MASTER OF THE GYRE

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SKY

●●●●●●● -- MASTER OF THE GYRE

Dice Pool: Wits + Control

Cost: 4 Divinity per dot of Divine Strength (max ••••)

Description: The Avatar has a pet tornado. He captures it and puts it away when he doesn’t need it; he lets it out when he does need it. When he sets it loose, it swirls and howls in front of him, ready to obey his every command — yet eager to run wild if he should lose control.

The tornado is one yard in radius at the top per dot of Divinity the character has, and it’s very strong. It has up to four dots of Divine Strength, for each of which the character must feed the tornado four points of Divinity when he sets it loose. It applies this Divine Strength to determine how much of the scenery it can lift around itself and how far it can throw what it picks up. The dots also fill a dice pool that allows the tornado to grab up a victim and potentially batter him silly at the Avatar’s command.

Directing the tornado requires a (Wits + Control) roll for every action. If the player fails, the tornado spins in place, juggling the loose objects it has picked up thus far. If the player botches, the tornado runs giddily out of control, doing as it wills until the player rolls a successful Control roll again to re-tame and capture the rogue twister.

If the Scion wills, the tornado can lift him (but no one else) and carry him around. The tornado can move up to 100 miles per hour, and few obstacles can stand in its way for long. Its swirling winds and loose debris even offer an Armor value (including bashing, lethal and aggravated damage, as well as all-purpose Hardness) equal to the Avatar’s Divinity. He can’t make attacks from within the howling vortex, but that’s okay. The tornado can make attacks for him.

The tornado lasts for one scene before it gets tired and the Avatar has to put it away again.