Elemental Mastery

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Thaumaturgy Paths

Description: This path allows a thaumaturge limited control over and communion with inanimate objects. Mistakenly believed by many to be related to the four basic elements (earth, air, fire and water), this path is actually closer to an amalgamation of Spirit Manipulation and the Path of Conjuring. Elemental Mastery can only be used to affect the unliving - a vampire could not cause a tree to walk by using Animate the Unmoving, for instance. Thaumaturges who seek master over living things generally study Biothaumaturgic Experimentation (see Dirty secrets of the Black Hand), or the Green Path (below).

1) Wooden Tongues
A vampire may speak, albeit in limited fashion, with the spirit of any inanimate object. The conversation may not be incredibly interesting, as most rocks and chairs have limited concern for what occurs around them, but the vampire can get at least a general impression of what the subject has "experienced." Note that the events which are significant to a vampire may not be the same events that interest a lawn jockey.
System: The number of successes dictates the amount and relevance of the information that the character receives. One success may yield a boulder's memory of a forest fire, while three may indicate that it remembers a shadowy figure running past, and five will cause the rock to relate a precise description of a local Gangrel.

2) Elemental Strength
The vampire can draw upon the strength and resilience of the earth, or of the objects around him, to increase his physical prowess without the need for large amounts of blood.
System: The player allocates a total of three temporary bonus dots between the character's Strength and Stamina. The number of successes on the roll are the number of turns these dots remain. The player may spend a Willpower point to increase this duration by one turn. this power cannot be "stacked" - one application must expire before the next can be made.

3) Animate the Unmoving
Objects affected by this power move as the vampire using it dictates. An object cannot take an action that would be completely inconceivable for something with its form - for instance, a door could not leap from its hinges and carry someone across a street. However, seemingly solid objects can become flexible within reason: Bar stools can run with their legs, guns can twist out of their owners' hands or fire while holstered, and statues can move like normal humans.
System: This power requires the expenditure of a Willpower point with less than four successes on the roll. Each use of this power animates one object; the thaumaturge may simultaneously control a number of animate objects equal to his Intelligence rating. Objects animated by this power stay animated as long as they are within the caster's line of sight or up to an hour.

4) Elemental Form
The vampire can take the shape of any inanimate object of a mass roughly equal to her own. A desk, a statue or a bicycle would be feasible, but a house or a pen would be beyond this power's capacity.
System: The number of successes determines how completely the character takes the shape she wishes to counterfeit. At least three successes are required for the character to use her senses or Disciplines while in her altered form. This power lasts for the remainder of the night, although the character may return to her normal form at will.

5) Summon Elemental
A vampire may summon one of the traditional spirits of the elements: a salamander (fire), a sylph (air), a gnome (earth) or an undine (water). Some Tremere claim to have contacted elemental spirits of glass, electricity, blood and even atomic energy, but such reports remain unconfirmed (even as their authors are summoned to Vienna for questioning). The thaumaturge may choose what type of elemental he wishes to summon and command.
System: The character must be near some quantity of the classical element corresponding to the spirit he wishes to invoke. The spirit invoked may or may not actually follow the caster's instructions once summoned, but generally will at least pay rough attention to what it's being told to do. The number of successes gained determines the power level of the elemental.
The elemental has three dots in all Physical and Mental Attributes. One dot may be added to one of the elemental's Physical Attributes for each success attained by the caster on the initial roll. The Storyteller should determine the elemental's Abilities, attacks and damage, and any special powers it has related to its element.
Once the elemental has been summoned, the thaumaturge must exert control over it. The more powerful the elemental, the more difficult a task this is. The player rolls Manipulation + Occult (difficulty of the number of successes scored on the casting roll +4, and the player may substitute Spirit Lore for occult if he wishes to do so.
Botch: The elemental immediately attacks the thaumaturge.
Failure: The elemental goes free and may attack anyone or leave the scene at the Storyteller's discretion.
1 Success: The elemental probably does not attack its summoner.
2 Successes: The elemental behaves favorably toward the summoner and may perform a service in exchange for payment (determined by the Storyteller).
3 Successes: The elemental performs one service, within reason.
4 Successes: The elemental performs any one task for the caster that does nto jeopardize its own existence.
5 Successes: The elemental performs any task that the caster sets for it, even one that may take several nights to complete or that places its existence at risk.