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Elemental Mastery
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With Elemental Mastery, you enjoy limited control over and communion with inanimate objects. While the uninitiated may believe that the name of this path refers to the four basic elements (earth, fire, air and water), in reality this path is closer to an amalgamation of Spirit Thaumaturgy and the Path of Conjuring. Elemental Mastery only affects dead or inanimate objects. |
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basic elemental mastery |
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Elemental Strength |
You can enhance your own physical prowess by drawing on the strength of the earth or objects around you without the need for large amounts of blood. Upon activating the power, you immediately receive three strength-related Physical Traits of your choice. You may activate this power and attack during the same turn. These extra Traits will remain for as many turns as you have powers in Elemental Mastery, and you may expend a Willpower Trait to get one additional turn. This power cannot be "stacked"; the first application of it must expire before it can be used again.
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Wooden Tongues |
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You may now talk with the spirit of an inanimate object. Sadly, as most objects are not known for their conversational skills, such discourses are likely to be extremely boring. Still, you may still get a general idea of the significant events that the object has "experienced." However, it should be kept in mind that the experiences that interest you might not be the same ones that interest a coffee maker. You must make a Mental Challenge against the spirit in question. Subterfuge may be used for retests in this challenge. If successful, you may ask a question of the spirit, and the spirit may not lie. Questions like "What did the person who ran by moments ago look like?" or "Has anyone been fighting here recently?" are acceptable, but it should be kept in mind that certain concepts may be very alien to household objects. "What did they talk about?" for example is likely to confuse the spirit quite a bit. Should you fail the test, you're in for a rather inane conversation. For example, if the subject happens to be a rock reflecting on the hardness of its being, a certain amount of frustration is guaranteed. |
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intermediate elemental mastery |
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Animate the Unmoving |
This power allows you to cause inanimate objects to move as you will. An object cannot perform an action that would be completely inconceivable for its form - for example, a rock could not grow legs, nor could a coffee cup start playing the guitar. But a human-shaped statue could walk around; a gun might twist out of someone's hand or fire itself spontaneously, or a length of steel cable might suddenly start moving like a snake, tripping people and tying them up. You must spend a Willpower Trait upon activating this power. You may simultaneously control up to a number of objects equal to your permanent Mental Traits divided by three (round up). Each object needs to be animated separately, and they must be in your line of sight when being animated. They remain animated as long as they are within your line of sight, or up to an hour. Simple commands to the objects may be given ("Chase that man" or "Attack anyone who comes in" are all right), but they aren't very smart and have extremely limited reasoning. (For example, "Wait for the red car" could result in an extremely confused bar stool.)
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Elemental Form |
You may take on the form of any inanimate object of a mass roughly equal to your own. Thus, you might assume the form of a large television or a small bed, but turning into a handgun or a van is beyond your capabilities. Upon activation of this power, you may decide the form you wish to assume. However, you must spend a Willpower Trait if you wish to retain your senses and the ability to use Disciplines. Obviously, certain Disciplines cannot be used while in an altered form. The object functions exactly like a real object would - for example, a television can be plugged in and turned on with no harm inflicted on you. This power lasts for the remainder of the night, although you may assume your true form at will.
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advanced elemental mastery |
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Summon Elemental |
With Summon Elemental, you 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 that they have managed to contact other elemental spirits, such as those of glass, electricity, blood or even atomic energy, but for the time being, such reports remain unconfirmed. You must be near some quantity of the classical element corresponding to the spirit you wish to summon. The spirit, once summoned, may not actually follow your orders, but generally speaking, it will do what it is told. Obviously, abusing the spirit will cause the spirit to attack or refuse to cooperate. The power level of the spirit may vary greatly, and the summoner will not know how powerful (or weak) the spirit is before it actually manifests. As a rule of thumb, all elementals have at least six of both Physical and Mental Traits; some may be far more powerful than that. All elementals have some powers related to their particular element - a fire elemental may toss fireballs, while a water elemental may be able to control water in its vicinity. The details depend on the individual spirit; they may have any combination of skills, powers and abilities the Storyteller sees fit. Moreover, all elementals have personalities; they are usually bright and not unaware of what is around them. Once the spirit has been summoned, you must exert control over it. This is accomplished with a Static Mental Challenge against the spirit. The more powerful the spirit, the more likely it will make things as difficult as possible. If you win, the spirit obeys the caster and may consider you a superior, or at least an enlightened equal. To command the creature, spend one Mental Trait for each command you wish to give. Otherwise, the spirit will want to bargain, and spirits always want something. Should you be enable to exert control over the spirit, the elemental may think of you as an enemy and attack, or it may simply be indifferent and do as it pleases. It may choose to remain nearby or leave - spirits are unpredictable creatures, after all. If the elemental is asked to perform a task that endangers its existence, you may enforce your will with another Mental Challenge. Success forces the creature to obey while a loss may result in a creature anxious to flee your presence or a very angry elemental, and spirit anger is an unpleasant thing. The elemental remains in existence for as long as it is under your control. If it is unbound, it will remain for as long as it chooses - such details are best left to the Storyteller.
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