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Djiin:

Added advantage: Wind walk- Golems of the air move very quickly. They may take one extra step in each action of combat.

Added disadvantage: Golems of the air must take an additional Impatient, and two additional Delicate traits at character creation. These do not count towards the 5 points in negative traits that may be taken at character creation.

Basic:

Whispers of the wind: With this discipline, the Golem may speak for short periods. By focusing on the winds they may create a soft, almost ghostlike voice to emanate from seemingly nowhere. This Discipline cost one mental trait per scene of use and the Golem must have a wind source to manipulate.

Javelin: By condensing the ionized particles with in the air, the Golem may create an electric burst to shock their foes. By spending a blood trait and wining a mental challenge against their target, the golem may produce a bolt of electricity seemingly from the palm of their hand. This bolt deals one level of aggravated damage and can be target at anyone within line of sight.

Intermediate:

Force of the Gale: By succeeding in a direct mental challenge, the Golem can cause the wind to impede their opponent. The wind slows the target by one step, and puts the target 3 traits down on all physical challenges (except soaking). The effects of this power last for 5 minutes, or one combat. This power may be used as a source of wind concerning the basic level of this discipline. However, the Golem suffers the negative effects if they use it on themselves.

Advanced:

Gasp: The Golem spends a Willpower and activates a forceful vacuum. It covers an area of a nine step radius. Anyone caught in the vacuum must win a static physical challenge against a difficulty equal to the Golems Physical traits or lose their footing and any mortal must win a static physical challenge (difficulty 10) or spend a willpower to resist falling unconscious. Any open flames within the area are extinguished and any marshmallows triple in size.


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