                                ELEMENTALISM



   Elementalism is the discipline of knowing the world. As the user
   progresses in its power, they begin to gain a greater and greater
   grasp of how the world is put together, and how to manipulate its
   various aspects.

   It is in many ways much like Thaumaturgy, in that it has many seperate
   divisions of the actual discipline. The differences are, how- ever,
   profound. Elementalism has no rituals, no rites as part of its makeup.
   It relies not on using outside power to make an effect, but on the
   user knowing the way of the world in order to effect it.

   The separate areas of Elementalism, known as The Ways, must be
   progressed in a particular order, each branch of knowledge providing a
   basis for learning the remaining branches. There is no way in which
   personal preference can allow a practicer to advance in a higher Way
   without having some grasp in the lesser Ways.

   In game terms, the posessor of Elementalism must first advance to at
   least the third level in any Way before they may start on the next
   Way.

   [For instance, a beginning Kindred user of elementalism has 1 point in
   Elementalism, and 1 point in the Way of Earth. She must learn 2 more
   points of the Way of Earth (still with 1 point of Elementalism) before
   she may spend experience to buy another point of Elementalism, at
   which point she also gains a point in the Way of Air.]

Way of Earth



   * Earth Sense: By laying her hands on rock, stone or earth, the
   Kindred using this ability gains the ability to percieve the
   surrounding area from the point of view of the earth with which they
   are connected. They can perceive buried or hidden objects, whether
   within the stone, or very closeby to that stone. For instance, the
   Kindred could sense the buried coffin underneath him, or the assailant
   hiding behind the corner or the concrete building, or the wiring
   behind the concrete wall. It has been said that Vampires with this
   ability may even sense the location of earth- melded Kindred. This
   power is limited to current information, it cannot be used to pertain
   information from the past.

   System: By making a Perception + Earth roll, they may gain the sensory
   input from the stone around them.




        No of Successes                         Distance
                1                               Within 1 metre
                2                               Within 5 metres
                3                               Within 10 metres
                4                               Within 50 metres
                5                               Within 100 metres



   The difficulty depends on the type of material that is being attempted
   to be read. Earth and natural stone is difficulty 6, concrete and
   man-made stones are difficulty 8. The perception extends out of the
   stone to a limit of 1/3 of a metre.

   In addition to the success-range limits, the earthen material being
   read must be contiguous. Ie: if using a concrete building, just the
   building may be read, not the surrounding footpath, etc. If reading a
   boulder, then the earth surrounding the boulder is not included in the
   effect.

   On Per + Earth roll (diff 9), an earthmelded Kindred may be sensed
   (but not affected in any way).

   ** Manipulate Earth: The Cainites who have progressed to this level of
   knowledge in the Way of Earth gain the ability to morph earth and
   stone to their will. They may command it to warp or move in any one
   way, directed only by their minds - no physical touch is necessary,
   although the object being so altered must be within sight, or
   otherwise sensed.

   They may cause a rock to melt and run like water, pits to open up in
   front of their enemies, or command the marble top of a tomb to flow
   out of the way to give them a temporary Haven. (Of course they need to
   move it back again before sun-up).

   System: By spending a bloodpoint, the vampire using this ability may
   command stone or earth to alter in shape in any way. They cannot
   destroy or create the earth.

   To determine how successful the effect is, the Kindred must roll
   Intelligence + Earth (diff 6 for natural stones, diff 8 for man-made
   substances).




        No of Successes                         Area effected
                1                               Approximately a
                                                cubic meter
                2                               Closet worth
                3                               Room worth
                4                               Factory worth
                5                               Most of a mountain.



   Each manipulation can cause one effect only. Eg to cause stone to flow
   away from a place and then flow back is two actions and requires two
   bloodpoints.

   *** Create Earth: Upon achieving this level of knowledge in the Way of
   Earth, the Kindred may create natural earth and stone as they dictate,
   in any shape or anywhere within sight.

   They may see the location that they wish to create the earth, and it
   must rest upon something solid, ie its not possible to create rocks in
   mid- air. It is however possible to create the stone around an object,
   or even a person.

   It is not possible to create stone other than granite, or similarly
   natural stones. Gemstones cannot be created.

    System: The Vampire using this ability must spend one bloodpoint to
   invoke this power. In addition to this, they must decide _ahead_ of
   rolling for successes how much earth they wish to create. If not
   enough sucesses are gaining, then nothing happens at all. Excess
   sucesses also have no extra effect.

   A roll of Intelligence + Earth against difficulty 6 is made.




        No of Sucesses                  Effect
                1                       Approximately a large bucketload.
                2                       Approximately one cubic metre
                3                       2 cubic metres
                4                       5 cubic metres
                5                       10 cubic metres
                6                       50 cubic metres



   **** Earthmeld: This ability is effectively identical to the third
   level of the Protean Discipline. It takes, as for those with Protean,
   one bloodpoint to sink into the earth, and one to rise up and out.

   In addition, once achieving this level of the discipline, the Vampire
   may affect not only natural stone and earth, but may affect other
   solid matter, such as glass, steel and ashphelt. Exactly what can and
   cannot be affected is upto the individual ST.

   ***** Summon Earth Elemental: By concentrating upon a large sample of
   earth or stone, the Cainite evoking this power may summon an elemental
   spirit to the sample in order to animate it. This spirit takes upon a
   vaguely humanoid form, and may not be friendly to the invoker.

   The elemental may be commanded by the Kindred to perform simple tasks,
   such as lifting and carrying objects.

   System: Invoking this ability is quite trying to the Kindred
   attempting it. In addition to spending a bloodpoint, she must also
   spend a Willpower point to summon the spirit.

   Each time the Kindred gives a command to the elemental, they must roll
   their willpower at a difficulty of 7. Only one sucess is needed for
   the command to be obeyed. Problems occur when the roll is failed or
   botched.

   If he merely fails the roll, then they must immediately make another
   roll to regain control (willpower, difficulty 8, three sucesses
   needed). If this is failed then the spirit breaks free of the
   Kindred's control.

   If the command-willpower roll is botched, then the Kindred suffers an
   immediate loss of 1 permanent willpower (as is usual for willpower
   rolls), and the spirit immediately breaks free.

   What happens when an elemental spirit breaks free is up to the ST. It
   may simply leave the physical form it was ordered into and depart, it
   may attack the Kindred, it may wander off in its physical form.

    (Earth Elemental: Str 6, Dex 2, Sta 6)

   ****** Stoneform: The Kindred invoking this power immediately
   transforms himself into a natural piece of stone. The exact shape of
   the transformed Kindred is a matter of choice when they use the
   ability - however they are limited to a maximum increase in size of
   20%.

   The Vampire may take on the appearance of a natural boulder, or of a
   statue, or even of a stone wall (albeit a small one)and once assuming
   this shape the Kindred is immune to fire and sunlight, as well as
   being staked. They are however immobile unless they transform to flesh
   and are vunerable to being smashed as would be a normal stone object.

   A Kindred in this state may sense her surroundings using any sensory
   abilities she may have, including Earth Sense and Auspex.

   System: Invoking this power requires the expediture of a single blood
   point, whether to become stone or to become flesh. Once in this shape
   they cannot move without transforming back to flesh (very painful in
   sunlight). This includes the spending of bloodpoints, other than the
   one necessary to revert to their "natural" shape.

   In order to mimic a particular object, they must make a Manipulation +
   Subterfuge (why? who knows. If you can think of a better one...), and
   the accuracy of the copy is dependant on the number of sucesses (use
   the sucess table for obfuscate or vissisitude).

   Once in the Stoneform, the vampire's Stamina is raised by 3 extra dice
   for soaking purposes.

   ******* Earthform

Way of Air



   * Descent of the Feather: This first ability to manipulate the Way of
   Air manifests itself to give the vampire using it the ability to slow
   a fall by force of will. They can prevent themselves from suffering
   damage from all but the most long of falls.

   System: The Kindred must roll their willpower, at a difficulty of 6.
   Each success they achieve on this roll negates one health level of
   damage. (Slows their fall so as to effect this.)

   ** Resist the Calling of the Earth: This ability is an extension of
   the Kindred's current knowledge of the element of air. Rather than
   simply slow their fall, they may now nullify any downward descent,
   bouyed up by the air itself.

   Using this part of the discipline, the vampire may step off the side
   of a building and simply float in midair, or activate their power and
   draw their legs up to float in lotus.

   Given enough ability, the Cainite may change their weight, or slowly
   rise into the air rather than hovering.

   System: The player rolls willpower against a difficulty of 6. The
   degree of effect is dependant on the sucesses gained.




        No of sucesses                          Effect
                1                       Simple hovering is possible. The
                                        Kindred may either float, or behave
                                        as normal.
                2                       Subtle changes in weight are possible
                                        for users of this discipline, as long
                                        as they lessen the Kindred's true
                                        weight.
                                        At this many sucesses, they may null
                                        thier entire weight, and kick off from
                                        an object to move around.
                3+                      In addition to the above effects, the
                                        vampire may also ride slowly, as the
                                        air itself lifts them. The rate of
                                        speed at which they may rise is dep.
                                        on the number of sucesses. 3 sucesses
                                        allows a speed of 5 feet per turn,
                                        plus 5 feet per turn for every
                                        additional sucess.



   *** Calling of the Heavens: Upon achieving this level of the Way of
   Air, the Cainite may use it to take to the air in any direction that
   they wish. They are supported by the air itself, and may guide their
   direction and speed by force of will.

   System: The player makes a willpower roll. Sucess indicates they have
   achieved flight, the number of sucesses determines their maximum speed
   (10 feet per turn, per sucess).

   **** Become the Breath: This ability is extremely similar to that of
   the Protean ability of earthmeld, except that it allows the user to
   meld with the very air itself. The Kindred is not visible, and cannot
   be damaged or sensed in any way. Neither may they take any action
   themselves. They may sense very dimly anything which occurs in their
   area.



   System: The use of this discipline is extremely difficult, even to
   those who have progressed this far in the Way of Air. In addition to
   spending a bloodpoint to enter or exit the melded state, they must
   also spend a WP point to enter the state.

   ***** Call the Gale

   ****** Summon Air Elemental

   [The remaining Way's have not been detailed, as they haven't come into
   play yet. These are the current ideas for them as it stands.]

Way of Water



   Path of Neptune / Gaerini

Way of Fire* Fire Sense

** Maniupulate Fire

*** Create Fire

**** Multitude forms

***** Summmon Fire Elemental

Way of Shadows

Obtenebration or the Path of Shadows someone was working on

Way of Light

?

[The snippet on the "True Brujah" from CB: Brujah inspired the following Way...
perhaps the "female Cainite" talked about was Brujah herself.]

Way of Time

* Sense the Flowing Sands

** Glance the morning flow

*** Past Life

**** Stutter the Flow

***** Loop the Flow

Way of Spirit

Tellurian thingie from CbN2?

 THIS COPY OF THIS DISCIPLINE IS INCOMPLETE, BUT IF FURTHER PROGRESS HAS BEEN
   MADE ON IT, COULD YOU SEND ME A COPY AT ADASHIEL@SILVER.UCS.INDIANA.EDU.
                                   THANKS.
