Elementalism

Introduction

Elementalism is the discipline of knowing the world. As the user progresses in its power, she begins to gain a greater grasp of how the world is put together, and how to manipulate its various aspects. It is in many ways much like Thaumaturgy, in that it has many separate divisions of the actual discipline. The differences are, however, profound. Elementalism has no rituals, no rites as part of its makeup. It relies not on using outside power to make an effect, but on the user knowing the way of the world in order to effect it. The separate areas of Elementalism, known as The Ways, build upon the previous ways, each branch of knowledge providing a basis for learning remaining ways.

In game terms, the possessor of Elementalism must first advance to at least the third level in any Way before they may start on to one of the next ways. [For instance, a beginning Kindred user of elementalism has 1 point in Elementalism, and 1 point in the Way of Earth. She must learn 2 more points of the Way of Earth (still with 1 point of Elementalism) before she may spend experience to buy another point of Elementalism, at which point she also gains a point in the Way of Air.] A starting character can start with either the Way of Earth or the Way of Air. From there he can advance according to his choices and the restrictions given in the individual Ways.

Ways of Elementism

Way of Earth

Way of Air

Way of Water

Way of Fire

Way of Shadows

Way of Spirits

Way of Time

 

Way of Earth (No Prerequisite)

1.Earth Sense

The difficulty depends on the type of material that is being attempted to be read. Earth and natural stone is difficulty 6, concrete and man-made stones are difficulty 8. The perception extends out of thestone to a limit of 1/3 of a metre.

In addition to the success-range limits, the earthen material being read must be contiguous. Ie: if using a concrete building, just the building may be read, not the surrounding footpath, etc. If reading a boulder, then the earth surrounding the boulder is not included in the effect.

On Per + Earth roll (diff 9), an earthmelded Kindred may be sensed (but not affected in any way).

2. Manipulate Earth:
A Cainite who has progressed to this level of knowledge in the Way of Earth gains the ability to morph earth and stone to his will. He may command it to warp or move in any one way, directed only by his mind - no physical touch is necessary, although the object being so altered must be within sight, or otherwise sensed.

They may cause a rock to melt and run like water, pits to open up in front of their enemies, or command the marble top of a tomb to flow out of the way to give them a temporary Haven. (Of course they need to move it back again before sun-up)

System: By spending a blood point, the vampire using this ability may command stone or earth to alter in shape in any way. He cannot destroy or create the earth. To determine how successful the effect is, the Kindred must roll Intelligence + Earth (diff 6 for natural stones, diff 8 for man-made substances).

Successes: Area effected -
1 - Approximately a cubic mete
2 - Closet worth
3 - Room worth
4 - Factory worth
5 - Most of a mountain.

Each manipulation can cause one effect only. (e.g. to cause stone to flow away from a place and then flow back is two actions and requires two blood points.

3. Create Earth:
Upon achieving this level of knowledge in the Way of Earth, the Kindred may create natural earth and stone as they dictate, in any shape or anywhere within sight. She may see the location that she wishes to create the earth, and it must rest upon something solid, (i.e. its not possible to create rocks in mid-air). It is however possible to create the stone around an object, or even a person. It is not possible to create stone other than granite, or similarly natural stones. Gemstones cannot be created.

System: The Vampire using this ability must spend one blood point to invoke this power. In addition to this, she must decide ahead of rolling for successes how much earth she wishes to create. If not enough successes are gained, then nothing happens at all. Excess successes also have no extra effect. Roll Intelligence + Earth against difficulty 6.

Successes/Effect:
1 - Approximately a large bucketload
2 - Approximately one cubic metre
3 - 2 cubic metres
4 - 5 cubic metres
5 - 10 cubic metres
6 - 50 cubic metres

4. Earthmeld:
This ability is effectively identical to the third level of the Protean Discipline. It takes, as for those with Protean, one blood point to sink into the earth, and one to rise up and out. In addition, once achieving this level of the discipline, the Vampire may affect not only natural stone and earth, but may affect other solid matter, such as glass, steel and asphalt. Exactly what can and cannot be affected is up to the individual ST.

5. Summon Earth Elemental:
By concentrating upon a large sample of earth or stone, the Cainite evoking this power may summon an elemental spirit to the sample in order to animate it. This spirit takes upon a vaguely humanoid form, and may not be friendly to the invoker. The elemental may be commanded by the Kindred to perform simple tasks, such as lifting and carrying objects.

System: Invoking this ability is quite trying to the Kindred attempting it. In addition to spending a bloodpoint, she must also spend a Willpower point to summon the spirit. Each time the Kindred gives a command to the elemental, he must roll his willpower at a difficulty of 7. Only one success is needed for the command to be obeyed. Problems occur when the roll is failed or botched. If he merely fails the roll, then he must immediately make another roll to regain control (willpower, difficulty 8, three successes needed). If this is failed then the spirit breaks free of the Kindred's control.

If the command-willpower roll is botched, then the Kindred suffers an immediate loss of 1 permanent willpower (as is usual for willpower rolls), and the spirit immediately breaks free. What happens when an elemental spirit breaks free is up to the ST. It may simply leave the physical form it was ordered into and depart, it may attack the Kindred, it may wander off in its physical form. (Earth Elemental: Str 6, Dex 2, Sta 6)

6. Stoneform:
The Kindred invoking this power immediately transforms herself into a natural piece of stone. The exact shape of the transformed Kindred is a matter of choice when she uses the ability - however she is limited to a maximum increase in size of 20%.

The Vampire may take on the appearance of a natural boulder, or of a statue, or even of a stone wall (albeit a small one) and once assuming this shape the Kindred is immune to fire and sunlight, as well as being staked. She is however immobile unless she transforms to flesh and is vulnerable to being smashed as would be a normal stone object. A Kindred in this state may sense her surroundings using any sensory abilities she may have, including Earth Sense and Auspex.

System: Invoking this power requires the expediture of a single blood point, whether to become stone or to become flesh. Once in this shape she cannot move without transforming back to flesh (very painful in sunlight). This includes the spending of bloodpoints, other than the one necessary to revert to their "natural" shape.

In order to mimic a particular object, she must make a Manipulation + Subterfuge (why? who knows. If you can think of a better one...), and the accuracy of the copy is dependant on the number of successes (use the success table for obfuscate or viccisitude). Once in the Stoneform, the vampire's Stamina is raised by 3 extra dice for soaking purposes.

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Way of Air{No prerequisites)

1. Descent of the Feather:
This first ability to manipulate the Way of Air manifests itself to give the vampire using it the ability to slow a fall by force of will. He can prevent himself from suffering damage from all but the highest of falls.

System: The Kindred must roll his willpower, at a difficulty of 6. Each success he achieves on this roll negates one health level of damage. (Slows his fall so as to effect this.)

2. Drawing the Storm:
This surrounds the Elementalist in very strong winds wrapping around in all directions. This will pick up local debris and loose matter in a 10ft radius around the user.

System: The Kindred spends a point of blood and makes a willpower roll to irritate and yet control the winds around herself. Each success increases the difficulty of all thrown and projected missile attacks (knives, arrows, etc, but not firearms) against the user or anyone withing 10ft of her by one. The distractions also reduce the dice pools of anyone inside the storm by one (except for the user).

3. Resist the Calling of the Earth:
This ability is an extension of the Kindred's current knowledge of the element of air. Rather than simply slow his fall, he may now nullify any downward descent, buoyed up by the air itself.

Using this part of the discipline, the vampire may step off the side of a building and simply float in midair, or activate his power and draw his legs up to float in lotus. Given enough ability, the Cainite may change his weight, or slowly rise into the air rather than hovering.

System: The player rolls willpower against a difficulty of 6. The degree of effect is dependant on the successes gained.

Successes Effect:
1+Simple hovering is possible. The Kindred may either float, or behave as normal.
2+Subtle changes in weight are possible for the user of this discipline, as long as he lessens his true weight. At this many successes, he may null his entire weight, and kick off from an object to move around.
3+ In addition to the above effects, the vampire may also ride slowly, as the air itself lifts him. The rate of speed at which he may rise is depends on the number of successes. 3 successes allows a speed of 5 feet per turn, plus 5 feet per turn for every additional success.

4.Become the Breath:
This ability is extremely similar to that of the Protean ability of Earthmeld, except that it allows the user to meld with the very air itself. The Kindred is not visible, and cannot be damaged or sensed in any way. Neither may she take any action herself. She may sense very dimly anything which occurs in her area.

System: The use of this discipline is extremely difficult; even to those who have progressed this far in the Way of Air. In addition to spending a blood point to enter or exit the melded state, she must also spend a WP point to enter the state.

5. Calling of the Heavens:
Upon achieving this level of the Way of Air, the Cainite may use it to take to the air in any direction that he wishes. He is supported by the air itself, and may guide his direction and speed by force of will.

System: The player makes a willpower roll. Success indicates they have achieved flight, the number of successes determines he maximum speed (10 feet per turn, per success).

6. Summon Air Elemental:
By concentrating upon a cloud or wind, the Cainite evoking this power may summon an elemental spirit to the sample in order to animate it. This spirit takes upon a vaguely humanoid form, and may not be friendly to the invoker. The elemental may be commanded by the Kindred to perform simple tasks, such as displacing or pushing objects.

System: Invoking this ability is quite trying to the Kindred attempting it. In addition to spending a bloodpoint, she must also spend a Willpower point to summon the spirit. Each time the Kindred gives a command to the elemental, she must roll her willpower at a difficulty of 7. Only one success is needed for the command to be obeyed. Problems occur when the roll is failed or botched. If she merely fails the roll, then she must immediately make another roll to regain control (willpower, difficulty 8, three successes needed). If this is failed then the spirit breaks free of the Kindred's control.

If the command-willpower roll is botched, then the Kindred suffers an immediate loss of 1 permanent willpower (as is usual for willpower rolls), and the spirit immediately breaks free. What happens when an elemental spirit breaks free is up to the ST. It may simply leave the physical form it was ordered into and depart, it may attack the Kindred, it may wander off in its physical form. (Air Elemental: Str 5, Dex 5, Sta 3)

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Ways of Water{Prerequisit Must have at least 1 other way)

1. Sense of the Dolphin:
The Cainite can emit a high pitched noise signal, and use his ability to sense the return of that signal to judge distance, and other spatial relationships.

The distances can be judged exactly by the Kindred and will work in darkness, or if the Vampire is blind. There is a range of 20 feet when this power is used in air, but this is increased 100-fold when the he is underwater. One disadvantage to this power is that those who may be able to sense these sounds, like individuals with Auspex, or Garou, will be able to 'home in' on the vampire, after a length of time (depends on distance), if the Kindred keeps using this power.

2. Bonds of Poseidon:
As the second level Neptune's Might power.

The caster can command a sufficiently large quantity of water to animate itself and imprison a subject. This power requires a significant amount of fluid to be fully effective, although even a few gallons can be used to shape chains of animated water. Mortals subjected to this power's effects can drown if the caster is not careful (or if he or she desires it), and even Vampires can be crushed by extreme pressure thus brought to bear. A subject may only be held in only one prison at a time, although the caster is free to invoke multiple uses of this discipline upon separate victims and may dissolve any of their water prisons at will.

3. Gifts of Aeolus:
This ability allows the Kindred to call forth a mist, fog, rainstorm or any other type of weather that is mostly moisture based. Thus the rain-storm called cannot cause lightning strikes, unless the area would naturally have them.

This weather has little affect except to conceal the Kindred. However, if a fog is called, it has the additional effect that any being tracking the Kindred or sensing them, loses 2 additional dice to roll.

4. Gift of the Nymph:
This ability is rare, even among the True Brujah. It allows the Kindred who invokes it, on spending one blood point, to cause up to 100 litres of water to behave in any manner he decrees. Thus, the water may be made to flow up hill, to solidify into ice, to boil, to behave similarily to the effects of the deepers from 'Abyss'. However, on changing state from liquid to solid or gas, the Kindred loses control of the water, thus he cannot simply boil 100 litres of water and parbroil another Kindred. The Kindred must be in contact with the water he wishes to affect, although the degree of contact is not important, and at least one drop of his blood must mix with the water in question.

This power may be used to allow Kindred to walk across water, or to allow others to walk across the water, by altering the surfacetensions on the top of the liquid.

5. Summon Water Elemental:
By concentrating upon a pool or river, the Cainite evoking this power may summon an elemental spirit to the sample in order to animate it. This spirit takes upon a vaguely humanoid form, and may not be friendly to the invoker. The elemental may be commanded by the Kindred to perform simple tasks, such as splashing or carrying objects.

System: Invoking this ability is quite trying to the Kindred attempting it. In addition to spending a bloodpoint, she must also spend a Willpower point to summon the spirit. Each time the Kindred gives a command to the elemental, she must roll her willpower at a difficulty of 7. Only one success is needed for the command to be obeyed. Problems occur when the roll is failed or botched. If she merely fails the roll, then she must immediately make another roll to regain control (willpower, difficulty 8, three successes needed). If this is failed then the spirit breaks free of the Kindred's control.

If the command-willpower roll is botched, then the Kindred suffers an immediate loss of 1 permanent willpower (as is usual for willpower rolls), and the spirit immediately breaks free. What happens when an elemental spirit breaks free is up to the ST. It may simply leave the physical form it was ordered into and depart, it may attack the Kindred, it may wander off in its physical form. (Water Elemental: Str 5, Dex 3, Sta 5)

6. Break the Bonds of Brotherhood:
This ability allows the Vampire to cause blood to turn to water, with a willpower roll (difficulty of 7). The number of successes achieved is the number of blood points changed.

A botch means that if the target was a vampire, the target's blood pool is actually increased by one, as the blood is thickened, rather than thinned.

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Way of Fire

{Prerequisist, Must have at least 2 other ways) Any use of the way of fire first requires a Frenzy roll.

1. Fire Sense:
The user of this power understands fire, its motivations and needs.

System: The Kindred using this power must overcome his natural fear of fire and look into the flames and make a Willpower roll. A failed roll costs one WP, on a successful roll the user knows how the fire will spread or grow, what it is feeding on and how to slow it down, stop it or make it grow.

2. Maniupulate Fire:
The user of this power can now speak to the flames and befriend them, bringing them to roaring power or quieting them to mere subservience.

System: The Kindred using this power must spend one Blood Point and make a Charisma + Occult roll (Dif=7) each success changes the intensity of the fire by one step on the following chart:
Match
Lantern
Torch
Fireplace
Bonfire
Small Room
Large Room
Building
Fireball/Conflagration

3. Create Fire:
The Cainite using this power can bring flames from nothing.

System: The Kindred must make a Willpower roll (Dif=6) and expend one blood point. The size of the fire produced depends on the number of Willpower successes, as per the "Lure Of Flames" Thaumaturgical Path.

4. Multitude of forms:
Fire and heat distort visible light and through this power a Cainite produces one or more "Mirror Images" out of light refraction.

System: The Kindred spends one turn immobile and makes a Manipulation + Subterfuge roll (Dif=8) and each success creates a partial image out of the wavering heat that suddenly surrounds the Cainite. Attacks against the user of the discipline are at +1 difficulty for every alternate image. These alternate images dissapear one per turn until they are all gone, or the Cainite restarts the power.

5. Summon Fire Elemental:
By concentrating upon a bonfire or fireplace, the Cainite evoking this power may summon an elemental spirit to the sample in order to animate it. This spirit takes upon a vaguely humanoid form, and may not be friendly to the invoker. The elemental may be commanded by the Kindred to perform simple tasks, such as igniting flammable objects.

System: Invoking this ability is quite trying to the Kindred attempting it. In addition to spending a bloodpoint, she must also spend a Willpower point to summon the spirit. Each time the Kindred gives a command to the elemental, she must roll her willpower at a difficulty of 7. Only one success is needed for the command to be obeyed. Problems occur when the roll is failed or botched. If she merely fails the roll, then she must immediately make another roll to regain control (willpower, difficulty 8, three successes needed). If this is failed then the spirit breaks free of the Kindred's control.

If the command-willpower roll is botched, then the Kindred suffers an immediate loss of 1 permanent willpower (as is usual for willpower rolls), and the spirit immediately breaks free. What happens when an elemental spirit breaks free is up to the ST. It may simply leave the physical form it was ordered into and depart, it may attack the Kindred, it may wander off in its physical form. (Fire Elemental: Str 3, Dex 6, Sta 5)

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Way of Shadows(Prerequisist you must have two other ways}

The shadow becomes an extension of the Kindred's self, able to perform duties at extended distances away from the Kindred as if it was the Kindred. The shadow has no existence in itself. It is guided by the thoughts of the Kindred, requiring his concentration. If the Kindred's concentration is broken then the effect is broken and the shadow becomes one with the Kindred instantly. The shadow is not trapped away from the Kindred, it just ceases to exit away from the Kindred. Even in full darknes a shadow exists and can be called upon at all times. A Kindred with Auspex can test to perceive the presence of a shadow with a test of Perception + Alertness. 1 success perceives a presence close by but not the location or form. 2 successes perceives the location of a presence but not the form. 3 successes perceives the location and form of the presence.

If one ability is invoked while another is being used (such as, Shadow Touch is used while using Shadow Eyes) but the second test is a normal failure then that indicates that the force was insufficient to cause the desired effect while a botch will require a concentration roll (Self-Control - Difficulty 7 ) for the shadow to continue its existence.

1. Shadow Eyes:
The Kindred's shadow is sent to view places that the Kindred wishes not to be present at herself. The Kindred uses theshadow's presence to view another location. Such viewing does not allow the Kindred to perceive both her current location and the other location at the same time. This also, does not allow the Kindred to hear conversations only to see who or what is present. The shadow can even be used to read that which is clearly displayed (comprehension of the material is still dependent on the limitations of the Kindred).

System: Manipulation + Investigation Difficulty 5

2. Shadow Touch:
The Kindred's shadow can be sent to touch, move or lift small light objects ( a pen, piece of paper, button, etc ). The shadow gains a small amount of solid existence which will enable it to manipulate objects. This ability can be used in conjunction with other Shadow abilities. Example: Spill coffee from a coffee cup across a page or part a curtain to see in side a room.

System: Dexterity + Alertness Difficulty 5

3. Shadow Force:
The Kindred's shadow can push with great force against an object be it a door or a person.

System: Strength + Brawl Difficulty 7

4. Shadow Cloak:
The Kindred's shadow will envelope the Kindred and hide her from view, even her aura. Kindred with higher Auspex than the Elementalist's Way rating will be able to perceive past this cloaking.

System: Manipulation + Subterfuge Difficulty 7

5. Shadow Hold:
The Kindred's shadow can carry/lift an object so shadow could transport an object back to the awaiting hands of the Kindred. This option is limited by the object being able to pass unnoticed and unhindered by people, furniture and closed doors. The shadow many be able to pass unhindered by these things but the object does not take on the shadow's properties.

System: Manipulation + Subterfuge Difficulty 9

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Way of Spirit ( Prerequisist Must have three other ways}

1. See Tellurian:
The Kindred, with concentration, can see spirits and ghosts nearby.

System: Willpower roll. Lasts one scene as long as the Elementalist concentrates.

2. Speak With Spirits:
The Elementalist can speak to nearby spirits for the duration of the scene. This in no way affects the spirits' response to the Elementalist.

System: Elementalist rolls Charisma+Linguistics Dif=6 or Spirit's Rage. Each success allows the elementalist to converse with one nearby spirit for one round

3. Demanding Trial:
The Elementalist can make a nearby spirit serve her will for one task.

System: The spirit and elementalist make an opposed willpower roll' if the spirit wins it is free to leave and the Elemetalist loses one temporary Willpower to feed either the spirit's Willpower, Rage or Gnosis.

4. Manifestation of Souls:
The elementalist can force a nearby soul/spirit of the dead to manifest physically and follow simple verbal commands. The souls/spirits can take any action they could in life.

System: Summoner rolls Charisma + Occult (Dif=7). Each success lends the spirit corporeal existence for a certain period of time.

1 success - 1 turn
2 successes - 5 turns
3 successes - 20 turns
4 successes - 1 Hour
5 successes - 1 night

The spirit/soul has the same Health Levels and stats as it possessed in life. It returns to the spirit realm when reduced to Incapacitated or when the duration ends.

5. Fetish Rite:
As Fetish, from spirit Thaumaturgy. Also see Werewolf and Book of The Wyrm for examples and Freak Legion for use of Fetishes for those without Gnosis.

6. Rending:
The Elementalist, using a sharp object, can litterally rend the fabric of our reality, breaking a hole into the Tellurian.

System: The Elementalist must spend 1 Willpower and rolls Strength + Potence (Dif=Gauntlet -- but most Kindred do not understand the gauntlet very well), and then tears a hole in reality to the Umbra beyond using his sharp implement (claws work well, although ritual knives were more common and the occasional broadsword was used). The Elementalist then walks through next round. By spending additional willpower the Elementalist can keep the tear open for one additional person per point of WP spent. Returning from the Umbra is automatic for the Elementalist from the Near Umbra, but anyone in her company has to hold her hand or be stuck.

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Way of Time {Prerequisist must have at least five other ways}

As the first six levels of Temporis, the "Official" True Brujah discipline.