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Elemental Mastery

Level 1
Control lesser elemental
The vampire can draw upon lesser elemental to preform small tasks. Usually used as a
training method.
■ Cost: Free
■ Dice Pools: Intelligence + Elemental Mastery
■ System: The vampire can instantaneously light or snuff out a candle or torch, clean or soil
an object no larger than 1 cubic foot, chill or warm up to 1 cubic foot of nonliving material for
One scene, a small mark, or a Symbol appear on an object or a surface for One scene.
■ Duration: Different
Level 2
Elemental Strength
The vampire can draw upon the strength and resilience of the earth, or of the objects around
him, to increase his physical prowess.
■ Cost: One Rouse Check
■ Dice Pools: Resolve + Elemental Mastery
■ System: The user adds their Elemental Mastery rating to their Stamina. Health track is
increased. This power cannot be “stacked” one application must expire before the next can be
made.
■ Duration: One scene
Level 3
Animate the Unmoving
Objects affected by this power move as the vampire using it dictates. A vampire may speak
with the spirit of any inanimate object albeit in limited fashion. An object cannot take an
action that would be completely inconceivable for something with its form for instance, a
door could not leap from its hinges and carry someone across a street. However, seemingly
solid objects can become flexible within reason: Barstools can run with their legs, guns can
twist out of their owners’ hands or fire while holstered, and humanoid statues can move like
normal humans.
■ Cost: One or more Rouse Checks depending on the size of the object
■ Dice Pools: Resolve + Elemental Mastery
■ System: The user makes a Resolve + Elemental Mastery roll against a Difficulty of 3+
depending on the size of the object. Each use of this power animates one object no larger than
human-sized; Objects animated by this power stay animated for One scene. The thaumaturge
can take other actions during that time.
■ Duration: One scene
Level 4
Elemental Form
The vampire can take the shape of any inanimate object of a mass roughly equal to her own.
A desk, a statue, or a bicycle would be feasible, but a house or a pen would be beyond this
power’s capacity.
■ Cost: Two Rouse Check
■ Dice Pools: Resolve + Elemental Mastery
■ System: The user makes a Resolve + Elemental Mastery roll against a Difficulty of 3+
depending on the size of the object. With a critical win the vampire can use Auspex,
Animalism, Celerity, Fortitude and Potence while in her altered form. Detecting a vampire
using Elemental Form can be done using Sense the unseen with a roll of Wits + Auspex vs
Wits + Elemental Mastery) If the vampire actively searches for a hidden supernatural entity,
they roll Resolve + Auspex instead. If you take damage while in this form it carries over to
when you to a different one.
■ Duration: One Night or Until deactivated or destroyed
Level 5
Summon Elemental
A vampire may summon one of the traditional spirits of the elements: a salamander (fire), a
sylph (air), a gnome (earth), or an undine (water). Some thaumaturges claim to have contacted
elemental spirits of glass, electricity, blood, and even atomic energy, but such reports remain
unconfirmed (even as their authors are summoned to Vienna for questioning). The caster may
choose what type of elemental he wishes to summon and command.
■ Cost: Two Rouse Check
■ Dice Pools: Resolve + Elemental Mastery
■ System: The vampire must be near some quantity of the classical element corresponding to
the spirit he wishes to invoke. The spirit invoked may or may not actually follow the caster’s
instructions once summoned, but generally will at least pay rough attention to what it’s being
told to do. The elemental has three dots in all Physical and Mental Attributes. The Storyteller
should determine the elemental’s Abilities, attacks, and damage, and any special powers it has
related to its element. Once the elemental has been summoned, the thaumaturge must exert
control over it. The player rolls Resolve + Occult (difficulty 2+ depending on the tasked
asked) and the number of successes determines the degree of control. On a critical win the
Elemental increases its duration to one night
■ Duration: One scene or one night on a critical win

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