 |
Weather Control
|
Tales have long been told of wizards who could control the weather; indeed, the powers of this path are said to predate the Tremere by several centuries. This path allows for subtle weather manipulation, and at higher levels you may even command entire storms. The area affected is usually rather small (at least on a meteorological scale), no more than three or four miles in |
diameter, although the Storyteller may alter this as she sees fit. Decide how you wish to change the current weather and spend a Willpower Trait. Then decide how fast you want the weather to change, spend an appropriate number of Mental Traits (see below) and makes a Static Mental Challenge against the Storyteller. If no Mental Traits are spent, the weather changes in a day. Note that the faster you attempt to change the weather, the more taxing it will be for you. Nearly instant massive changes in local weather are considered Masquerade breaches and are guaranteed to attract unwanted mortal attention. It should be noted Weather Control isn't as much about specific powers as it is about degrees of control over the local weather. Therefore the strongest weather phenomenon you can affect at any given level is listed.
| |
 |
basic weather control |
| |
 |
Fog |
The area is filled with thick fog. Vision is impaired, and all characters engaging in challenges to spot anything by sight must bid two extra Traits unless they have Basic Auspex or better. Due to lack of visibility, the effective ranges of all ranged weapons are halved. At this level, you may also call up gentle wind and produce other weather effects of a similarly mild nature. You may also increase or decrease the ambient temperature slightly, by about 10 degrees Fahrenheit. At this level, the Mental Challenge required to alter weather is handled normally.
| |
 |
Rain or Snow |
The effects are similar to those of Fog- visibility is seriously impaired. Those attempting to spot anything with normal senses must bid four extra Traits. Those with Auspex need only bid two extra Traits. Obviously, depending on whether it is raining or snowing (and it cannot snow very well unless it is cold enough), things may get very wet or extremely slippery. At the very least, driving becomes a hazardous proposition. The details are left to the Storyteller.
intermediate weather control
| |
 |
High Winds |
| |
 |
The wind speed rises up to around 30 miles per hour, with gusts of wind up to twice that. All characters attempting ranged attacks with guns must bid two extra Traits when attacking; characters attempting to use bows or thrown objects must bid three extra Traits. You may attempt to knock people down with the winds by making a Mental Challenge against the subjects' Physical Traits, as long as they are in your line of sight and in a location that allows for such gusts of wind (outdoors or on a balcony, yes; inside a china shop, no way). This will not do any damage, but the subjects must spend the next combat turn getting back to their feet. If the characters are attempting physical feats, such as rock-climbing, or some other similarly risky activity, the consequences may be more dramatic. Local temperature may be raised or lowered by up to 20 degrees Fahrenheit. |
| |
 |
Storm |
|
This power has the effects of both Rain and High Winds at the same time. |
| |
 |
Lightning Strike |
This attack inflicts three health levels of lethal damage on the target. You must make a Mental Challenge against the target. The target uses Physical Traits to dodge, and he must bid an additional Physical Trait while attempting to do so, as lightning strikes rather quickly. Note that unlike other Weather Control powers, you need not spend Mental Traits to determine how fast this attack occurs. Unless there are storm clouds overhead, however, you must bid two additional Mental Traits, as calling down lightning from clear skies takes some extra effort.
|
 |