School Dissilutio (Destruction). * Attribute: Strength. * Primary emotions: anger, malice, and desire for destruction. Simple and dedicated in it's purpose, Dissilutio has one task and one alone: destroy, destroy, destroy. This it does exceptionally well, though the higher ranks only allow for things to be destroyed more completely, and offer little other service. It's main weakness is the relative inability to deal directly with living targets, and artifacts as well, until it gains the Arcane Destruction power. Dissilutio also has command of the destrcutive side of nature, commanding great disasters. Dissilutio elementals are black, churning storms of raw anger. Small bolts of electricity arc throughout them with thunderous sounds. * Special power: Presence: Any non-living object passing within a Dissilutio elemental may be affected with Breakdown, Twist, or Ignite at normal cost. Dissilutio Aspect: Emotion. Primary Emotion: anger. Bane: short fuse: If you suffer any humiliation, insult, or pain by cause of another, you will become affected by Anger as if you had cast it upon youself. * Anger: 1k (enchant person(s)) Instill in target being feelings of hatred and rage. You may target more than one person with this power in a single action, up to one per dot in Dissilutio Aspect Emotion. System: They must make a willpower roll, and score at least as many success as your rank in Dissilutio Aspect Emotion (or spend the willpower point to cancel Anger) or they will attempt to lash out in anger (at an enemy if one is avialible), until the end of scene. They have minus one to all rolls while doing this, but ignore wound penalties. * Eyes of Rage: 1k * Ability: Intimidation (4) Instead of a normal intimidation roll, you may cause your eyes to glow red with anger for a few brief moments. System: Roll strength + intimidation, diff. 4, instead of the normal intimidation roll. Dissilutio Aspect: Enhance. Primary Emotions: malice. Bane: bully: You are stronger than all of the other shleps, and anyone whom doubts you needs to taught a lesson, preferable with your fists doing the talking. If anyone doubts your strength, and you wish to avoid proving yourself though violence (you may refrain to a single punch or slam, so long as your subject looks convinced) you must make a willpower roll, attempting to score at least as may successes as your rank in Dissilutio Aspect Enhance. If you fail by only one success, you may prove yourself through wieghtlifing or other non-violent means. You may also spend a temporary willpower point as a last resort. * Rage's Might: 1k (enchant self) Channels your anger, allowing to perform greater feats of strength. System: You gain a number of strength equal to your rank in Dissilutio Aspect Enhance until the end of the scene. May not be used while in effect. Dissilutio Aspect: Counter. Primary Emotion: prejudice. Bane: indifference: Since all Procreatio spells cast against you are resisted, it is harder for you benifit from helpfull Procreatio effects. * Destroy: (1k) Any Procreatio power which targets you is automaticly resisted with by this power. You may also take an action and spend a point of positive karma to attempt such a resistance against any Procreatio spell. The source of this counter-magic will be obvious. System: Roll a number of dice equal to your rank in Dissilutio aspect Destroy. Each success reduces the casters success by one, or stops the power altogether if it required no roll. Dissilutio Aspect: Destroy. Primary Emotion: disgust. Bane: malfunction: Once you start down the path of destruction, you have made a choice to be a force of destruction, not that of creation. Machines you use have a tendancey to break, and even simple tools will likly break when you attempt to do anything constructive with them. When every you operate a machine, roll a number of dice equal to you rating in Dissilutio Aspect Destroy with diff. 7. If this roll succeeds, the machine breaks. If you use any sort of tool, make this roll at difficulty 8. * Breakdown: 1k * Ability: Security/(special) (5) A machine with moving or electronic parts ceases to function and requires some amount of time to repair. System: Roll strength + either security or an ability appropriate for the device; computer for a computer, mechanics for a car, etc. The object breaks if it is successful, and an at least equivalent amount of successes on an extended repair roll is need to return it to function. ** Twist: 1k * Ability: Brawl (6) (vs. stamina + athletics (6)) Twists a solild object around, probably destoying it's former functinality. Twist may target a single bone, allowing to affect living targets. System: Make a strength + brawl roll, if it is successfull, the target is twisted. If targeted against a bone, it is opposed by the victims stamina + athletics. *** Rend: 1k * Ability: Melee (6) (vs. stamina + athletics. (6)) Breaks a solid object. Like Twist, it may be targeted on a single bone, thus making it one of Dissilutio's ways of dealing with the living. System: Roll strength + melee, if the roll is successful, the target is broken in two. If targeted against a bone, it is opposed by the person's stamina + athletics. **** Crush: 2k * Ability: Intimidation (7) Crush causes a force to hit a target, like a large, heavy thing had just fallen upon it (though the force can come form any direction, not just above.) The force is invisible and thus may not be dodged (unless the character has True Seeing in effect, see Aqua Aspect Mind.) System: It does one damage per success on an strength + intimidation roll, diff. 7, plus one if the target was crushed against another solid object. ***** Ignite: 1k * Ability: Science (7) Cause a reaction in any substance which has the danger of a chemical or flammable reaction. System: Roll strength + science, diff. 7, if the roll is successful, the substance reacts. ***** * Shatter: 2k * Ability: Repair (7*) Target non-living object is shattered like so much glass. Putting the object back together is nearly impossible. System: Roll strength + repair, diff. 7, the object is shattered if it is successful. Previously Frozen objects have a diffiulty of 6 to Shatter. ***** ** Freeze: 1k * Ability: Enigmas (6) Target non-living, dense (cloth, for instance, does not freeze well, while metal, stone, or water make better targets) object has it's temperature drastically lowered, to the point where it may cause damage to chracters contacting it. System: Cold damage is treated like fire damage, refer to the flame chart under School Ignis. Each success on a strength + enigmas roll increases the difficulty to soak the cold damage by one rank. The size of effect is determined by the storyteller. The rank of this coldness decreases by one per turn, until it reaches 0 and the object may be touched safely again. Freezing an object also reduces the difficulty to Shatter it by one. ***** *** Melt: 3k * Ability: Occult (7) Melt has the exact same effect as Freeze, except that it heats things instead of cooling them, does not affect Shatter, but can destroy things by itself if it gets them hot enough. System: Roll strength + occult, diff. 7, to increase the object's heat, if the heat reaches rank five (the heat of molten metal) metal objects will melt, others will melt at an appropiate heat, but the melting point of metal is a 'catch all.' ***** **** Arcane Destruction: Sk * Ability: Mythlore (S) vs. art. level (6) You may target any other Dissilutio Power against an artifact, at a cost of the powers normal cost plus one. System: Use strength + Mythlore instead of the powers normal roll, and use the power's normal difficulty. Recall that all artifacts resist any form of destruction with a number of dice equal to thier level. ***** ***** Dust to Dust: (X+X+X)k * Ability: Crafts (8) Reduces X non-living targets to piles of dust. System: Roll strength + crafts, diff. 8, for each target, if the roll is successful the target is irrevocably destroyed. Dissilutio Aspect: Disaster. Primary Emotion: wrath. Bane: magnet: This power summons disasters to you... but not just when you want it to. At the beginning of each story, the storyteller should roll one die. If the number rolled is less than or equal to your rank in Dissilutio Aspect Disaster, a disaster will occure to or near to you during the course of a story. * Storm: 3k (enchant region) Within a day of casting this spell, the region will be hit with terrible storms. There will be high winds and torrental downpores, large hail, or blizzard conditions depending on the location and time of year. System: No rll is required. You may attemtp to shape the nature of the weather, but you may not be certain this is what will occur. ** Quake: 5k * Ability: Performance (6) All persons withen a five to ten mile radius experience violent shaking and it may also cause poorly constructed buildings to collapse. System: Those within range must make a dex + athletics roll to remain standing. The difficulty of this roll is equal to 6 + [your success on a performance roll] - [radius (in miles) they are within to you]. Thus if you score three succes, everyone within the first mile radius (including you) has difficulty 6 + 3 - 1 = 8; within the second mile has difficulty 6 + 3 - 2 = 7; the fith mile: 6 + 3 - 5 = 4 etc. *** Heat: 5k * Ability: Survival (6) (enchant region) The region will experience drasticly hotter weather, possibley upsetting the local ecosystem. System: This occures for one week per success on a strength + survival roll. **** Cold: 5k * Ability: Investigation (6) (enchant region) The region will experience drasticly colder weather, possibley upsetting the local ecosystem. System: This occures of one weeek per success on a strength + investigation roll. ***** Fire: 3k A ball of flame erupts at a location you specifiy, treat it as normal fire, once the intial ball is gone, it will only remain if there is a fuel to keep it going. System: Characters hit by this ball of flame soak vs. standard difficulty (6), two wounds for a direct hit, one for lesser contact. ***** * Flood: 7k * Ability: Empathy (6) (enchant region) The region is heavely flooded, causeing lose of homes, fields, etc. System: This occures for two days per success on a strength + empathy. ***** ** Parch: 7k * Ability: Etiquette (6) (enchant region) The region has record low humidity, and is completely devoid of new moisture, in addition to the rapid drying of the ground. System: This occurs for one week per success on a strength + etiquette roll. ***** *** Tornado: 5k * Ability: Drive (7) A swirling vortex of air forms and begins throwing everthing about. System: When the tornado is formed, make a strength + drive roll, any time something is picked up and thrown, it takes a number of damage equal to your number of success from the fall. You may maintain the tornado for only 3k per turn. ***** **** Tsunami: 7k * Ability: Expression (S) A huge tidal wave sweeps up cutting a swath of destruction. System: A strength + 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. ***** ***** Volcano: 10k * Ability: Leadership (6) (enchant region) A crack opens up in the ground, which then begins spewing forth ash, molten rock, and poisenous gase. System: This lasts for one month per success on a strength + leadership roll has passes. A volcanic cone is formed in the process.