The Focused Mind
Practitioners of the Focused Mind
greatly enhance their mental alacrity and readiness, allowing better
comprehension of problems and situations, Sorcerers, already
discipline of mind, become frightfully powerful in the realm of the
cerebral when mastering this path.
Unlike most magic powers, this path do
not require an action to invoke, although they still require the
normal Willpower activation roll. Each of these powers is usable only
once per turn.
* Readiness
Using Readiness makes the caster able
to gain a quicker understanding on a predicament. Enhanced lucidity
enlightens the caster, allowing better reactions to changing
situations and increased cleverness.
System: This power is only
usable on the sorcerer himself. Every success on the activation roll
adds one die to a special dice pool for any Wits-related rolls or
actions that the magus performs during this turn. Alternatively, each
die removed from the dice pool adds one to the caster’s initiative
rating.
** Centering
By invoking this power, the sorcerer
causes a sudden, intense calmness in the subject by whispering
soothing words to her. While under this serenity, the target is able
to better focus on tasks at hand, ignoring distractions and
annoyances, including grave bodily harm.
Magi in fear of frenzy often use this
power on themselves to achieve a state of tranquility, as emotions
are stifled.
System: This power is usable on
any subject within earshot of the thaumaturge and last for one turn
per success on the activation roll. During this period the target is
unaffected by any effect that reduces his dice pools. This includes
wound penalties and situation modifiers. Modifications to difficulty
numbers still apply during this time, however.
In addition, due to the unnatural
serenity that this power bestows, the target receives two additional
dice in all attempts to avoid or break frenzy. Lupines may even be
calmed from their murderous rampage if five or more successes are
scored on the activation roll.
*** One-Tracked Mind
By extending his powers to other
individuals, the thaumaturge is able to fixate the subject on one
action. This single-mindedness of the target is such that they ignore
everything else that occurs around them. Guards are easily distracted
with this power, as their attention becomes fixated elsewhere, and
research becomes dedicated, focused task. Use of this power is
sometimes colloquially referred to as “railroading someone.”
System: This power may affect
anyone who can hear the sorcerer. Successful invocation makes the
target unable to split any dice polls for extra actions and unable to
change tactics after actions have been declared. As a side benefit,
reduce the difficulty of these actions by one. Additional actions
that the victim takes (from Celerity, for example) during the
duration of this power must follow their initial action, as they
concentrate wholly upon this one idea. The duration of One-Tracked
mind is one scene if used outside of combat; otherwise it is reduced
to one turn per success on the activation roll.
**** Dual Thought
With this power, the sorcerer is able
to divide his attentions to two completely separate tasks without
problems. As One-Tracked Mind forces the subject’s attention into a
single objective, Dual Thought expands the sorcerer’s concentration
to the point that focus upon two goals is possible.
System: Successful use of Dual
Thought allows the caster to take an extra action during his turn.
This is restricted to mental actions, be it the use of another
sorcerer path, or the contemplation of some problem. If the character
is using both actions to solve a problem, he has two separate dice
pools to draw from. These two actions happen at the same times, as
determined by the initiative rating of the character.
***** Perfect Clarity
Perfect Clarity brings about a Zen like
moment of unimpeded insight for the sorcerer. Pure focus is achieved,
thought and action become one, and the complete serenity of mind
descends upon the sorcerer. This lucidity protects the caster from
influences both internal and external.
System: This power lasts for the
duration of one scene. For this period the thaumaturge has the
difficulties of all actions reduced by two. The caster is immune to
emotional manipulation, even by supernatural means. Finally, any
means to control or influence the caster suffer a +2 difficulty,
including the powers of Presence and Dominate.
The Green Path
The Green Path deals with the
manipulation of plant matter of all sorts. Anything more complex than
an algae bloom can theoretically be controlled through the
appropriate application of this path. Ferns, roses, dandelions and
even ancient redwoods are all equally valid targets for this path's
powers, and living and dead plant matter are equally affected. While
not as immediately impressive as some other more widely practiced
paths, the Green Path (sometimes disparagingly referred to as
"Botanical Mastery") is as subtle and powerful as the
natural world, which it affects.
The origins of the Green Path are
thought to lie with the Order of the Naturists, a druidic sect of the
Lilim. Most practitioners of the path are members of the order, and
those who are not were more than likely mentored by one.
* Herbal Wisdom
With but a touch, a caster can commune
with the spirit of a plant. Conversations held in this manner are
often cryptic but rewarding - the wisdom and experience of the
spirits of some trees surpasses that of the oracles of legend.
Crabgrass, on the other hand, rarely has much insight to offer, but
might reveal the face of the last person who trod upon it.
System: The number of successes
rolled determines the amount of information that can be gained from
the contact. Depending on the precise information that the sorcerer
seeks.
* Fleeting cryptic impressions.
** One or two clear images.
*** A concise answer to a simple
query.
**** A detailed response to one or
more complex questions.
***** The sum total of the
plant-spirit's knowledge on a given subject.
** Speed the Season's Passing
This power allows a sorcerer to
accelerate a plant's growth, causing roses to bloom in a matter of
minutes or trees to shoot up from saplings overnight. Alternately,
she can speed a plant's death and decay, withering grass and
crumbling wooden stakes with but a touch.
System: The character touches
the target plant. The player rolls normally, and the number of
successes determines the amount of growth or decay. One success gives
the plant a brief growth spurt or simulates the effects of harsh
weather, while three noticeably enlarge or wither it. With five
successes, a full-grown plant springs from a seed or crumbles to dust
in a few minutes and a tree sprouts fruit or begins decaying almost
instantaneously. If this power is used in combat, three successes are
needed to render a wooden weapon completely useless. Two successes
suffice to weaken it, while five cause it to disintegrate in the
wielder's hand.
*** Dance of the Vines
The caster can animate a mass of
vegetation up to his own size, using it for utilitarian or combat
purposes with equal ease. Leaves can walk along a desktop, ivy can
act as a scribe, and jungle creepers can strangle opponents.
Intruders should beware of sorcerer workshops that harbor potted
rowan saplings.
System: Any total amount of
vegetation with a mass less than or equal to the character's own may
be animated through this power. The plants stay active for one turn
per success scored on the roll, and are under the complete control of
the character. If used for combat purposes, the plants have Strength
and Dexterity ratings equal to half the character's current Willpower
(rounded down) and Brawl ratings one lower than that of the
character.
Dance of Vines cannot make plants
uproot themselves and go stomping about. Even the most energetic
vegetation is incapable of pulling out of the soil and walking under
the effect of this power. However, 150 pounds of kudzu can cover a
considerable area all by itself…
**** Verdant Haven
This power weaves a temporary shelter
out of a sufficient amount of plant matter. In addition to providing
physical protection from the elements (and even sunlight), the
Verdant Haven also establishes a mystical barrier which is
nigh-impassable to anyone the caster wishes to exclude. A Verdant
Haven appears as a six-foot-tall hemisphere of interlocked branches,
leaves and vines with no discernible opening, and even to the casual
observer it appears to be an unnatural construction. Verdant Havens
are rumored to have supernatural healing properties, but no caster
have reported experiencing such benefits from a stay in one.
System: A character must be
standing in a heavily vegetated area to use this power. The Verdant
Haven springs up around the character over the course of three turns.
Once the haven is established, anyone wishing to enter the haven
without the caster's permission must achieve more than the caster's
original number of successes on a single roll of Wits + Survival
(difficulty equal to the caster's Willpower). The haven lasts until
the next sunset, or until the caster dispels or leaves it. If the
caster scored four or more successes, the haven is impenetrable to
sunlight unless physically breached.
***** Awaken the Forest Giants
Entire trees can be animated by a
master of the Green Path. Ancient oaks can be temporarily given the
gift of movement, pulling their roots from the soil and shaking the
ground with their steps. While not as versatile as elementals or
other summoned spirits, trees brought to ponderous life via this
power display awesome strength and resilience.
System: The character touches
the tree to be animated. The player spends a blood point and rolls
normally. The tree stays animated for one turn per success rolled;
once this time expires, the tree puts its roots down wherever it
stands and cannot be animated again until the next night. While
animated, the tree follows the character's verbal commands to the
best of its ability. An animated tree has Strength and Stamina equal
to the caster's willpower rating, Dexterity 2 and a Brawl rating
equal to the casters own. It is immune to bashing damage, and all
nonaggravated lethal damage dice pools are halved due to its size.
Once the animating energy leaves a
tree, it puts down roots immediately, regardless of what it is
currently standing on. A tree re-establishing itself in the soil can
punch through concrete and asphalt to find nourishing dirt and water
underneath, meaning that it is entirely possible for a particularly
sluggish sycamore to set up shop in the middle of a road without any
warning.
Movement of the Mind
This path gives
the caster the ability to move objects telekinetically through the
mystic power of the sorcerer. At higher levels, even flight is
possible. Objects under the character's control may be manipulated as
if she held them - they may be lifted, spun, juggled or even
"thrown," though creating enough force to inflict actual
damage requires mastery of the fourth level or greater. Some sorcerer
skilled in this path even use it to guard their havens, animating
swords, axes and firearms to ward off intruders.
This path may
frighten and disconcert onlookers. Many people are quite put off when
the pages of a book turn by themselves!
System: The
number of successes indicates the duration of the caster's control
over the object (or subject). Each success allows one turn of
manipulation, though the sorcerer may attempt to maintain control
after this time by making a new roll (she need not spend additional
Willpower maintain control). If the roll is successful, control is
maintained. If a caster loses or relaxes control over an object and
later manipulates it again, her player must spend another Willpower
point, as a new attempt is being made.
If this power is
used to manipulate a living being, the subject may attempt to resist.
In this case, the thaumaturge and the subject make opposed Willpower
rolls each turn the control is exercised.
Individual power
levels are not provided for this path - consult the chart below to
see how much weight a sorcerer may control. Once a sorcerer reaches
Level Three, she may levitate herself and "fly" at
approximately running speed, no matter how much she weighs, though
the weight restrictions apply if she manipulates other objects or
subjects. Once a caster achieves Level Four, she may "throw"
objects at a Strength equal to her level of mastery.
* One pound
** 20 pounds
*** 200 pounds
**** 500 pounds
***** 1000 pounds
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