Difference between revisions of "Elemental Mastery"

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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.
 
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.
  
=== ⚫⚫ Form of Earth ===
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=== ⚫⚫ Elemental Strength ===
  
 
'''Challenge''': N\A
 
'''Challenge''': N\A
'''Cost''': One Willpower, One Blood
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'''Cost''': One Blood
 
'''Duration''': Scene
 
'''Duration''': Scene
  
'''(Transformation)''' With the second power in Elemental Mastery you gain two additional “healthy” Health Level for the scene. For you to be staked while in this form, the stacking attack requires an additional success. You explicitly can still wield weapons in this form.
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'''(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.  
  
=== ⚫⚫⚫ Form of water ===
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=== ⚫⚫⚫ Elemental Dive ===
  
'''Challenge''': N\A
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'''Challenge''': Mentals(investigation) Vs diff(3)
 
'''Cost''': One Willpower, One Blood
 
'''Cost''': One Willpower, One Blood
'''Duration''': Scene
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'''Duration''': Action
  
'''(Transformation)'''With the third power in Elemental Mastery you gain the ability to make use of a Discipline-retest on Defense (as per Might, Does not stack with Might). You turn into a living water elemental and may shape and contort your body at will. All equipment which is not being held in your hands falls to the ground. To be staked while in this form, the staker must succeed in three staking tests against you rather than the usual two. Powers that affect water will directly affect you. You gain 2 additional physical trait while in this form. You may move 6 steps per round+ celerity if in the water. You can wield a single weapon in this form.  
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The caster may dig through an objects “mind” and see what it experienced at a specified time/date.  
  
=== ⚫⚫⚫⚫ Form of Fire ===
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=== ⚫⚫⚫⚫ Animate the Unmoving===
  
 
'''Challenge''': N\A
 
'''Challenge''': N\A
'''Cost''': One Willpower, One Blood
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'''Cost''': One Willpower, One Blood, X occult retests
 
'''Duration''': Scene
 
'''Duration''': Scene
  
'''(Transformation)'''With the fourth power in Elemental Mastery all of your unarmed attacks do one additional Aggravated Damage. You take on the form of a man-made of Flames.  All of your possessions fall to the ground. All unarmed attacks that hit you do a level of Aggravated Damage to your attacker. You cannot be staked without wood that is somehow fireproof. Attacks that extinguish fire (fire extinguisher, the power Extinguish from Lure of Flames, etc.) will do a level of Lethal Damage to you. You are not harmed by water unless totally immersed, in which case you take a level of Lethal Damage per round. You can not wield weapons in this form.
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(Helper)
  
=== ⚫⚫⚫⚫⚫ Form of Air ===  
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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.
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 +
=== ⚫⚫⚫⚫⚫ Solid Form ===  
  
 
'''Challenge''': N\A
 
'''Challenge''': N\A
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'''Duration''': Scene
 
'''Duration''': Scene
  
'''(Transformation)'''With the fifth Elementary Mastery power you become a cyclone that causes you to win ties against any ranged attack. Further, all non-Aggravated attacks against you do only one level of Damage. All of your possessions immediately fall to the ground when this power is activated. You cannot be staked while in this form. Your speed increases to 6 steps. You can not hold weapons in this form.
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'''(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.  
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You gain 4 additional health levels.  
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It requires one additional success to stake you
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You gain 3 additional physicals.

Revision as of 13:50, 12 June 2023

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

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

(Helper)

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.