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.
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:
3. Create Earth:
4. Earthmeld:
5. Summon Earth Elemental:
6. Stoneform:
{No prerequisites)
1. Descent of the Feather:
2. Drawing the Storm:
3. Resist the Calling of the Earth:
4.Become the Breath:
5. Calling of the Heavens:
6. Summon Air Elemental:
1. Sense of the Dolphin:
2. Bonds of Poseidon:
3. Gifts of Aeolus:
4. Gift of the Nymph:
5. Summon Water Elemental:
6. Break the Bonds of Brotherhood:
{Prerequisist, Must have at least 2 other ways) Any use of the way of fire first requires a Frenzy roll.
1. Fire Sense:
2. Maniupulate Fire:
3. Create Fire:
4. Multitude of forms:
5. Summon Fire Elemental:
(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:
2. Shadow Touch:
3. Shadow Force:
4. Shadow Cloak:
5. Shadow Hold:
( Prerequisist Must have three other ways}
1. See Tellurian:
2. Speak With Spirits
:3. Demanding Trial:
4. Manifestation of Souls:
5. Fetish Rite:
6. Rending:
{Prerequisist must have at least five other ways}
As the first six levels of Temporis, the "Official" True Brujah discipline.