By Corvus (corvus@eurekanet.com)
Part of this stage is making a note for further development of how and when your character broke her Shell. What happened? What did it feel and look like? How did you find out what was going on? The answers to these questions can give the character life (and give the Storyteller ammunition, hee-hee).
Trait | Freebie Cost |
Attributes | 5 points per dot |
Abilities | 2 points per dot |
Birthrights | 7 points per dot (main psyche only) |
New Birthright | 7 points for one dot |
Backgrounds | 1 point per dot |
Willpower | 2 points per dot |
Integrity | 4 points per dot |
Specialties can also be chosen for any Attribute or Ability above three dots. Suggestions can be found in any main World of Darkness rulebook or Players' Guide.
Each of the character's Phantoms should have its own background story, though these can be "discovered" in play.
Alien: You aren't human and you don't care to act or think like one. You revel in being Eternal, sometimes to the point of revealing yourself, but who cares? You'll be back long after they're dead and gone.
Regain Willpower when you succeed in denying your "humanity."
Anachronist: The past was a better time for you. Whether you have a high Memory, a high Discord, or simply can't stand the fashions of today, you prefer an older mode of dress, speech, mannerisms or something else that marks you as "out of date."
Regain Willpower when, through methods of yesterday, you overcome a modern situation or when you successfully hold on to your "outdated" viewpoint in the face of modernization.
Chameleon: They'll never know you for who you really are. Your personality, likes, dislikes, hobbies, almost anything about you can change when you're with different people. Whether you do this on purpose or not isn't always up to you -- it's just something that happens.
Regain Willpower when you succeed by using the methods of those around you, proving you're like them.
Compatriot: You want everyone to like you, and you'll be friendly to almost anybody. After all, if you're everybody's friend, nobody will have a reason to fight.
Regain Willpower when you overcome with the power of friendship or when you make new, lasting friends.
Humanist: Maybe you're sick of the Quest, maybe you're just scared. Whatever the cause, you're a Reluctant Phoenix, and you wish to God you could go back into the Shell and stay there.
Regain Willpower any time you successfully deny that you're anything but a normal human being.
Xenophobe: If it's strange, it's dangerous, and you don't like it. You dislike anything unusual or different, usually new people, and will avoid new things.
Regain Willpower when you avoid introducing anything new into your life.
New Background -- Periapt: The Eternal possess many items of wondrous power, the equal of any talismans, fetishes or other mystic objects in the World of Darkness. Imbued with Elemental power, they become embodiments of connection to the Wheel. Though their physical forms may be destroyed, the power within will return in another form, thus "reincarnating" as do their creators. Periapts sometimes attain a degree of sentience down through the ages, and the most powerful can actually become fully -- sometimes dangerously -- intelligent.
Periapts are ranked from level one to level five, and are of comparable strength to similar level fetishes, talismans and treasures. Sentient Periapts are always level four or five. Periapt powers are generally derived from Birthrights; the Periapt will have as many "levels' worth" of powers as its rating. Thus, a level four Periapt could have four level one powers, two level two powers, a level three and a level one, or one level four. Some truly unique Periapts have powers derived from other supernatural beings and their abilities, or completely new powers all their own, but these are exceedingly rare.
Periapts usually have a background story. Players are encouraged to write tales about their Periapts; Storytellers are encouraged to reward those players who create inventive and exciting backgrounds for these mystical objects.
The Periapt background can also represent a Fetish, Talisman or Treasure. The Eternal can utilize these items as well as periapts; see Chapter Five for more information.
Included in each entry are generalized observations of the character of each Element's members, guidelines for character creation, the Legacy of each group, the weakness inherent to all members of each Element, general stereotypes on each of the other Elements, and a quote from a typical Eternal of that Element.
The Five are not the only groups in the world, but they are by far the best known and most common in the World of Darkness. Most of Phoenix is based upon the interaction of the Five with each other and the other denizens of the World of Darkness.
The Element of Air is also the domain of the Mind, of learning and logic. Zephyri are intelligent and learned, though many tend to live in their heads. Of all the Eternal, the Air phoenixes are the most likely to look for the answers to the questions of their existence.
However, keeping a Zephyri tied down is often a difficult proposition. They hunger to know what is beyond the horizon, or just around the next bend. The world is a treasure trove and the Zephyri like to find as much as they can. Air is an active Element and the Zephyri are active people.
Character Creation: Zephyri Natures and Demeanors tend to reflect the nature of their Element, and can at times be diametrically opposed. Mental Attributes tend to be primary, as do Knowledge Abilities. Zephyri concepts range from Professional to Wanderer, depending on their chosen path for seeking knowledge, but even the Professionals are mobile.
Legacy: The Zephyri are gifted with the Legacy of Aeromancy, the Birthright of air and the winds.
Weakness: The Eternal of Air, in their quest for knowledge, have become curious -- sometimes too curious for their own good. When presented with the chance to learn something new, a Zephyri must make a Willpower roll, difficulty 7, to avoid accepting the challenge.
Stereotypes
Earth: Much too patient even for our kind; one wonders what they're hiding. We respect their love of knowledge, however.
Energy: Energy may be powerful and primal, but the world is surrounded by air. Luckily most of them are able to avoid arrogance.
Fire: Their passions are admirable but often get in the way of their logic.
Water: Sensitivity is a key to learning, and they have it in spades. Listen to their wisdom.
Quote: "Knowledge is power, and in the end I will know everything I need to succeed."
The phoenixes of Earth are a stoic lot, using their powers to heal, defend and strengthen. They like order to their lives; not often given to passionate emotions like the Pyrati, they wait and learn. Like the Zephyri they quest for knowledge, but they use this knowledge for their own ends rather than keep it for its own sake. Terrati are close to the land, often delving into agriculture, herbalism, zoology, geology and anthropology. They tend to live in places close to the land, like rural countryside or wilderness, but some have an affinity for the cities, new expressions of the planet.
Character Creation: The Terrati are a varied lot, including many healers, explorers and leaders. Their Physical Attributes are often Primary, along with Talents. Their Personality Archetypes most often reflect a love of patience and order. Earth Eternal often possess Resources and Mentor as Backgrounds.
Legacy: Terramancy is the gift of those of Earth.
Weakness: Terrati dislike chaos. Whenever they find themselves in a situation full of disorder, as determined by the Storyteller, their Natures temporarily shift to Director until peace is restored. They regain Willpower according to this Nature in these situations. This often means that Terrati assume positions of command in combat and can be labeled "pushy" and "dictatorial" by those around them. If the Terrati's Nature already is Director, it goes one step further -- to Fanatic, aimed directly at restoring order!
Stereotypes
Air: They quest for knowledge, as do we, but they fail to look for the whole picture sometimes.
Energy: They can see the orders of things and deserve respect for that.
Fire: The chaotic balance to our love of order, we respect the Pyrati themselves, if not their methods.
Water: Seeking to understand the meaning of everything leaves little time for anything else.
Quote: "Patience isn't just a virtue, it is the most important virtue. Observation can reveal weaknesses and strengths. By mastering oneself, one masters the world around."
The Solari's Element, Energy, is at the heart of all things and is in turn made up of all things. It is the essence of life and spirit according to the Eternal, and it gives the Solari great power. Their actions can mystify others, as they act on a purpose only they know or understand. It is rumored that the Solari are responsible for and know something about the Quest.
Solari can live anywhere, but they seem to gravitate to the areas of round-the-clock life -- the big cities.
Character Creation: The Solari can literally be anything under the sun. They are as varied as the grains of sand on all the beaches of the world. The Energy Eternal can be of any concept, but they all tend to be intelligent as well as charismatic and strong.
Legacy: The Solari are gifted with the power of Electromancy.
Weakness: Because their Element encompases the forces of life and the spirit as well as all forms of energy, Phantoms of the Solari are often stronger than those of the other Elements. Solari characters begin with one extra dot of Integrity to assign to their Phantoms, beginning with six instead of five, and they must have at least one Phantom at an Integrity rating three or above.
Stereotypes
Air: Knowledge is indeed power, but it is not the only key.
Earth: Their near-phlegmatic patience can lead to their downfall.
Fire: While they must learn control, they get things done.
Water: To understand one's world is only natural.
Quote: "I am the primal essence. In my veins runs the essence of everything. My destiny lies beyond anything you can dream."
The reality is, if not totally different, at least not the same. While Fire Eternal are indeed impatient at times, they understand like no others the powers of emotions. Unlike the others, who often seek to hide their naturally strong emotional hearts behind walls of logic, Pyrati let go of their control and jump into the fire of emotion and synergy. They are the status quo breakers, the explorers, the sensualists, but they can also rage with all the power of a holocaust. Their powers reflect their inner flame, bringing fire and change to the world around them.
Pyrati generally prefer to live in warmer climes.
Character Creation: Fire phoenixes can have any concept, but, like Zephyri, generally detest staying locked down to one place for too long. They like to move about, often times becoming explorers or vagabonds. Their Archetypes mirror their dynamic Element and they can change their Demeanors as often as Zephyri. They can be prone to moodiness. Pyrati Primary Attributes are often Social, and their Talents are usually primary as well. Backgrounds will include anything that can help the Pyrati achieve his goals.
Legacy: For the Pyrati, Pyromancy comes as second nature.
Weakness: The Eternal of Fire are hot-tempered. When they become agitated, which can be quite often, they are at +1 difficulty on all Willpower rolls they make, except in combat.
Stereotypes
Air: Though they understand change and motion, they apply it with a logic so cold it can wound.
Earth: Sometimes we find ourselves being swept away by our emotions. They help keep us grounded.
Energy: Our closest kin. We tend to see eye-to-eye on most things.
Water: It isn't always necessary to try to understand everything you feel or experience, but it can help.
Quote: "Let go of your inhibitions and feel the strength that comes from your passions. Then you will understand why I am who I am."
Aquati use their powers to defend, to heal and to comprehend, but they can be vicious fighters when the time comes. Seeking understanding does not necessarly make one good, nor tame. Secrets can be dangerous weapons. As water can flow, it can also crush and wash away, and the Aquati can utilize the force of their Element for good or ill.
Aquati like to live near the water, be it a pond, a stream, a river or the wide ocean.
Character Creation: Water phoenixes tend to be seekers, scientists and explorers who probe the mysteries of the world. They often range into field of medicine, especially psychology. Aquati have an intuitive grasp of the soul and use it to their advantage. Their Archetypes reflect their Element, flowing, sensitive and inexorable. Social or Mental Attributes are most often Primary, as are Knowledges. They can have any Backgrounds.
Legacy: Aquati are adept at the Birthright of Hydromancy.
Weakness: Aquati seek to not only know, but to understand. Given time, they will attempt to fathom any enigmas they have come across. In game terms, the character must make a Willpower roll (difficulty 7) to ignore the urge to find the reasons and methods of things they learn. Aquati also tend to make things more complex than they really are and ignore the obvious.
Stereotypes
Air: They resemble machines; they have the information, but do not grasp its true meaning.
Earth: One would think they would do more than sit and wait.
Energy: Their position is enviable. We seek what they take for granted -- and most often ignore.
Fire: They have achieved great awareness of emotion and change.
Quote: "To know without understanding is to ignore the soul of knowledge. It is far better to understand one thing than to know ten thousand things and understand none of them."
Five of the Birthrights are related directly to the Elements. A phoenix will always know at least one level of the Right associated with his Element, a gift known as the Legacy. Five others are related to the Wheel. As yet the relationship of these powers to the Elements is hinted at, at best.
Each of the Rights has five distinct levels or sub-powers within it. The names given to those levels here are, just as the Birthrights themselves, not the only ones, but these common names are known throughout the Eternal. Each level of a Right must be learned in order before the levels after it; one cannot learn specific powers within a Right out of order. Each level utilizes more force than the one before it and makes more of a "noise" that others with the right power can sense. The fifth level of a Birthright is a truly awesome endowment, not to be trifled with.
It can take many years to learn the secrets of some of the higher-level powers, making those abilities accordingly rare.
Because they are adaptable beings, phoenixes sometimes become Awakened mages, shapechangers, or even changelings at birth. They also can be Embraced, becoming one of the unaging Kindred. (Due to the nature of Eternal, they can not become wraiths, mummies, or Kuei-Jin). But all of these transformations cause a unique problem -- the phoenix who becomes one of these supernatural beings loses the ability to utilize her Birthrights. It is surmised that this is caused by a displacement of the Birthrights by the powers of the new form of the incarnation, and may also have something to do with a temporary removal from the cycle of rebirth in the case of Kindred. (Rules and information relating to these strange occurrences are given in the Crossover chapter.)
In game terms, the dice pool for using a Right is an Attribute plus the Eternal's rating in the Birthright he is using; thus, if a phoenix were to use Scent of Fate, his Perception was 3 and he had two levels of Nemesis, his pool would be five dice.
Because of the nature of the Elemantic powers, they draw almost exclusively upon the physical Attributes of the Eternal when they are used. When using his Legacy Elemancy, difficulties for an Eternal are one lower than normal.
Element | Legacy Elemancy |
Air | Aeromancy |
Earth | Terramancy |
Energy | Electromancy |
Fire | Pyromancy |
Water | Hydromancy |
The fifth level of each Elemancy is known as an Elemental Attack, wherein the Eternal unleashes the raw power of her Element upon a foe. These attacks have their own special damage table in the Appendix. These are not the only fifth-level Rights, but they are by far the most common.
* Breath of Aeolus: This Right calls up a thick cloud of fog around the Eternal, allowing her to confuse enemies and hide her escape from tricky situations. This fog is natural in all respects except for its origins, and will behave as any fog would, burning off in hot sun, blowing in wind, and making breathing difficult for asthmatics. (Dexterity + Aeromancy, difficulty based on the local weather; a late London night would be difficulty 4, while Las Vegas afternoon would be difficulty 9 or 10. Successes determine the size and thickness of the fog.)
** Sylph's Dagger: By concentrating his will, the phoenix can use the air itself as a weapon to slash and pierce, causing jagged slices in an opponent's flesh with a floating knife of shimmering wind. This Right can also be used to cut ropes and other similar objects. (Strength + Aeromancy, difficulty 6. Sylph's Dagger can be dodged like a melee attack at +1 difficulty. The damage caused by the "weapon" is Strength +1.)
*** Wall of Wind: The air solidifies into a roiling, wavering wall in front of the Eternal that will protect him and others from both melee and projectile attacks. (Stamina + Aeromancy, difficulty 7. The wall materializes as an eight foot by eight foot square of shimmering air. The wall has seven damage levels and five soak dice. When all seven damage levels have been inflicted upon the wall, it disappears. The wall will protect from most forms of attack, including firearms [deflecting the bullet] and lasers [refracting the light beams].)
**** Wings of Icarus: This power bestows the ability to fly, as glistening, ethereal wings grow upon the Eternal's back. The wings are not physical, but are a psychic symbol for the freedom this Birthright grants; they can not be damaged, nor are they actually large enough to support flight. (Dexterity + Aeromancy, difficulty 8. The flight lasts for one minute per success. The Eternal can fly twice as fast as he can run.)
***** Tempest: the phoenix is now able to summon up storm winds that can cause terrible damage as she unleashes the full fury of the Element of Air. These hurricane-force winds do more than bash and lift; they cut and tear as well, scouring and slashing at flesh. When a phoenix uses this power, she is surrounded by swirling air in an aura of power. (Strength + Aeromancy, difficulty 8. Tempest has two forms -- an assault against a single target, which can be dodged as a firearms attack at +2 difficulty, or an area of effect equal to five feet in radius for every point of the Eternal's Memory, which can be resisted with Willpower. Remaining successes determine damage on the Elemental Attack Damage Table; this damage is aggravated.)
* Electron Spider: This power allows the phoenix to control existing electricity, sound, light and (to some degree) other types of electromagnetic radiation for various purposes (Dexterity + Electromancy, difficulty 6. If used to attack, the damage this Right does is not aggravated. Damage done is one die per success.)
** Will o' the Wisp: This Right gives the Eternal the ability to create small amounts of light and sound or cause objects to glow or emit noises, providing distractions and lures. (Dexterity + Electromancy, difficulty 6. If used to produce light, the light is pale and flickering; sounds produced are wavering and indistinct. Actual voices can not be created or mimicked..)
*** Kineticism: Motion is a type of energy just like light and sound. The Eternal with this power can control kinetic (and potential) energy, slowing down or speeding up objects, or lifting them like telekinesis. (Strength + Electromancy, difficulty 6. More successes will allow the phoenix to make significant changes in an object's speed, but keep in mind that more massive objects have more kinetic energy and more inertia than less massive objects at the same speed. Multiple successes will also allow the phoenix to lift and manipulate more massive objects more effectively. To determine if an Eternal can "lift" an object, check the Feats of Strength table, using his Memory as his base "strength" and adding the successes gained when activating this Birthright.)
**** Mercury's Alacrity: An Eternal using this power can move at unnatural -- supernatural -- speeds, crossing amazing distances in the blink of an eye or performing multiple actions in the time it normally takes for only one. Phoenixes using this power are wreathed in a faint halo of crackling, bluish electricity; this halo has no effect other than visual and a faint "buzz" that can be felt by others in close proximity. (Stamina + Electromancy, difficulty 7. Each success gives the Eternal an "action point" to be used at the start of a turn for extra actions. The Eternal can spend these action points as she sees fit, up to a number equal to her Stamina in one turn. Mercury's Alacrity cannot be used cumulatively; the "action points" gained must be used before the Birthright can be activated again.)
***** Dynamic Storm: The phoenix with this power is a dread adversary indeed; he can unleash primal energy in a terrific tempest, be it a lightning strike, a shock wave, or a concentrated light blast. The Eternal using this power is surrounded by a shimering halo of raw energy that reaches out to strike his enemies. (Strength + Electromancy, difficulty 8. Dynamic Storm has two forms -- an assault against a single target, which can be dodged as a firearms attack at +2 difficulty, or an area of effect equal to five feet in radius for every point of the Eternal's Memory, which can be resisted with Willpower. Remaining successes determine damage on the Elemental Attack Damage Table; this damage is aggravated.)
* Triton's Gills: The phoenix is able to breathe underwater without any penalties, but he can not breathe air unless he releases this power. Despite the name of this power, there are no outward physical modifications to the Eternal's body. (Stamina + Hydromancy, difficulty 6. Only one success is needed. Triton's Gills last until the Eternal deactivates this power.)
** Purification: Eternal with this power can remove toxins from water and normally drinkable liquids, and to a lesser degree from such things as air and food. The resulting "purified" substance will have a somewhat bland taste, if consumable, or a lack of odor. This Birthright does not transmute one substance into another. (Stamina + Hydromancy, difficulty 6 for water, 7 for liquids such as wine and soft drinks, 8 and up for food, 9 and up for air. Successes will determine how completely the substance is purified, depending upon the type and amount of toxin being removed.)
*** Rain's Gift: This power allows the Eternal to create pure, unspoiled fresh water from the ether by condensing the water vapor in the surrounding air. Logically, it is easier to "create" water from humid atmospheres than it is from dry desert winds, but some vapor is always present. After using this Right, the air around will have a noticably "dry" feel to it for a short period of time. (Strength + Hydromancy, difficulty 7. Each success allows the creation of one liter of fresh water. Successes are limited by the surrounding environment; a sunny desert will yield only one success, while a temperate forest or grassland might give three, and a steamy jungle will be almost unlimited.)
**** River's Flow: The phoenix, by emulating the flow of a river, can render herself more difficult to strike in combat and can flow through tight spaces. Her body becomes translucent and semi-liquid while using this power, almost as if she is changing into water. (Dexterity + Hydromancy, difficulty 7. If used in combat, for every success, one success is removed from all strike and damage rolls against the phoenix. One success is also removed from all strike and damage rolls she makes. If used to squeeze through a tight space, no roll is needed, but the process does take time; it is not instantaneous.)
***** Deluge: Hydromancers who possess this power are able to summon up vast, crushing blasts of pure Water to smother and wash away their enemies. A tangible aura of flowing water surrounds the phoenix and will lash out to strike at opponents. (Strength + Hydromancy, difficulty 8. Deluge has two forms -- an assault against a single target, which can be dodged as a firearms attack at +2 difficulty, or an area of effect equal to five feet in radius for every point of the Eternal's Memory, which can be resisted with Willpower. Remaining successes determine damage on the Elemental Attack Damage Table; this damage is aggravated.)
* Apollo's Touch: This Right allows the Eternal to control flames to a limited degree, such as making candles flare or parting a blaze long enough to pass unharmed. Apollo's Touch can not create flames, but might be used to extinguish them. (Strength + Pyromancy, difficulty depending on the size of the fire being controlled; candles are difficulty 4 or 5, bonfires 6 or 7, blazing buildings 9 or 10. Successes determine how much or how well the flames can be altered; three successes will allow complete control for most actions.)
** Flare: This power allows the Eternal to create flames out of the air by igniting the oxygen it contains. These flames appear in her hand without causing damage and can be used to light flammable objects or thrown to cause small amounts of damage, but will extinguish if they do not hit anything flammable. (Dexterity + Pyromancy, difficulty 6. To throw the flames as a strike, the Eternal needs to make a standard Dexterity + Athletics [or Throwing] roll, which can be dodged as normal. Thrown flames inflict one die of damage per success.)
*** Fist of the Efreet: The phoenix can surround her limbs and melee weapons with a wreath of flames, allowing her to inflict great damage on foes. Fist of the Efreet can ot be used on projectile weapons such as arrows or bullets. (Stamina + Pyromancy, difficulty 7. The flames created do not harm the Eternal, but cause one level of aggravated burning damage per success in addition to any damage the attack normally does.)
**** Aegis of Helios: Eternal using this Birthright can render themselves completely immune to flames and to extremes of heat and cold. This power physically manifests as a flickering aura of red, orange and yellow very close to the Eternal's skin. (Stamina + Pyromancy, difficulty 7. For each success the phoenix becomes untouchable by flames for one minute, or immune to temperature extremes for one hour.)
***** Inferno: This frightening power allows the Eternal to summon devastating attacks to consume her enemies. The effects can take the form of fireballs, heat waves or lava bursts, anything related to Fire. A blazing halo of flame and heat will surround the Eternal who uses this Right, showing the power of Fire to everyone nearby. (Strength + Pyromancy, difficulty 8. Inferno has two forms -- an assault against a single target, which can be dodged as a firearms attack at +2 difficulty, or an area of effect equal to five feet in radius for every point of the Eternal's Memory, which can be resisted with Willpower. Remaining successes determine damage on the Elemental Attack Damage Table; this damage is aggravated.)
* Gnome's Mattock: With this power the phoenix can dig through solid materials, such as earth, stone and concrete. Materials such as metals are more difficult to penetrate, but it can be done. This power has multiple applications, from digging to punching holes in a car (or an enemy's torso). There is no physical manifestation of this Birthright other than the hole that appears. (Strength + Terramancy, difficulty 6 for "soft" materials like soil, flesh, stone and concrete, 7 and up for harder materials. If used as a weapon, Gnome's Mattock can be "dodged" with a Stamina roll as well as being soaked. Damage inflicted is one die per remaining success.)
** Stoneskin: The Eternal's skin becomes as hard as gemstone, able to withstand a great deal of punishment. His skin will become hard and granite-like, marblized, crystalline, or perhaps even wooden; in any case, the resulting "armor" is resilient as the mountains and the ancient trees. (Stamina + Terramancy, difficulty 7. Each success adds an exta die to the phoenix's soak pool for the remainder of the combat or scene.)
*** Gaia's Kiss: The phoenix now has the ability to heal. This power can heal all types of wounds, both normal and aggravted, internal and external. Both the recipient and the user will be wreathed in a faint glowing green aura as the healing power of life flows around and through them. (Dexterity + Terramancy, difficulty 5 for normal wounds, 7 for aggravated wounds; if both types of wounds are being healed, the difficulty is 7. Each success heals one Health Level.)
**** Alchemy: This unique power allows the phoenix to alter the physical characteristics of solid and liquid (and sometimes even gaseous) objects, from color, hardness and shape to composition. Total mass cannot be altered. (Dexterity + Terramancy, difficulty 6. Successes determine how far the characteristic is altered; 1 success will allow the phoenix to change a color from one shade to another or soften a hard substance, three will allow a complete color shift, a solidity phase change or a minor chemical change, like stainless steel to aluminum alloy. Five successes will allow for major alchemical changes -- like lead into gold. Substances cannot be altered into other substances that do not normally exist, like "kryptonite" or totally pure ("lunargent") silver. The changes effected by Alchemy last for one hour per success.)
***** Seism: Great shocks ravage the ground around, throwing everything into havoc, casting enemies to the earth and assailing them with sharp stone. These quakes can cause great damage not only to opponents but physical structures as well. When inciting a Seism, the Eternal is surrounded by images of Earth: crystal, stone, soil and wood, a tangible aura of the power of this Element. (Strength + Terramancy, difficulty 8. Seism can be "dodged" with a Dexterity + Athletics roll, difficulty 9. Remaining successes cause damage on the Elemental Attack Damage Table. Seism only has one mode, affecting an area five feet in radius for every point of the Eternal's permanent Memory score.)
* Spirit Eyes: The Umbra and its inhabitants are visible to those with this Right. The vision of the phoenix using this power is opened to the spirit world temporarily, allowing the Eternal to see spirits, magick and the Umbra itself. (Perception + Akasha, difficulty of the local Gauntlet. One success allows hazy, blurred vision, while three successes grants clear sight.)
** Evocation: The phoenix can now summon spirits, though the spirit that arrives is not bound to do anything it does not wish. (Charisma + Akasha, difficulty of the local Gauntlet. Successes required is determined by the type of spirit summoned; lesser gafflings will come on one or two, greater gafflings on three, and jaglings on four or five.)
*** Authority: This Right allows the Eternal to command the spirits he encounters or summons, either by friendship or coersion. Spirits that are bullied about by this Birthright may turn on the wielder at the first opportunity, while those who are manipulated with skill and cunning may never even notice. (Manipulation + Akasha, difficulty equal to the spirit's willpower. As with Evocation successes required are determined by the type of spirit summoned.)
**** Benediction of Arachne: With this power the phoenix can weave the ephemera of the Umbra into new spiritual items, or strengthen or weaken the Gauntlet. Users of this Right can sometimes "pull things out of thin air," though such objects last only a short time. (Wits + Akasha, difficulty 5 to 9 to weave ephemera depending on the complexity of the item created, or difficulty equal to the local Gauntlet to change the Gauntlet's strength. If changing the Gauntlet, each use of this power raises or lowers its strength by one, and each success extends this change for one hour. If applied multiple times, only the first roll's duration is counted until the effects wear off. If an item is woven in the Umbra, no further action must be taken; however, if the item is woven from the ephemera while the Eternal is in the "physical" plane, she must spend a Willpower point to "solidify" the spirit-stuff. An object created in this way lasts for one scene per success.)
***** Gauntlet Rend: At this level of power the phoenix is strong enough to tear gaping holes in the barriers between the realms of form and spirit, allowing her and others to slip through -- or let the other side penetrate. (Intelligence + Akasha, difficulty of the local Gauntlet, with a number of successes needed equal to the Gauntlet level minus four, minimum one. If used for travel, one additional success is needed for every two extra people brought across.)
* Birds of a Feather: This Right allows the Eternal to sense others of her kind by alerting her to the energies of Memory. Very useful in locating other phoenixes just emerging from the Shell, it acts as a kind of "phoenix radar." The "ping" sensation varies from Eternal to Eternal; some will feel a tingling in their spines, while others will hear an audible buzz or pinging sound. In any case, the phoenix will feel a "tug" in the direction of another pheonix, or more than one if others are within range. (This power is automatic up to a range of one mile. The phoenix may roll Manipulation + Anamnesis, difficulty 6; each success increases the range of the Eternal's sense by one mile. This extension lasts for one scene.)
** Reminiscence: The Eternal can now look into the past of another person, whether phoenix or mortal. The target does not normally see what the phoenix using Reminiscence sees unless the Eternal also uses Memory Projection, though Eternal who are having this Birthright used upon them can use their Memory to try to "watch" and perhaps redirect this power. (Charisma + Anamnesis, difficulty 7. Time is determined by successes as per the Anamnesis Time Table. If an Eternal is the subject of this power, she can roll Memory, difficulty of the other's Willpower; with one success, she can see what the other is seeing; with three successes, she can hide some details; with five successes, she can show false memories and confusing patterns.)
*** Memory Projection: Instead of looking into another's memory, the Eternal can show her own Memory to someone else. This can be used for information sharing, but it can also be used as a weapon as the phoenix projects pain and loss onto another in an overwhelming wave of sensations and emotions. (Manipulation + Anamnesis, difficulty 6. With one success, the phoenix can show selected images. Three allows for a more detailed story, while five gives an almost complete view. If used as an attack, the target can resist with a Willpower roll; remaining successes become a dice pool penalty for a number of rounds equal to the successes. Each round the penalty is lowered by one; i.e., with three successes, the penalty is -3 the first round, -2 the second, and -1 the third.)
**** Manifest: Previously the past could only be glimpsed, but at this level the phoenix can actually tap past knowledges, borrowing Abilities from Phantoms in much the same way that Psyche **** Echo will from others. This Right is sometimes jokingly referred to as the "Eureka Factor," for its resemblance to sudden flashes of insight. (Intelligence + Anamnesis, difficulty 8. Each success allows one dot of an Ability trait to be "borrowed" from a past incarnation. If the phoenix possesses the Ability being "borrowed," the Ability is replaced, not added. If the Ability being Manifested has a specialty, the specialty Manifests and will replace as well, representing the different "flavor" of the Ability. Effects last for one hour per success.)
***** Time's Window: With this Right, an Eternal has learned to channel the essences of his past incarnations, allowing them to act through him for a brief time. The phoenix physically changes to a different person, shapeshifting to the form the Phantom remembers having, though this shape may be highly idealized. Use of Time's Window is highly controversial, especially in public view. (Stamina + Anamnesis, difficulty equal to ten minus the Phantom's Integrity; only phantoms with Integrity can be channeled with Time's Window. Each success extends the time the Phantom may act, one round per success in combat or one scene per success in non-combat situations. When a Phantom is channeled with Time's Window the phoenix effectively becomes the incarnation. While Health Levels do not transfer between the two, if the incarnation is slain, the phoenix is also killed. Time's Window is not recursive -- channeled phantoms may not channel other phantoms.)
* Reprieve: This Right reduces temporary Discord for a set period of time, after which the Discord returns. Though the effect is temporary the subject can attempt to reinforce the "alignment," in effect making the Reprieve permanent. (Perception + Concord, difficulty equal to the target's permanent Discord. Each success lowers the subject's temporary Discord by one for one hour. During this time, the subject may spend one Willpower point and one Memory point for each temporary point removed. Reprieve can only bring about a drop in permanent Discord if all temporary Discord points are removed in this way.)
** Coherence: The Eternal can now permanently realign small amounts of Discord in other Eternal. (Wits + Concord, difficulty of the subject's Discord + 3, maximum 10. Three successes removes one point of temporary Discord. This could bring about a drop in permanent Discord. Coherence can only be used once every ten days on any particular Eternal, no matter who used it; thus, it is not possible for one phoenix to use Coherence on another, and then have a third make a similar attempt immediately afterward.)
*** Serenity: The phoenix is able to calm another's emotions with this Right. Not only can mere anger be steadied, but frenzying vampires and shapeshifters can be affected as well. (Charisma + Concord, difficulty of the subject's Willpower, Rage in the case of those shapeshifters with the trait, or the Eternal's Discord in the case of a phoenix using it on himself. Three successes will calm the subject to a relaxed state or bring the target out of frenzy. Five successes will render the subject lethargic and apathetic. The effects last for one hour.)
**** Heart of Fury: With this power the Eternal can cause unreasoning emotions such as lust, awe, terror or rage in another. As Serenity can halt frenzies, Heart of Fury can incite them. (Wits + Concord, difficulty of the target's Willpower. Three successes will cause a full-blown effect for whatever emotion is invoked. When attempting to incite frenzy, each success counts as a one-difficulty penalty, whether added or subtracted, to the target's frenzy check [Self-Control, Instincts or Rage roll]. Those shapeshifters who have no Rage will not frenzy, but will feel the effects of the emotions just the same.)
***** Integration: This incredible Birthright allows the Eternal to reduce permanent Discord in others. Exertion of such magnitude is draining, however, leaving the phoenix who used this Right weak for a time, and highly straining, opening the wielder to the dread force himself. (Manipulation + Concord, difficulty equal to the target's Discord. Three successes are needed for each point of Discord removed. For each point of Discord removed, the Eternal using this Right is at -1 on all dice pools for one hour; thus, if an Eternal removed two points of Discord from another he would be at -2 for two hours. In addition, the Eternal using Integration gains a number of temporary Discord points equal to the number of permanent Discord points lost by the subject.)
Nemesis is the Eternal equivalent of fortune-telling. It is often performed at the same time as a mundane Tarot reading or some other form of scrying. Its results should be described in terms of such scrying's mundane results.
* Scent of Fate: Fate comes to bear stronger on certain individuals at certain times. This Right allows the Eternal to sense when Fate is paying particular attention to someone, alerting the Eternal to upcoming important events. (Perception + Nemesis, difficulty 6. One success will give a vague feeling of "importance," while five may actually allow a very small glimpse of some working of the target's Fate -- but not the fate itself.)
** Weave of the Moerae: With this Right the phoenix may sense whose destinies are intertwined like a kind of sixth-sense. This can be used to examine group dynamics or in a crowd. (Wits + Nemesis, difficulty 7. Each success allows for a greater view of entwined destinies, adding more complex weavings to the pattern. This Right returns a vague sensation in the mind indicating that one particular person is tied to another and how, that one to a third, and so on.)
*** Atropos' Blade: At this stage the Eternal has become sensitive to how a single action's effects change the weave of destiny. This Right also allows a limited glimpse into the Fate of a single person other than herself. (Intelligence + Nemesis, difficulty 8. One success will show a very small detail, three will reveal several near-future events, and five may show some unexpected or previously unsensed shift of destiny and a chain of events leading to it. Even the slightest actions can change this destiny, however; the future is not set.)
**** Lachesis' Yard: Now the complex relationships of groups and courses of action are visible to the phoenix. Where only one person's Fate could be determined before, now the destinies of circles of friends or enemies may be sensed. (Perception + Nemesis, difficulty 9. Successes as Atropos' Blade. Because of the influx of information this Right gives, the Eternal must make a willpower roll, difficulty 7, or gain a point of Discord for each success on the roll for the power.)
***** Clotho's Blessing: One's own Fate is something most people claim to be better left unknown, but the Eternal blessed with this power has fully realized that even destiny itself is not completely set. However, because one's own Fate is the Fate most likely to be altered by any action on the part of the scryer, it is also the hardest to see. (Spend one Willpower, Intelligence + Nemesis, difficulty 9. Roughly twice as many successes must be gained in this roll to see the same images given by previous powers. Use of this power infuses the Eternal with a point of Discord as a reminder that Fate is the province of the gods.)
* Sharpened Senses: The phoenix is able to heighten one or all of her senses to a supernatural degree at will, effectively doubling sight and hearing ranges, giving the phoenix a bloodhound's nose, and making the slightest variation in texture noticeable by touch, or the slightest hint of ingredient by taste. Sudden or violent sensations may render a character overwhelmed temporarily. (No roll is required; it can be "activated" and "turned off" with a round of concentration. This Right, like the vampiric Discipline of Heightened Senses [Auspex 1], should be role-played.)
** Befuddle: This Right allows the Eternal to confuse his target. While the effects of this power are not permanent they can be debilitating to the weak-minded. (Manipulation + Psyche, difficulty of the target's Willpower. The number of successes determines how confused the target becomes: one indicates a moment's hesitation, perhaps allowing a spy to slip past, two or three will make the target pause, forget what he was doing and attempt to remember for several minutes, and four or five will stun the target with confusion for at least a scene. Even more successes can cause Derangements such as schizophrenia.)
*** Ascendancy: The Eternal is able to exert his force of will and influence others' actions. This can happen in one of two ways -- simple, direct commands and long-term, indirect influence. Commands are given by staring into the target's eyes and activating this power, holding them in a hypnotic state. Influence does not require eye contact but the subject retains free will. (Manipulation + Psyche, difficulty of the target's Willpower. Commands can only affect one person at a time, but influence can affect one person for each success rolled. If attempting to influence a group, the highest Willpower is used for the entire group. Influencing others is generally an extended action requiring successes equal to the target's Willpower. Commands can not be contrary to a target's Nature, but influence can eventually lead to such actions or change the target's Nature entirely.)
**** Echo: The Eternal with this Right has the ability to "mimic" the Abilities of others nearby by opening up his mind and touching the mind of another. Only one Ability can be Echoed at one time. The range of Echo is approximately one hundred fifty yards. (Perception + Psyche, difficulty 8. To Echo a random Ability requires only one success. Three successes allows the Eternal to attempt to choose an Ability, but if the target does not have this ability the attempt fails. Five successes allows the player to continue choosing until a desired Ability is found. The ability is Echoed at its full score, and if the Ability is the same as one the Eternal has, the Echoed score replaces the phoenix's own.)
***** Telepathy: Telepathy allows the Eternal to either read minds or establish mind-to-mind communication with others. (Reading minds requires a roll of Perception + Psyche, difficulty equal to the target's willpower. Communication is Intelligence + Psyche, difficulty 7 to contact non-Eternal, difficulty 5 to contact another phoenix, difficulty 4 to contact another Eternal with Telepathy, or automatic if both wish to establish contact. Successes determine the clarity and depth of thoughts read or the clarity and range of the mental contact.)
By focusing all his lifeforce, Memory and Willpower the phoenix can summon up the essence of his Element and take on the form of an Elemental creature. This incredible eruption of Elemental power can only be summoned up a few times in a mortal lifetime, and is only used in pitched, desperate battles against overwhelming odds.
The Metamorphosis is treated as a Level Six Elemancy power; only Eternal who have achieved mastery of the Level Five Birthright that is their Legacy and have a Memory of six or higher can use it. To accomplish this feat, the Eternal must spend two Willpower and three Memory, then roll Stamina + her Legacy Elemancy against a difficulty of 8, with three successes needed. Once the roll is made, she loses all Willpower. Should she fail, the attempt has drained her and rendered her lethargic (see the rules for zero Willpower in any World of Darkness rulebook). Should she succeed, the effect is awe-inspiring.
In a process that is direly painful, downright frightening and definitely noticeable to any with the proper powers or the Awareness Talent, the Eternal's body is cloaked in raw Elemental energies and begins to shapeshift into a large creature made of pure Elemental power. Anyone beholding this transformation (except phoenixes) must roll Willpower versus difficulty 8 or be stunned with astonishment. Eternal witnessing a Metamorphosis may roll either Willpower or Wits + Alertness against difficulty 6.
In the Metamorphic form, the Eternal's Willpower rating is 10, and she regains all temporary Willpower up to 10. All damage is healed in the Metamorphosis. Each form confers changes to physical and social Attributes. A phoenix in Metamorphic form can utilize any other Birthrights. All damage inflicted by physical attacks the phoenix makes in this form is aggravated.
The transformed Eternal will remain in the Elemental form for a number of turns equal to his Memory, or a number of minutes equal to his Memory, whichever is more convenient for the Storyteller. Once the phoenix shifts back to her mortal form, she will lose all temporary Willpower except one and be unable to utilize any Birthrights for one hour. She will also suffer a -1 penalty to all dice pools for that hour. After the hour is over, Willpower will return at a rate of one point per ten minutes. Damage suffered while transformed carries over when the Eternal returns to his human form; the Metamorphisis is often a phoenix's last desperate act.
An Eternal using the Metamorphosis will lose all but one temporary Memory points and gain a permanent point of Discord when he returns to his human form. Such is the price for majestic power.
Aeromantic Metamorphosis: the Air Element Eternal can become a gigantic bird of prey with iridescent feathers and blazing eyes. This majestic creature grants Strength +2, Dexterity +5 and Stamina +3, while Charisma and Appearance become 0. The raptor can fly at speeds up to 100 miles per hour and is immune to all gas-based attacks and toxins, but does breathe. It can attack with its Strength +2 beak (difficulty 7) or its Strength +2 talons (difficulty 7). The raptor can grasp and lift opponents of weights up to 100 pounds per dot of Strength with a successful talon strike at difficulty 7; this inflicts no damage, but those grasped must achieve a number of successes equal to the raptor's Strength on an extended Strength + Athletics roll (difficulty of the Eternal's Strength) to break free -- and then risk falling damage.
Electromantic Metamorphosis: Energy phoenixes change into beings resembling a 10-foot-tall winged dragon-man made of crackling energy. In this form the Eternal is at Strength +4, Dexterity +4 and Stamina +2. Charisma and Appearance are effectively 0. The draconian can run at speeds up to 75 miles per hour or fly at up to 90 miles per hour. It is immune to flame, electricity and radiation and does not breathe. The draconian may attack with its Strength +1 claws (difficulty 6) or bite with its Strength +2 fangs (difficulty 7). The draconian radiates a field of intense energy to a radius of five feet. This energy causes two Health Levels of non-aggravated electrical damage to anyone within the field. Anyone in this range must soak this damage each turn.
Hydromantic Metamorphosis: The Eternal of the Element of Water transform into a creature resembling a fifteen to twenty foot long serpent made of pure Water. The serpent form gives Strength +3, Dexterity +3 and Stamina +4. Charisma and Appearance in this form are 0. The serpent can swim at speeds up to 60 miles per hour and does not need to breathe. The serpent can attack with its Strength +2 tail (difficulty 7), bite with its Strength +1 fangs (difficulty 6), or attempt to grapple and coil around its opponent to crush (Strength damage, 5 Strength + Athletics successes [difficulty of the phoenix's Strength] to break free). Sharp or piercing attacks such as blades, claws and such do no damage to the Eternal in this form, but blunt attacks do an extra die of damage.
Pyromantic Metamorphosis: The Metamorphosis of the Fire Eternal unleashes the legendary firebird that gives the phoenixes their name. A fifteen-foot long bird of flame with a wingspan of twenty-five feet, this form bestows Strength +3, Dexterity +4 and Stamina +3, but Charisma and Appearance are considered 0. The firebird can fly at up to 100 miles per hour, is immune to heat and flame, and does not need to breathe. It can attack with its Strength +1 claws (difficulty 6) or Strength +2 beak (difficulty 7). The firebird radiates a field of heat to ten feet which inflicts two Health Levels of non-aggravated damage to anyone in range; anyone within this range must soak this damage each turn they remain inside the field.
Terramantic Metamorphosis: The Eternal of Earth transform into a huge, lizard-like creature made of stone and gems. In this form the Eternal has Strength +4, Dexterity +2 and Stamina +5. It can run at speeds up to 50 miles per hour, climb sheer surfaces with no penalty, or dig through earth and stone at speeds up to 20 miles per hour (stronger materials will hamper this). The lizard may attack with its Strength +2 claws (difficulty 7), its Strength +1 tail (difficulty 6) or its Strength +2 teeth (difficulty 7). Its skin, encrusted in metals, gems and stones, counts as armor with 3 additional soak dice (effectively giving Eternal in this form 8 additional dice to soak with -- break out the bazookas).
Psychological: Berserker, Compulsion, Dark Secret, Driving Goal, Hatred, Intolerance, Low Self-Image, Nightmares, Phobia (both), Over-Confident, Short Fuse, Shy, Soft-Hearted, Speech Impediment, Vengeance
Mental: Absent-Minded, Calm-Heart, Common Sense, Concentration, Confused, Eidetic Memory, Iron Will, Lightning Calculator, Self-Confident, Time Sense, Weak Willed
Awareness: Bad Sight, Blind, Color Blindness, Deaf, Hard of Hearing, One Eye
Aptitudes: Ambidextrous, Computer Aptitude, Crack Driver, Daredevil, Fast Learner, Inept, Mechanical Aptitude, Natural Linguist, Pitiable, Uneducated, Unskilled, Jack-of-all-Trades
Supernatural: Charmed existence, Danger Sense, Destiny
Group Ties: Favor, Enemy, Twisted Upbringing / Mentor
Society/Human Ties: Church, CEO, Corporate, Hunted, Judicial, Media, Police, Political, Underworld, Ward
Physical: Deformity, Disfigured, Double Jointed, Huge Size, Lame, Longevity, Mute, One Arm, Short
Elemental Friendship: (2 point Merit) You have the friendship of the phoenixes of an Element other than your own. Perhaps you have done something to further their goals in the past. You are at -2 Social difficulties in dealing with the Eternal of this Element, and might be able to call upon small favors at the Storyteller's discretion.
Supernatural Companion: (3 point Merit) This is a catch-all Merit, replacing such things as "Vampire Companion." It represents an individual of another supernatural type, such as a vampire, a werecreature, a mage, a wraith or a changeling. This individual is created by the Storyteller.
Element Natural: (5 point Merit) You are strongly identified with your Element, understanding it even better than the others of your type. Its power flows through you easily and you can control it with greater ease. To advance in your Legacy Elemancy costs you only 3/4 the normal amount of Experience Points.
Dual Element: (7 point Merit) Almost unique among the Eternal, you have a truly powerful soul. You are equally of two Elements and can draw from both of them. You begin with one dot in each Elemancy. However, you begin with one additional dot of Discord, representing the doubling of the power within you, and you suffer the Weakness of both Elements. This Merit can not be taken along with Element Natural.
Elemental Enmity: (2 point Flaw) There's trouble between you and the Eternal of another Element. Either they wronged you, or you hurt them, but one way or another you just don't like each other. Perhaps it's a fundamental philosophical difference. Whatever the reason, you are at +2 difficulty on all Social rolls dealing with phoenixes of this Element. Physical manifestations of the Element in question make you uneasy, such as crystals for Earth, open flame for Fire, strong wind for Air, bright light or lightning for Energy or the ocean for Water.
Elemental Ban: (4 point Flaw) You simply cannot identify with one of the Elements. You can not use its Elemancy. You have trouble bending your brain around its concepts. Even more than with Elemental Enmity, you may find yourself annoyed or uneasy with even the Element's physical manifestations.
Past Life Compact: (2-5 point Merit or 1-4 point Flaw) You entered into an agreement with several other Eternal at some point in a past life. If the Merit is taken, the compact is beneficial in some way. Examples include protection, aid and frinedship. If the Flaw is taken, it's all coming back to haunt you as some wierdness from the past rears its head; there's no telling what could happen next because of something stupid you did before. Examples include failed contracts, broken promises and pure, simple revenge.
Botched Compact: (3 pt Flaw) Taken in addition to the Compact Merit/Flaw, Botched Compact causes the character to have another Eternal as a Phantom! This Phantom always has an Integrity of 5, does not count toward an Eternal's Integrity total, does not have its own Willpower or Birthrights, and is usually hostile to the dominant psyche. Upon death, the two (or more) Eternal will engage in a violent and swift conflict of wills to determine the next incarnation's dominant personality, with the other being relegated to Phantom status. Lucky you, you won out this time. Getting out of a Botched Compact is even more difficult than resolving a normal Compact. This Flaw can be taken multiple times, representing a terrible accident from the past.
Chaotic Element: (5 point Flaw) This Flaw resembles the Dual Element Merit, with several important differences. The character is of two Elements, but cannot control them. From time to time her Elements will "switch" from one to the other; the Storyteller dictates these shifts, not the player. The character receives the starting dot for both Legacies, but can only utilize the Legacy of his current Element (i.e., the dot "switches" back and forth) and suffers from the appropriate Weakness for the "dominant" Element. This Flaw gives starting characters an extra point of Discord.