By Juliean Galak (jg42@cornell.edu) for the Elementalism discipline.
Successes | Distance |
1 | Within 1 metre |
2 | Within 5 metres |
3 | Within 10 metres |
4 | Within 50 metres |
5 | Within 100 metres |
Difficulty is 6 for flames from fairly clean, fairly natural sources (Wood, Paper, Natural Gas). or 8 for dirty, man-made flames (Oil, Electrical, Plastic) The perception extends out of the fire to a limit of 1/3 of a metre.
System: By spending a blood point, the vampire using this ability may command fire to alter in shape in any way. To determine how successful the effect is, the Kindred must roll Intelligence + Fire. Difficulty is 6 for flames from fairly clean, fairly natural sources (Wood, Paper, Natural Gas). or 8 for dirty, man-made flames (Oil, Electrical, Plastic).
Successes | Area effected |
1 | Torch |
2 | Large Fireplace |
3 | A Room ablaze with flames |
4 | A Chemical plant in flames |
5 | The Great Fire. |
Each manipulation can cause one affect only (e.g. to cause fire to flow away from a place and then flow back is two actions and requires two blood points).
They must see the location that they wish to create the fire, and it must rest upon something flammable, (i.e. it's not possible to create flames in mid-air). It is however possible to create the fire around an object, or even a person. Explosions can be created only if an explosive substance is present.
System: The Vampire using this ability must spend one bloodpoint to invoke this power. In addition to this, he must decide ahead of rolling for successes how much fire he wishes to create. If not enough sucesses are gained, then nothing happens at all. Excess successes also have no extra effect. A roll of Intelligence + Fire against difficulty 6 is made.
Successes | Effect |
1 | Candle |
2 | Torch |
3 | Fireplace |
4 | Room |
5 | Blast Furnace |
6 | Warehouse |