethean may refresh a spent brawl azothic retest after the challenge if they lose.
  • Primordial: by spending an azothic retest the promethean summons the snake helper wrapped around the promethean’s fist. The snake can during the helper round make a grapple action(15 traits 3 athletics) against a target within 1 step of the promethean. When grappled by the snake the promethean is not considered grappled but the target is.

Napalm Stream

2:Pyros Jets

  • Challenge: None Cost: 1 pyros Duration: 1 round
  • (Escape): By spending a pyros the promethean flees the scene in a burst of fire. This escape power activates at the end of the round and anyone within 3 steps or any who follow them take 3A of fire automatically.

3:Shielded By Napalm

  • Challenge: None Cost: 1 pyros Duration: 1 scene(activated, reflexive)
  • (Transformation): By spending a pyros, the promethean is shielded from ranged attacks by a wall of fire for the scene. They are immune to non-magical ranged attacks, and any ranged weapon that fires at them begins to melt, dealing 1A to the wielder of the weapon each turn for the scene until they drop it.
  • Primordial: by spending an azothic retest the promethean summons the fire catapult helper. During the helper round If the promethean was attacked by a ranged weapon this turn the catapult may fire back at any of them regardless of range. It has 20 traits and 4 firearms.

Unfleshed Transmutations

Short Circuit

1:Out of Charge

  • Challenge: Ment(science) vs phys(Defense) Cost: None Duration: 1 scene
  • The promethean shortcircuits an item, by making a mentals(science) check vs physicals(defense) if the item is held. If the check is successful the item loses all ammunition, charge, or gas and cannot be used in the scene, attempts to reload guns, or refuel cars fail automatically.

Magnets

2:Curie Reversal

  • Challenge: Ment(phys sciences) vs phys(athletics) Cost: 1 pyros Duration: 1 action
  • By generating electricity from their pyros the promethean generates magnetic fields. This allows them to grab or operate any item up to 10 steps away as if they were next to it. They can make an attack with mentals(physical sciences ) with a weapon if they hold it at range. You use your steps to propel ranged weapons. Hitting your opponent with a weapon they’re holding requires an opposed mentals(phys sciences) vs phys(athletics)
  • Primordial: by spending an azothic retests an object grabbed animates under your control as a helper with 3 phys sciences 3 health and your mental traits, non weapons deal 1-3B if they are size small, medium, or large. Car sized objects do 4B but have half your traits.

3:Maxwell's Rejection

  • Challenge: Ment(phys sciences) vs phys(defense) Cost: 1 pyros Duration: 1 action
  • By spending a pyros making a mentals(physical sciences) check vs physicals(defense) you can pull or push an opponent away from you. Pushing them into the nearest wall ( or 5 steps and then into the ground if no wall) deals 4B. Or bring them directly to you if you succeed on the initial check you can make a single attack immediately

Ghost in the Machine

2:Azoth Line Tracking

  • Challenge: None Cost: 1 pyros Duration: instant
  • By spending a pryos you can check to see if a person whose name you know is in the city with you. If they are within 1 mile of a level 3 or higher node you know their exact location. Compare ghost in the machine level(+2) vs obfuscate for the purpose of an opposed challenge.
  • Primordial: by spending an azothic retest you summon the azoth line helper. The line helper has 10 traits 3 defense and 3 health levels The line helper points at anyone hidden in the scene each round on the helper action. That target is either hidden or revealed until the next helper action. Hidden targets may use stealth in place of defense, brawl, or melee. Revealed targets may not call stealth retests for any reason.

3:Azothic Mirage(stealth)

  • Challenge: Ment(stealth) vs Ment(mass, persistence) Cost: 1 pyros Duration: one scene
  • This counts as obfuscate 5 you must spend a pyros and make a mentals(stealth) vs mentals(no retest) check to hide yourself from view. You can also use your mirage through the ghost in the shell transmutation.

Puppet Strings

1:Create Throng

  • Challenge: None Cost: 1 pyros Duration: 1 scene
  • By spending a pyros the promethean can choose a number of targets equal to their azoth*5 In the scene, they become part of the throng along an azothic web connected to the caster. Targets must be in the throng to be affected by the powers of this tree, and as an added bonus a promethean can send an azothic retests to anyone in the throng, allowing them to use the retest as if it were their own. Enemies and allies can both be in the throng. This power is activated at the beginning of initiative a user is active in but successive reactivations take an action.

Consortium

2:Refresh Throng

  • Challenge: None Cost: X retests Duration: instant
  • By spending all your retests of the appropriate skill once per round you can send those retests to anyone in your throng refreshing their retests in the skill, by the amount you spent.
  • Primordial: By spending an azothic retest the promethean summons the spider throng helper. This spider sits on the throng webs and has 3 health levels 10 traits and 3 retests of any kind, during helper actions the throng helper may send it’s 3 retests to anyone in the throng, giving that target 3 skill retests of any type to use for the next round.

3:Speed Throng

  • Challenge: None Cost: 1 pyros Duration: Instant
  • During ability refresh, By spending a pyros you can Give someone else in the throng the ability to have their helpers go twice this turn, or you may send them your action to allow them to take 2 actions and you to take 0 this round.

Control

Control: powers in this tree can be used against targets in frenzy so long as they are in the throng.

2:Control Throng

  • Challenge: Soc(intimdation) vs soc(wp) Cost: 1 pyros Duration: Permanent
  • By spending a pyros and making a socials(intimidation) vs socials(willpower) check you can give anyone in the throng a command, allowing you to control their next action. You cannot order them to harm themselves as per dominate and if the action is against their nature they may call the wp defensive retest for free.
  • Primordial: by spending an azothic retest the promethean summons the bouncer throng helper. The bouncer throng has 10 traits: 3 intimidation/defense and 3 health levels and so long as it’s attached to the target. During the helper action the bouncer makes an intimidation check against any target if it succeeds. The target cannot target the throng caster with any challenges or aoe so long as the bouncer stands.

3:Throng Riot

  • Challenge: Virtue vs diff(4) Cost: 1 pyros Duration: one scene
  • By spending a pyros the promethean can light the azothic web on fire, forcing everyone they choose in the throng to make a check against frenzy diff 4, you choose what type of frenzy. Anyone who enters frenzy is freed from the throng, though they can be rejoined by activating the level 1 power again.

Library Of Azoth

1:Database Mind

  • Challenge: None Cost: None Duration: Permanent
  • Gain passive mental traits equal to the number of library of azoth transmutations you know.

Haze

2:Baffle

  • Challenge: Ment(academics) vs ment(wp) Cost: 1 pyros Duration: One scene
  • By spending a pyros and making a mentals(Academics) vs mentals(willpower) check the promethean brings azothic memory in all beings to the surface, flooding their minds with memories of everyone connected to the flame. The target may call one less skill retest on 1 skill of the caster’s choice for the scene. The caster can spend up to 2 skill azothic retests to apply this penalty to up to 3 skills.
  • Primordial: instead of spending 2 azothic retests to apply the penalty to 3 skills the caster may pay only 1. If they do this summons the Baffle helper with 15 traits 4 defense and 5 health, if the baffle helper is defeated the penalty stops applying to the additional 2 skills.


3:Haze Wave

  • Challenge: Mentals(subterfuge) vs ment(mass, persistence) Cost: 1 pyros Duration: One ability refresh
  • By spending a pyros the promethean conjures a heat haze over the scene and makes mass mentals(subterfuge) challenge vs mentals(no retests).Those affected are sluggish and have trouble remembering their skills. If targets fail the test it costs them double the willpower to refresh their next skill in the scene. Targets can only be affected by this power once per round

Wisdom of Ages

2:Plumbing the Azothic Memory

  • Challenge: None Cost: 1 pyros Duration: One challenge
  • By spending a pyros the promethean can search the azothic memory for the information they need,as they regain all lore azothic retests not spent on helpers once per night.
  • Primordial: By spending an azothic retest they can summon the lore helper. The lore helper comes with 3 books, at any time during the night it can read the book and disappear to allow its summoner to retry a failed lore base challenge. During the helper tick the lore helper can spend 1 of its books to reveal 1 piece of information(highest trait, highest power, etc) about a target you are fighting.

3:Create Bonfire

  • Challenge: None Cost: 1 pyros Duration: Permanent once activated
  • By spending a pyros and a bluebook action the promethean converts a building they own(at least haven 2) into a bonfire. The bonfire is a level 1 wyld node and beacon to other prometheans, a safe place to practice the great work. Meditating on a bonfire doubles the beats gained there once a month to the bonfire’s owner. Other Prometheans can once per night regain 2 pyros by visiting a bonfire the same way they could visiting a node. The bonfire also gives +5 mental traits to the wielder while they stand in it. The Promethean can carry a shard of the bonfire with them and activate it once per night to gain this trait bonus for the action.