School Aqua (Water). * Attribute: Manipulations. * Primary emotions: peace, tranquility. The calm and tranquil seas provide mostly protective powers, but their tides may shift quickly, roaring to destruction. Aqua is also the master of the calm, calculating mind, and powers that allow for mind over matter. Aqua elementals are pools of water which may reshape themselves in any form they wish. * Special power: Flow: You are treated as if you had Joined with a body water, though none is nessasary for your survival. Aqua Aspect: Emotion. Primary Emotion: peace. Bane: susceptibility: You are affected as per calm at all times. Treat exactly as if you had cast it upon youself. * Calm: 1k (enchant peron(s)) Target being is washed over with feelings of peace and tranquility. You may target more than one person in a single action, up to one per dot in Aqua Aspect Emotion. System: They must make a willpower roll, attempting to score at least as many success as your rank in Aqua Aspect: Emotion (or spend the willpower point to cancel Calm) to engage in aggressive or passionate activities. Aqua Aspect: Enhance. Primary Emotion: command. Bane: drive: Any time you leave a meaningfull conversation with someone without manipulating them in some way, you must roll one die per level of Aqua Aspect Enhance you posses. Each success is one point of temporary willpower that you lose. * Voice of the Sirens: 1k (enchant self) Sharpens your ability to make others do as you wish them to. System: You gain a number of manipulations equal to your highest ranked Aqua power for the duration of the scene. May not be used while in effect. Aqua Aspect: Counter. Primary Emotion: self-control. Bane: indifference: Since any Ignis spell cast against you is resisted, it makes it harder to benifit from Ignis effects. * Quench: (1k) Any Ignis power which targets you is automaticly resisted by this power. You may also take an action and spend a point of positive karma to attempt such a resistance against any Ignis spell. The source of this counter-magic will be obvious. System: Roll a number of dice equal to your rank in Aqua Aspecct Counter. Each success reduces the casters success by one, or stops the power altogether if it required no roll. Aqua Aspect: Elemental. Primary Emotion: tranquility. Bane: tidal influence: You are extreamly affected by the changing tides, to the extent that changes manifest in you body. For each dot you posses in Aqua Aspect Elemental, you must choose one attribute, or perminent willpower, when you gain the dot, and designate this trait as influenced. This attribute will recive a plus one (which may go above your normal trait max) during 'high tide', and a minus one (which may go to zero but not below; chosing one dot attributes for influce is not recommened) during 'low tide.' A high tide occurs about once every 12 hours, 25 minutes, but during the space of a story or even chronicle , this can be rouned to 12 hours for simplicity, though it does cause about one hour deviation per day, which would not be too hard to handle. The modifiers are in effect for one hour before, after and including the hour during which the moment of high or low tide occurs. Modification does not occur instantly, thus, whenever influlenced character(s) enter a scene, the modifiers should become set for the remainder of the scene (excluding exceptionally long scenes.) Sample 12 hour tides are shown below. Time of day (AM and PM) 12 1 2 3 4 5 6 7 8 9 10 11 _________________________________________________ +1 +1 +1 -1 -1 -1 Modifier to influenced traits. * Purify Water: 1k * Ability: Survival++ (6) You may remove impurities from water, or even turn other liquids into water in a limited fashion. System: Begin making an extended manipulation + survival roll with the difficulty based on the substance(s) being removed. The number of success required is the number of gallons to be purified. Suggested difficulties: 3: Kool-Aid(tm), or dirty water. 5: poisoned drink or acid solution. 7: non-water, non oil based liquid. 9: oil based liquid 10: oil. ** Call Rain: 1k This sets in motion the forces nessary to bring rain clouds to the area you occupy and have them drop thier load on the land. It may take a day or two, but it will rain in the near future. System: No roll is required, once the karma is spent the power is set in motion. *** Breath Water: 1k (enchant person) Target being may breath water as if it were air. The enchantment lasts until air fills the person's lungs again, after they have been filled with water. System: Activation of the power is automatic and no roll is required, however, a willpower roll is required to take water into one's lungs if inexperienced. **** Create Water: 1k * Ability: Crafts (S) This effect doesn't actually create water, but condenses it from the surrounding air, thus the difficulty is based on the humidity. System: Generates a number of gallons equal to your successes on a manipulation + crafts roll, wherever the caster wishes within sight. The difficulty of this roll ranges from 3 at the shore to 10 in dessert. Each die is automatically successfull in rain. ***** Control Water: (1k) * Ability: Leadership (6) Water flows at your command, even defying gravity as long as a sufficient support column is maintained. System: You may control a number of gallons equal to the number of successes on a manipulation + leadership roll. You retain control of these gallons as long as you maintain concentration and do not re-attempt this power. If you hurl the water at someone, you may spend a point of karma to have it do a number of damage equal to your success on a manipulations roll. Make another maipulation + leadership roll to hit. The 1 karma may be spent at any time after you have control. If you attempt to drown a person, you must consistently score more success on a manipulation + leadership roll than their dodge, if you can keep their mouth and nose covered for the entire time required for the person to drown, then they die as a result (see a sourcebook for complete drowning rules.) ***** * Mothers Touch: 1k * Ability: Medicine (5) The subject is completely submerged in water in this ritual. This power may only attempted once on a particular set of wounds. System: The subject regains a number of non-aggravated health levels equal to the number of successes scored on a manipulation + medicine roll, diff. 5. Every success over four may heal an aggravated wound. ***** ** Vortex: 5k * Ability: Expression (7) You may turn any body of water within sight into a large (but no larger than the body of water) swiling vortex of doom. Any thing in the area of effect of the vortex may be drawn in and taken under the surface. System: Make an maipulation + expression roll, diff. 7 to determine the size and strength of the vortex. It remains as long as you maintain concentration. The radius of a vortex is about the length of the largest thing it can drown. size and strength of vortex, by success 1: a small swirl, a person who knows how to swim can escape without much difficulty. 2: a small vortex: a swimmer will be be caught but not sucked under. 3: a medium vortex: multiple swimmers or small rafts may be ensared by the vortex and brought under. 4: a large vortex: small boats may be caputred and sucked under, medium sized ones may become stuck, but not submerged. 5: a huge vortex: medium sized ships are drawn in and submerged or capsized, even large ships are held by the swirling doom. ***** *** Density Control: 1k * Ability: Science (6) You have absolute control over the wieght density of water, and can therefore control what floats and sinks in it with great ease. This effects at most a 25' radius. System: Roll manipulation + science, diff. 6, dramatic alteration of the density requires a greater number of success. ***** **** Tsunami: 5k * Ability: Performance (S) A huge tidal wave sweeps up cutting a swath of destruction. System: A manipulation + performance roll is made, with the number of successes being the damage assigned to every thing hit by it, including the caster if he ends up in the way. The wave will hit in three rounds. The difficulty of this roll is 5 near large bodies of water, 7-10 elsewhere, depending on humidity. ***** ***** Join: 1k * Ability: Mythlore (8) Diving into a body of water (diving is not nessasary, but being in a body of water is,) you turn yourself into water itself, free to flow throught the seas or form it about in a manner simmilar to Control Water. System: Make a manipulation + mythlore roll, diff. 8, if you succed you may enter your new form, returning at will. Aqua Aspect: Mind. Primary Emotion: discipline. Bane: magic susceptiblity: Opening the mind and embracing the powers of magic can lead to great power, and to great danger. Any magic spell which targets you has it's die pool (if any) increased by one per dot of Aqua Aspect Mind you posses. This leads to most spells having far greater effects on you, both helpfull and harmfull. * Supersense: (1k) (* Ability: Alertness (4)) Your mind has begun to open, but it still functions primary throught the normal senses.. Additionally, you have a limited form of emotion perception which allows you to pick up hostile thoughts around you, thus allowing you a limited form of danger sense. This power is always in effect. System: You may replace almost any normal perception baised roll with a manipulation + alertness roll at diff. 4 by spending one point of positive karma ** Mindspeak: (1k) You may send thoughts to any person within sight. If you spend one positive karma when you initiate such a conversation, a person without Mindspeak may respond to you. System: No roll is required, the sending is automatic but requires your complete concentration to perform. *** Read: 1k * Ability: Empathy (S) You may attempt to read the surface thoughts of another. System: Make a manipulation + empathy roll, difficulty of the subjects willpower. The number of success roughly determines the detail of the information which may be obtained. **** Counter-Magic: 1k * Ability: Occult (8) You may attempt to prevent the successful use of any magic, or dispel an enchantment. The source of the Counter-Magic will be obvious. System: Roll your manipulation + occult, diff. 8, with each success reducing the successes of the caster, or altogether stopping the spell if no roll was required. ***** Telekinesis: 1k * Ability: Intimidation (6) The targeted object may defy gravity as long as the caster retains concentration. System: The approximate maximum weight of this object is determined by your successes on a manipulation + intimidation roll. max levitation weight by successes 1: 100 lbs 2: 300 lbs 3: 700 lbs 4: 1,500 lbs 5: 3,000 lbs ***** * Mind Probe: 1k * Ability: Enigmas (S) Mind Probe allows you to see into the thoughts of another, searching out the information you seek withought worring about weather the person is telling you the truth about what they know. System: Make a manipulation + enigmas roll, difficulty of the subjects willpower. At least three success are needed to find all the information you desire, one will give some sketchy related details, and five will allow you to access anything you want, digging up any related details of the sought after infromation. ***** ** True Seeing: 1k Though Mind is the art of opening youself to all possibilites, it also seeks to weed out the truth from all lies. By spending a point of positive karma, you may see the world unfiltered by any form of illusion or artifice, especially magical, until the end of the scene. This power will not detect weather a person is lieing to you or not, but all sensory input you recieve will be as the world really is, unfiltered by any form of illusion or masking. True Seeing also allows you to sense the presense of magic itself. Thus, you may tell what school a particular spell or enchantment is from, and see things that exist only magically. System: No roll is required to activate or maintain the power. After you spend the one turn and one karma to activate True Seeing, it remains in affect as long as you wish. ***** *** Telepathy: 1k Establish a mental link with another person. As long as you maintain concentration, you may speak or share thoughts with them almost as if your minds were one. System: No roll is required, but you must know the person you wish to contact. ***** **** Entrance: 2k * Ability: Subterfuge (S) (enchant person) Entrance allows you to gain complete domination over the mind of another. The subject will be you willing slave, open to any suggestions you make as to thier activities. You must have eye contact with your subject to use this power. Entrance may not force someone to do something that is against thier moral code or would cause great harm to themselves or a loved one. Minor infringements on the subjects beliefes allow them to make a willpower roll to break the spell, and a order causeing direct violation of a major code allows them to break out automatically. Repeated castings may reset the duration, but not add to it. System: Make a subterfuge roll, difficulty of the subjects willpower. Your success determine the length of the entrancement. duration of entrancement, by successes 1: one minute 2: one hour 3: one day 4: one week 5: one month ***** ***** Omnisence: 1k By mentally asking a question, you may recieve the answer so long as any person, or collection of persons, knows the information you seek. Omnipresense may only request facts, things such as intentions, emotions and current train of thought are too abstract for the power. You are also limited by your capacity to comprehend the information recieved. Asking a question with an involved answer, ie, 'how do I construct a nuclear device', will leave you so flooded with information that you will forget the vast majority of it. In fact, if you ask such a question and recieve a volumnous amount of information, the overload may cause a derangement (probabaly either a fixation or phobia with the subject of the question.) Such information may be recieved by asking a series of more specific questions, and recording them, ie 'How many parts do I need to build a nuclear device';'what is one of the parts';'what is another part';'where can I most easily get the
';'what do I do with ', etc. System: No roll is required to use the power, but if get an information overload, you must make a willpower roll, diff. 8, or the storyteller should choose an appropiate derangement. Even succeeding in the roll will leave you stunned for short period of time.