Path of the Technomancer
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.
Contents
Powers (Mental - Occult)
⚫ Analyze
Challenge: Mentals (Occult) vs 10 (Security of the technology) Cost: One Blood Duration: Action
Caster spends a blood and touches a piece of technology. He instantly knows how to operate it and how all the controls work.
Note: This does not give the caster any passwords or access to restricted areas.
⚫⚫ Jam Tech
Challenge: Mentals (Occult) vs 10 (Security of the technology) Cost: One Blood Duration: Scene
The caster spends a blood and touches a piece of technology. This technology will cease to function for the scene. This can be used to render firearms inoperable. (The difficulty is equal to size+tagss)
⚫⚫⚫ Upgrade/Downgrade
Challenge: Mentals (Occult) vs 10 (Security of the technology) Cost: One Blood Duration: Scene
Caster touches a device and spends a blood and a Willpower, this will cause the device to have two additional traits (or two less trait) for whatever its primary function is, including weapons and computers.
⚫⚫⚫⚫ Ghost in the Machine
Challenge:Mentals (Occult) vs 10 (Security of the technology) Cost: One Blood Duration: Concentration, 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.
⚫⚫⚫⚫⚫ Fangs of the Weaver
Challenge: N\A Cost: : One permanent Blood ( Ie they have a permanently empty blood point, for each cybernetic installed) Duration: Permanent
The vampire installs a piece of technology directly into themselves. Each piece of cybertech requires a permanent point of blood to be spent (ie their blood pool is one less.) Each cybernetic installed increases the difficulty of all Conscience rolls by one. A character may buy additional Cybernetics for 10 Exp each.
Vibroblade: A vibroblade acts as a Rank 3 Klaive. It must be deployed before use.It cannot be modified beyond this but is potence rated.
Web Spike: The Kindred gains an additional Computer skill retest.
Integrated Phone: The Kindred has a Phone installed in its brain. Allowing them to speak over the phone without talking out loud.
Thermal Sight: The Kindred gains Thermal Vision, Increasing their effective Auspex by one to a max of 5 for the purposes of penetrating Obfuscate-type powers.
Cloak: The kindred gains a cloak, Increasing their effective obfuscate by one to a max of 5 for the purposes of hiding from auspex.
Wings: The Kindred gains Flight 2 as per gargoyle rules.
Cyber Limb: The Kindred's unarmed damage is increased by one
Clarity Providing Augment: Grants the kindred a discipline retest on Self Control checks.The character becomes vulnerable to weaver Frenzies
Spider Limbs: the character may take their full step count up vertical surfaces
Heart Plate: It takes one additional success to stake the Kindred.