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Phoenix: The Eternal
Preface
Legal Stuff
Phoenix: The Eternal is an unauthorized net supplement for White Wolf Game
Studio's World of Darkness. The author does not propose to challenge White Wolf's
copyrights and makes no profit from this work.
All appropriate copyrights, including "World of Darkness", "Kindred," "Garou," "The
Dreaming," "Oblivion" and such belong to White Wolf Game Studio. "Phoenix: The
Eternal" and all its related concepts is an intellectual property of the author.
Welcome!
Phoenix is the culmination of over two years of thought, development andplaytesting. It is intended as a complete supplement for existing games, and can be
run as its own game using one of the World of Darkness rulebooks. Phoenix can becombined with other net supplements with great effectiveness, and crossover rules forthe most popular, including Highlander-style Immortals, will eventually be published.
Comments and questions are welcomed and encouraged. The author can be contacted
at:
and will attempt to answer all questions thoroughly. New ideas are also encouraged;Phoenix will never truly be complete.
What is a Phoenix?
In this supplement, a phoenix, called an "Eternal," is a person with ties to one of fiveElements, whose soul continually reincarnates. This phoenix carries past lives in his
memory, and these "Phantoms" can interact with the character and with the world in
various ways.
Enough talk, on to the game!
Chapter One: Setting
Concepts
Phoenix is about life and death and the cycle of reincarnation. It presupposes that noteveryone stays dead, and that it is possible to transcend death and return to the world
of the living. It does not mean that everyone should believe in reincarnation, but it isintended to make people question their beliefs, either to change them or strengthenthem.
The culture of the Eternal is unlike that of any other group in the World of Darkness.
When you can live, love, hate, succeed, fail, give, take, foil, aid, laugh, cry and diejust to do it all over again, over and over, you begin to develop a unique outlook on
the world. So it is with the phoenixes.
The theme of Phoenix is, as stated, reincarnation and the interaction of past, present
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and future. Its mood is one of mystery and antiquity coupled with the Gothic-Punk of
the World of Darkness. While Phoenix can indeed be played alone, it is designed for
crossover use with the other games of the World of Darkness: Vampire: TheMasquerade, Werewolf: The Apocalypse, Mage: The Ascencion, Wraith: The
Oblivion, and Changeling: The Dreaming. It also works well with the historical
"secondary" settings of these games, like the so-far released Vampire: The Dark Ages,Werewolf: The Wild West and Mage: The Sorceror's Crusade.
While Phoenix is based on characters who are, at the heart of it all, completely alien,
the rules, suggestions and questions within are usable for any character who is rebornafter death. Such mortals may not have access to Birthrights, but Memory is a
powerful tool in its own right. The most important thing is to have fun and tell a good
story. As with all games, especially in the World of Darkness, the Golden Rule applies-- there are no real rules, only suggestions.
The Eternal
Legend tells of a great flame-bird that would periodically commit suicide upon a pyre
and emerge from the ashes, whole and refreshed. While this myth only partiallyexplains the Eternal, it is a good reference point.
The phoenixes are a race older than even this world, a race of beings formed from the
Elements themselves. Their souls, tied to the Wheel of life and death, reincarnate,
returning after death to the planes of existence as a different person after a respite insome unknown country. Only the corresponding loss of a great portion of the Eternal's
memory upon rebirth keeps her from becoming unfathomably powerful as lifetimes
of experiences pile up one upon the next.
This loss of memory is one of the things that helps to define who the Eternal are. Too
many memories can send the phoenix spiraling into what is known as Discord, but no
memories at all can leave him bereft and an easy target for the machinations of otherswho know his nature. It is a fine line the Eternal walk. Ironic indeed is the situation
the phoenixes find themselves in, able to remember distant pasts and other lives but
remaining ignorant of the beginning times and why they have come this far.
When the paths of two phoenixes cross, there is no telling what can happen. Even
being of the same Element is no guarantee of friendship. Everything is determined on
how the two have interacted in the past, what they had for breakfast, what sign themoon is in, and the price of peanut butter in Hong Kong -- in short, predictability is
nigh impossible. The encounter could be violent, cold, friendly, loving, or mysterious,
but it is usually fraught with emotion, memory and tension. Even those Eternal who
have never met before at any time share a common beginning, and though they can
not remember it, it harmonizes within them.The Quest
There was a reason the Eternal set themselves on the path that has led them here . . .
but not a single one remembers why. They simply refer to it now as the Quest.
Many rumors abound. When pressed, those who claim to know will usually bend andadmit that they are supposing quite a bit. Based on the actions of the Eternal in recent
ages, it would seem that the Quest was a contest for supremacy initiated by a small
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group of individuals that snowballed into something beyond anyone's control . . . but
again, that is only a guess. The only thing that can be said for certain is that the Quest
exists, and that it is moving toward a conclusion in some unforseeable future.
The quest to recover the memory of the Quest's purpose consumes the lives of some
Eternal, who devote many years, sometimes several lives in a row, to the search. It
can be an addictive enigma, for at some times the Inkling will lead one to feel thatthey have found a vital clue, but the clue will often end up being a dead-end.
Whether the phoenix feels motivated by self-interest or the desire to aid and protectothers, none can ignore the fact that their actions sometimes seem too familiar for
comfort, like some mystical deja vu (a sensation known as the Inkling). Sometimes
the pattern can be broken; other times the Eternal is a helpless witness to the passage
of events. This too is seen as a part of the Quest.
Over the long years, many Eternal have stumbled into, upon, over, under and through
various sub-plots and games-within-games. Often formalized into Compacts by thestrange, powerful and somewhat dangerous ritual known as the Binding, these smaller
games can be called for any purpose at all. Some are cooperative, reaching toward acommon goal, while others are belligerent stuggles for supremacy.
The Five Elements
The origins of the Eternal lie with the five primal forces, or Elements, that make up
the world: Earth, Air, Fire, Water and Energy. Each phoenix is related to one of theseelements, having sprung from it an eternity ago. Some very rare Eternal have inside
them more than one Element, and there also exist exotic beings believed to be Eternal
who relate to a different system of forces (Earth, Wood, Metal, Fire and Water), butthe majority of the phoenixes known and encountered are of the Five.
While similar to the alchemical system of elements, the Five are more than just
building blocks. They govern states of mind and ways of being as well as physicality.Earth is the realm of solid matter, patterns and resilience, both mental and physical.
Air governs gaseous matter and logical thought patterns, logic and reasoning. Fire
rules change and heat (which is also part of Energy) as well as passion and emotion.Water commands liquid substances, flow, depth and psychic sensitivity. Energy is the
province of all forms of energy (electromagnetic, nuclear, kinetic, magickal) and the
force of life itself, sometimes called Spirit. The Elements can be related in some waysto the types of Avatars found among the mages: Earth to Pattern, Fire to Dynamic, Air
to Primordial, Water to Questing and Energy to the as-yet theoretical Infinite.
An Eternal's Element helps to determine, but does not make iron-clad, his Nature andDemeanor. Earth phoenixes are generally strong of mind and body, Air phoenixes
intelligent and crafty, Fire phoenixes dynamic and unpredictable, Water phoenixessensitive and graceful, and Energy phoenixes commanding and intense. There is
chaos in order and order in chaos, however, and even change is changeable; so it iswith the phoenixes -- there is no guarantee that an Earth phoenix will not be sickly
and weak-willed. One constant however, is that the Element of a phoenix grants that
Eternal an affinity for the corresponding Elemancy (in game terms, a newly-createdphoenix gains an additional dot in the related Elemancy Birthright, known as the
Legacy.)
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Contrary to once-popular belief, there is no system of dominance and submission
among the Elements. Water enjoys no special power over Fire, nor Earth over Air nor
Energy over any of the others. The only distinction among the elements is that Energyis considered to be the primal Element and can be found in all things (a theory borne
out by modern science), but this grants Energy nothing more than respect.
More can be found on the individual Elements in Chapter Two.
The Wheel of Life and Death
The soul of a phoenix is bound to the wheel of birth, death and rebirth more stronglythan others. Though the exact nature of the wheel itself is unfathomable, its
inexorable turn is felt by all Eternal. This connection is what makes the Eternal what
they are.
The physical birth of a phoenix is still enshrouded in mystery. It is generally accepted
that the soul of a "deceased" Eternal is joined to a physical body at the moment of
conception. The phoenix is born enveloped in what is known as the Shell. Eventuallysome potent memory of a past beyond her current mortal life will break through the
Shell and awaken within the phoenix, usually with encouragement from anotherEternal. The Shell will be cracked and the reawakened phoenix will begin toremember more. As with the First Change of the lycanthropes, the Awakening of the
mages and the Chrysalis of the fae, the breaking of the Shell (referred to by some
flippant Eternal as the "Hatching"; the ancient term for this event has been lost) canbe a bewildering period, leaving the phoenix open to attack and manipulation. The
Right of Birds of a Feather (the first level of Anamnesis) is often used to find those
just reawakening to their true nature (called "fledglings" by those same flippant
Eternal).
Death and Phantoms
Death is never a welcome event. The body itself fears death, and the mind still reactsthe same way to the threat of being extinguished even if the consciousness knows that
death is not the end -- there is nothing to say that this death might not truly be the last.
Beyond the primal terror of death is the inconvenience of it. Well-laid plans and long-
sought-after dreams fall out of one's grasp should one's life abruptly cease. When a
phoenix dies her soul vacates the body and goes to an unknown place to await rebirth,
possibly in another place, maybe not even as the same race. The Eternal have seenmany worlds and many different planes of existence, even if they do not recall them.
The past lives of Eternal do not always become simple files in a folder for the
phoenixes to page through and use. Sometimes a life will remain with the phoenix
like an alternate personality, a ghost of yore that shares the phoenix's mind that iscalled a Phantom. These past ghosts are usually memory patterns of lives that ended
in spectacular ways or achieved great or meaningful successes. They can occasionallyseize control of a phoenix, whether by agreement or by struggle, in a process known
as Subversion. Those Eternal with particularly strong Phantoms will find themselves
with "roommates" constantly vying for control, though all phoenixes must live theirlives having hidden mental conversations, debates and arguments with voices only
they can hear. Subversion is not always bad, and many Eternal allow their past selves
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to act through them, using their own knowledge and skills for various ends, and
sometimes ending up in heaps of trouble.
The past of a phoenix is a continuous thread, even if the Eternal can not remember
some, or even most, of it. That portion of the past that has not imprinted itself as
Phantoms is summed up within the Eternal's Memory. In this way, Memory and
Phantoms are related.
Phantoms are not created equal. Each Phantom will have a varying degree of cohesive
strength, a measure of how well it has "been imprinted" or "held together" that isknown among the Eternal as that Phantom's Integrity. Strong-willed or eventful lives
will generally make more of an imprint upon a phoenix's Memory than unremarkable
ones.
Memory is the driving force that fuels an Eternal's Elemental gifts. It is an enigmatic
force, Elemental power mingled with experience, flowing out of the past in an
inexorable tide, yet serving as a link to the Wheel of life and death. It is tinged withthe myriad colors, tones and flavors of the cosmos and is an intimate personal
experience to every Eternal. It is also potential, and that potential often gives rise toPhantoms.
As Memory is the summation of an Eternal's existance, it resonates with his deeds,
emotions and desires. When these are strong, they echo through the force of his
Memory and establish themselves, giving rise to a Phantom in a process calledImprinting. A Phantom can be looked at as a "footprint" in the "beach" of the Eternal's
Memory that remains through the tides when most other prints have been washed
away. It is a recording come to life, a child of the past. A Phantom is not a
"personality". It is energy given pattern, in its own way an Elemental -- an Elementalof Memory. It is a shard of the Eternal's past, a cast-off of what the phoenix used to
be, a ghost of a former life. The psyche goes on to another life, its experiences of this
life subsumed into Memory, but the Phantom remains, and remembers.
Phantoms do not retain their supernatual powers beyond death. However, if they gain
control of the Eternal's body through Subversion, they can access that phoenix's
Birthright powers, Memory and Discord. Their willpower is their own: contestsbetween an Eternal and his Phantoms are contests of his Willpower against the
Phantom's Integrity.
Memory
Almost as important as the knowledge of rebirth is the capacity to remember past
lives. The Birthright of Anamnesis is a powerful tool for peering back, but all Eternalhave at least moderate memory of their previous incarnations. These memories may
not be of practical value ability-wise, but remembering what an enemy did to you thelast time around is certainly incentive to avoid the same trap this time. The buildup of
past knowledges and experiences mingles with the Wheel of Rebirth itself in a forceknown as Memory.
It is well-documented that there is no rhyme nor reason to the memories an Eternalwill have in a particular life. She may recall the previous lifetime, or she may
remember something that happened three thousand years ago on the other side of the
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planet. Memory can be fickle even as it is one source of an Eternal's strength.
Grudges between phoenixes can span times that would make an elder of the Kindredrecoil. Because of the "time-outs" that death often calls and the mis-timing of rebirth,
enemies can become separated, with one alive and one dead, or both in different
places, and be forced to bide their time, waiting for a chance to strike at each other.
The same can be said for friendship and love. The trials that two lovers can gothrough to reunite after dying are the stuff of legends. Emotions run deep in the
Eternal, and as the past is so important to them, it can slowly consume them.
More specific details on Memory, and its application in game terms, are found in
Chapter Four.
Discord
Sometimes an Eternal is unable to handle all the memories floating around in his
head, or is unable to integrate fully into the world and society around him. Having
lived in times past, when values were different, the "modern" era can become ajumble of senseless ideals. Yesterday and today can blend and juxtapose. The blurring
of past and present is known to the Eternal as Discord. While limited amounts ofDiscord are somewhat helpful, allowing the existence of Memory and therefore theuse of Birthrights, it becomes harmful as it increases.
As Discord grows, a phoenix begins to confuse the present and the past, falling out of
touch with current time. Previous lifetimes can intrude on the present. The less thephoenix has been able to harmonize with her present life the more Discordant she is
and the wilder the fluctuations will be. The Discord chart in the Appendix gives an
idea of what happens at various stages of Discord.
The Eternal have developed a Birthright known as Concord specifically to deal with
this problem. Those skilled in Concord are generally treated with respect by most
Eternal, whatever their aims, because without them the all phoenixes might slowly gototally insane.
More can be found about Discord in Chapter Four, including its application in game
mechanics.
The Shell
The mortal mind can not begin to hold and process all the experiences that a phoenixhas gone through over the countless years. Slowly new memories will displace old,
and old and new memories will mix. The Shell of Forgetfulness is a reflection of this
degradation of memory, ensnaring newly-reborn Eternal and wiping the slate cleanfor a new lifetime. Though the Shell can be a hindrance, it also allows the phoenix
room for new experiences and prevents an overload before the Eternal is able to dealwith his Memory. Thus it is a double-edged sword.
The true nature of the Shell is unknown. It is surmised that it is related to the Mists
the fae encounter and the loss of memory in elder Kindred and Reborn (those strange
beings commonly called mummies). The Shell and the dangerous force of Discordmight also be related to the mages' bane, known as Paradox, but again this is only a
theory as unbelief does not affect phoenixes.
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"New" Eternal
On very, very rare occasions, a phoenix will be discovered who has hitherto not livedas another being before. It is believed that these are latecomers to the Quest, or
perhaps exiles from the true home of the Eternal. These so-called "new" phoenixes
can be very strong, without the crippling weight of Discord, but they can just as easily
be weak, disoriented with the sudden transformation from human to something other,without the knowledge and experience of previous lives and the process of
reincarnation. Eternal characters are assumed to have lived at least a few times before
their current incarnation.
True Death
While "normal" death does not affect the Eternal in the same way it does others, it isstill possible to completely destroy one.
But it isn't easy.
Like the Reborn, the souls of the phoenixes are nearly completely beyond harm. They
can't even be tracked into the Underworld, because they go somewhere . . . else whenthey die. Perhaps great magicks can extinguish their Elemental hearts, but suchpowerful mages are busy with their own agendas and can't be troubled with a few
"bothersome" phoenixes.
It is not known for certain what happens to an Eternal who succumbs to Discord. It iswidely assumed that they burn out and die, to be reborn safely within the Shell at
some later date, their Memory packed away again. Rumor persists that those Eternal
who fall this way may carry their Discord with them, or that this is the one true wayto extinguish a phoenix. Certainly it is a jagged weapon in the hands of those who
know about Discord, and it might even be true that by invoking Discord one could
finally crush the soul out of the Eternal.
Not even the Eternal themselves are certain how, or if, they can ever escape the
Wheel by methods other than destruction. Some say that a phoenix can voluntarily
give up her ability to reincarnate -- but who would want to risk oblivion for anunknown promise of something else? Most Eternal are all too happy to put up with
the pains of the mortal coil, and shiver when the rare thought of never coming back
crosses their minds. To most phoenixes, Nirvana is a lie. Nothingness is not bliss -- it
is Hell. Identity and existence are the paramount things, the most blessed of gifts.Some more religious Eternal would consider it sacrilegious to give them up.
The Binding and Compacts
In response to the vagaries of reincarnation, the Eternal have created a ritual designed
to link phoenix souls together in space and time, known as the Binding. The Bindingbands Eternal together into a group known as a Compact, which then reincarnates ingreater part or as a whole in relatively similar times and places.
Compacts are formed for a multitude of reasons. The most common compacts are
agreements of friendship, vows of neverending love between phoenixes, andstatements of common purpose, but other Compacts exist for the sole purpose of
keeping competitors, rivals and bitter enemies chained to each other for various
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purposes.
Breaking a Compact is usually accomplished when any set terms of the Binding aremet. Vows of love usually do not contain such terms. Antagonistic Bindings may or
may not contain set terms, depending upon the degree of animosity among the
participating Eternal. Other than meeting set terms, constant resistance against the
Binding's purpose can eventually, after several incarnations, can begin to weaken theBinding's force.
Elemental Politics: Conflicts
The Eternal are a mystery to the world around them, and probably always will be.
They keep to themselves, concealing their true natures from humanity, going about
their business in the shadows. Within this hidden society is a complex web of tiesfrom ages past; grudges, friendships and alliances can last through entire lifetimes,
carried beyond death. As well, there exist general prejudices among the Elements
themselves about each other and themselves. Overlaying these conflicts are thecircumstances of the world, which can have drastic effects on how individual Eternal
will interact.Conflict is at the heart of any exciting story. There are many different types ofconflict, and some of the most relevant are listed below.
Memory vs. Discord: This is the major conflict in Phoenix: the Eternal. The balance
between remembrance and confusion is the razor's edge that all phoenixes walk andthat dominates their existences.
Past vs. Present: This is the internal battle between Memory and current experience
that causes Discord.
Element vs. Element: Differences in philosophy can mount until physical, spiritual
and psychic warfare erupts between Eternal. In historical times this was the most
common conflict between phoenixes, but in modern day the fighting has split alongeven finer lines. This conflict can also be represented as Compact vs. Compact, with
opposing groups of Eternal working against each other.
Eternal vs. Eternal: The most common inter-phoenix conflict today is this, on the
individual level. Ages of interaction, clashing of goals and Binding agreements can
heighten tensions between Eternal until they break.
Eternal vs. Others: Phoenixes are not alone in the World of Darkness. Vampires
stalk the night, werecreatures defend the forests, mages bend reality, wraiths wait
right across the Shroud and the fae wander in plain sight. All have their own goalsand methods, which often conflict with those of the Eternal. This type of story will be
one of the most common, especially if only one or two Eternal characters are presentin a game.
Eternal vs. Destiny: Represented by the forces of the Binding as well as many
unknown factors, Destiny can be an incredible driving force in a chronicle, sweeping
the characters along.
Eternal vs. Self: Between divided urges and the will of Phantoms, the phoenix hosts
within herself a multitude of possible opponents.
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Lexicon
Common Parlance
These are the common terms of the Eternal, used by all. Those who have higher
memory scores will tend to sprinkle in the more archaic terms below, while thosewith lower scores or who prefer a more modern era will utilize the Vulgar Argot in
conjunction with these terms.
Akasha: The powers of spirit and other worlds.
Anamnesis: The powers of memory and past lives.
The Binding: A powerful ritual in which Eternal mingle their memories in an effortto link their souls. It causes them to reincarnate in the same general times and
geographic locations until it is broken or some purpose is fulfilled.
Birthright: Generally, a group of related magical abilities, also known as a Right;sometimes used to mean a specific power within the group.
Compact: A group of Eternal who, through fate, luck or the ritual called the Binding(q.v.) continue to reincarnate in similar times and places; also the agreement to join in
the Binding.
Concord: The powers of harmony, sanity, and emotion. Used to fight Discord (q.v.).
Discord: An insanity-like state caused by a misalignment between a phoenix and the
world around him, the inability to integrate past life memories into present time or
handle great degrees of information.
The Elements: The five primal and magickal forces that make up the world, also
summations of philosopical ideals, personality traits and universal archetypes; the
Elements are Air, Earth, Energy, Fire and Water.
Elemancy: One of the five related Birthrights that deal with the Elements:
Aeromancy, Electromancy, Hydromancy, Pyromancy, and Terramancy. Also any other
(much rarer) Birthright drawing on Elemental power, usually a variation or inversionof the Five. These Rights will generally be called Elemancies rather than Birthrights,
but both terms are correct.
Eternal: Another name for the phoenixes; singular and plural.
The Five: Another term for the Elements; also the collective name given to the five
Elemental groups.
Inkling: Phoenix term fordeja vu, but it also carries a greater weight than the
common sensation.Legacy: The Elemancy associated with a particular Element; it is easier for Eternal to
use this Elemancy than any other.
Nemesis: The powers of fate and destiny.
Phantom: A past life memory-pattern within a phoenix's mind, like an alternate
personality, with its own retained personality traits and skills.
Phoenix: A reincarnating soul, member of a race of elemental beings. Named for the
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mythical firebird that would self-destruct, then arise from its own ashes to live again.
Psyche: The powers of the mind; alternatively, the dominant personality, the "currentincarnation."
The Quest: The now forgotten purpose of the Eternal's existence, their goals and
ambitions; also existence itself, especially concerning the phoenixes.
The Shell: The mystical force which erases memories of past lives; some say it is a
protective force.
Subversion: The process by which a Phantom personality takes control of a phoenix.
The Wheel: The cycle of birth, death and rebirth.
Archaic Dialect
These terms are little used in the present, but are bandied about by those who preferthe old times or wish to maintain an air of antiquity and mystery. Many reflect
influences of Greek and Latin.
Aquati: The name given to the Eternal whose Element is Water; singular and plural.
Avatar: A Phantom (q.v.), so named because they can be seen like the Avatars of
mages and often function in similar manners as mentors or adversaries, and are
possibly related. Eternal who Awaken as mages often suspect their Phantoms of beingmage Avatars.
Elementalist: An Eternal who specializes in Elemancies. Elementalists were once
common, but in modern times they have become exceedingly rare as the need forexcellence in the non-Elemantic Birthrights has increased dramatically.
Pyrati: The Eternal of Fire; singluar and plural.
Solari: Phoenixes of Energy; singular and plural.Terrati: Group name of the Eternal of Earth; singular and plural.
The Tourney: The Quest (q.v.).
Zephyri: Name given to Eternal of the Element of Air; singluar and plural.
Vulgar Argot
These terms have come into use in the past few decades, spreading throughout theEternal culture like wildfire. Many anachronistic phoenixes disdain these terms and
those who use them.
The Chains: The Binding, the forces binding a Compact.
Cluster: A Compact (short for a well-known vulgar description of wild, anarchic
confusion or a mob).
Dreamchild: A faerie, such as one of the Kithain, or other such creatures born of
dreams and creativity; an Eternal who dallies with the fae.
Fish: An Eternal whose Phantom(s) constantly vie for control of her body, as in"flipping like a."
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Step Three: Select Abilities
Categories are again prioritized. Primary Abilities receive 13 dots, Secondary receive9, and Tertiary, 5. No Ability may exceed a rating of three dots at this stage, but they
may be raised higher than this with freebie points. Secondary Abilities and
appropriate Abilities from other games may be taken at this stage. Phoenix character
sheets list Abilities taken from Vampire, replacing Acting with Awareness, which canbe found in Mage, but other appropriate Abilities can be found in the other Storyteller
games and Players' Guides.
Step Four: Advantages
Assign one dot to the character's Legacy Elemancy, and choose 5 more dots of
Birthrights. Next choose 7 dots of Backgrounds and record a Willpower of 5, aMemory of 5, and a Discord of 3. If the Variable Memory and Variable Discord rules
are being used (see Chapter Four), make a note of the altered freebie point total.
Step Five: Phantoms
Assign 5 dots of Integrity among Phantoms. Each Phantom should also have a Natureand Demeanor appropriate to that life's predilections, prejudices and habits; seeChapter Four for an overview of Phantom Integrity and how it affects a Phantom's
interaction with the Eternal. Next, prioritize and distribute standard character points
(7/5/3 for Attributes, 13/9/5 for Abilities) for each Phantom. The player can spendfreebie points on Phantoms, if she so chooses.
Step Six: Finishing Touches
Choose Merits and Flaws and spend freebie points; Phoenix characters start with thenormal 15 freebie points. Players of Eternal characters are encouraged to take
interesting Merits and Flaws for their characters and their Phantoms; the Eternal are a
sundry, quirky group, and each one is different from the last. Freebie points can bespent to raise existing traits or purchase new ones, and can be spent on a Phantom's
traits as well as traits of the main character, and Phantoms can have their own
appropriate Merits and Flaws (physical are not appropriate, but psychological are, forexample; subernatural are discouraged for Phantoms, but not for the main psyche).
Each trait costs a specific amount of freebie points to raise by one dot:
Trait Freebie CostAttributes 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 dotWillpower 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.
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New Personality Archetypes
Your Storyteller may want to go over these new personality archetypes beforeintroducing them into her chronicle; be sure to ger her permission first.
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 backlong 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 differentpeople. Whether you do this on purpose or not isn't always up to you -- it's justsomething 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 theShell and stay there.
Regain Willpower any time you successfully deny that you're anything but a normalhuman being.
Xenophobe: If it's strange, it's dangerous, and you don't like it. You dislike anythingunusual or different, usually new people, and will avoid new things.
Regain Willpower when you avoid introducing anything new into your life.
Backgrounds
Appropriate backgrounds for Eternal from other World of Darkness games are Allies,
Arcane, Contacts, Fame, Influence, Mentor, Resources, Retainers, and Status.
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 theWheel. 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
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become fully -- sometimes dangerously -- intelligent.
Periapts are ranked from level one to level five, and are of comparable strength tosimilar 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 onelevel 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.
The Five
The following descriptions define the stereotypical Phoenix characters. Mostcharacters will touch base with the descriptions, but each person is unique and will
differ in many respects. The observations of each Element are not gospel; they are
merely archetypes and guidelines. Only the Legacies are set in stone.
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 ofDarkness.
Air
Eternal of Air, of old known as Zephyri, are kin to the winds that fly across the world
and the birds that soar above the land. They command the forces of air and wind to dotheir bidding, and can control all gaseous matter. Like the air they go where they will,
moving around obstacles and stirring the world as they pass.
The Element of Air is also the domain of the Mind, of learning and logic. Zephyri areintelligent 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 theirexistence.
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 activeElement and the Zephyri are active people.
Character Creation: Zephyri Natures and Demeanors tend to reflect the nature of
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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 theProfessionals 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 learnsomething 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 tosucceed."
Earth
Like their Element, the Terrati are stable, strong and unyielding. They resemble the
solids that they command, and their kin are the creatures that walk the face of the
world. Terrati possess great patience, often able to outwait their brethren of the otherElements by far.
The phoenixes of Earth are a stoic lot, using their powers to heal, defend andstrengthen. 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 areclose 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. TheirPersonality Archetypes most often reflect a love of patience and order. Earth Eternaloften 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
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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 restoringorder!
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 canreveal weaknesses and strengths. By mastering oneself, one masters the world
around."
Energy
The phoenixes of Energy, known in the old form as the Solari, are considered bymany to be the leaders of the Eternal, but this is simply a stereotype. No more or less
powerful than the others, the Solari do encompass a greater range of philosophies and
personality types than the other Elements, but this only serves to make the Solari
more divided and variable. They tend toward positions of power and like to be incontrol, but few live up to the megalomaniacal standard some attribute to them.
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 theSolari 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 wellas all forms of energy, Phantoms of the Solari are often stronger than those of theother 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.
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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."
Fire
Pyrati are passionate folk. Intense, mercurial and action-oriented, the Fire phoenixes
embody the essence of change and flame. Charging in head-first is seen as the most
common Fire tactic for dealing with problems. Often referred to as bulls in theproverbial china-shop of the world, Pyrati have little time for plotting, planning and
scheming. They are stereotyped as adrenaline junkies, out for any thrill they can get.
The reality is, if not totally different, at least not the same. While Fire Eternal areindeed impatient at times, they understand like no others the powers of emotions.
Unlike the others, who often seek to hide their naturally strong emotional heartsbehind walls of logic, Pyrati let go of their control and jump into the fire of emotionand 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 moveabout, 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 Talentsare 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 itcan wound.
Earth: Sometimes we find ourselves being swept away by our emotions. They helpkeep 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 orexperience, 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."
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Water
The Aquati hold true to the archetypes of their Element, Water. They delve into the
mysteries of the mind and soul, seeking the underlying truths and conundrums. Only
by understanding why can one truly know, according to those of Water. The Element
of Water is deep, holding the secrets of life, and depth is the one attribute that Aquatiall hold in common.
Aquati use their powers to defend, to heal and to comprehend, but they can be viciousfighters 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 explorerswho 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 theiradvantage. 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 andmethods 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 farbetter to understand one thing than to know ten thousand things and understand none
of them."Birthrights
A legacy of their origin and their connection to the Wheel, the Birthrights (often
shortened to "Rights") are supernatural gifts known only to the Eternal.
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
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to the Elements is hinted at, at best.
Each of the Rights has five distinct levels or sub-powers within it. The names given tothose 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 makesmore 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 uniqueproblem -- 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 ofthe 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 ofKindred. (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.
Costs for Birthrights
Level one and two Rights cost nothing to activate. Levels three and four require theEternal to expend one temporary Memory point or one temporary Willpower point.
Level five powers cost both one Memory and one Willpower in order to summon up
the energies necessary.
Elemancies
The five Elemantic Birthrights are not subtle. Because they deal with the physicalaspects of the primal forces of creation they are inherently powerful, dangerous and
sometimes chaotic. Many are combat-oriented powers, but others help by healing or
strengthening.
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 LegacyElemancy, difficulties for an Eternal are one lower than normal.
Element Legacy Elemancy
Air Aeromancy
Earth TerramancyEnergy Electromancy
Fire Pyromancy
Water Hydromancy
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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.
Aeromancy
The air is a precious, fickle thing that can carry one aloft or rip anything to shreds.
Aeromancers are able to call upon the raw forces of the air itself and command it inmany spectacular ways.
* 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 fogis 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 lateLondon 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 aweapon 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 dodgedlike 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 theEternal 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. Thewall 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. Theflight 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 inan 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 theEternal's Memory, which can be resisted with Willpower. Remaining successes
determine damage on the Elemental Attack Damage Table; this damage is
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aggravated.)
Electromancy
The lifeblood of the universe itself is the plaything of the Electromancers. Any form
of energy can be controlled, including sound, light, electricity, motion andelectromagnetic radiation. Though heat is energy (whether viewed as kinetic energy
of molecules or as infrared radiation), it is generally considered under the sway of the
Birthright of Pyromancy. Electromancy is also capable of manipulating darkness,technically the lack of light, as easily as light itself; in the same vein, it can
manipulate silence.
* 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 andlures. (Dexterity + Electromancy, difficulty 6. If used to produce light, the light ispale 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 Eternalwith 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'sspeed, 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, usinghis 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 halohas 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 ashimering halo of raw energy that reaches out to strike his enemies. (Strength +
Electromancy, difficulty 8. Dynamic Storm has two forms -- an assault against a
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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 ElementalAttack Damage Table; this damage is aggravated.)
Hydromancy
Calling upon the powers of Water, Hydromancers are gifted with a variety of abilities
related to that Element.
* 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 normallydrinkable 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 alack 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, butsome 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, forevery 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 tangibleaura 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 ofeffect 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
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Attack Damage Table; this damage is aggravated.)
Pyromancy
The powers of Fire are a dangerous lot. Flames and heat (as well as cold) are the
bailiwick of Pyromancers, who command the manifestation of raw change. Thosewho practice this Birthright make deadly opponents, but are also valued as allies
because of their combat capabilities.
* 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 aredifficulty 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 canbe used to light flammable objects or thrown to cause small amounts of damage, butwill 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. Thrownflames 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 canot 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 manifestsas 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 wavesor 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 ofeffect 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.)
Terramancy
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The stability and healing of Earth and the strength of the planet itself are at the
command of those who utilize Terramancy. These powers deal with the realm of form
and solidity.
* 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 topunching 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 agreat 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. Eachsuccess 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 alltypes 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 normalwounds, 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 physicalcharacteristics 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; 1success 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 willallow 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 quakescan 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 andwood, a tangible aura of the power of this Element. (Strength + Terramancy, difficulty
8. Seism can be "dodged" with a Dexterity + Athletics roll, difficulty 9. Remainingsuccesses 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.)
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Non-Elemantic Birthrights
These are some of the most common non-Elemantic Birthrights. They are of a muchwider variety than the Elemancies and deal with a greater range of possibilities.
AkashaThe realm of spirit, the Umbra, is accessible to the Eternal who possess this Right. It
allows the phoenixes to reach into and interact with the Umbra in many ways. Akasha
can not be used to command or compel wraiths or chimera. It deals with denizens ofthe Middle (and High) Umbras only.
* Spirit Eyes: The Umbra and its inhabitants are visible to those with this Right. Thevision 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 isnot bound to do anything it does not wish. (Charisma + Akasha, difficulty of the localGauntlet. 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 ephemeraof 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 thecomplexity 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 appliedmultiple 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 spenda 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 teargaping 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 theGauntlet level minus four, minimum one. If used for travel, one additional success is
needed for every two extra people brought across.)
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Anamnesis
The power of Memory itself is at the command of an Eternal with this Right, whose
powers can reach into the past and drag it into the present. Anamnesis extends the
capability of the Eternal beyond his own Memory, letting him tap into past
incarnations of others and accessing long-buried parts of himself. Most Eternal knowat least the first level of Anamnesis, allowing them to find each other with relative
ease. To determine times for Anamnesis powers, consult the Time Table in the
Appendix.
* 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" sensationvaries 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. (Thispower 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 Eternalwho 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 subjectof 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 inan 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 dicepool 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 thephoenix can actually tap past knowledges, borrowing Abilities from Phantoms in
much the same way that Psyche **** Echo will from others. This Right is sometimesjokingly 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 theAbility being "borrowed," the Ability is replaced, not added. If the Ability being
Manifested has a specialty, the specialty Manifests and will replace as well,
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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 ofTime'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 thePhantom 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 thetwo, if the incarnation is slain, the phoenix is also killed. Time's Window is not
recursive -- channeled phantoms may not channel other phantoms.)
Concord
This Right stands between the Eternal and a doom of Discord for all of their race. By
fighting the overwhelming wash of Memory or the shock of sudden forgetfulness,those who utilize Concord can be valued allies and friends. Concord is a double-
edged sword, however; because it can manipulate the minds of others, it can also be
used as a weapon.
* 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 inother 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 anyparticular 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. Notonly can mere anger be steadied, but frenzying vampires and shapeshifters can be
affected as well. (Charisma + Concord, difficulty of the subject's Willpower, Rage inthe 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 andapathetic. The effects last for one hour.)
**** Heart of Fury: With this power the Eternal can cause unreasoning emotions
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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. Whenattempting 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 theemotions just the same.)
***** Integration: This incredible Birthright allows the Eternal to reduce permanent
Discord in others. Exertion of such magnitude is draining, however, leaving thephoenix 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. Foreach 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 anumber of temporary Discord points equal to the number of permanent Discord points
lost by the subject.)
Nemesis
The Eternal armed with this Right may see the Fate's weavings. Once Fate has been
glimpsed it may be altered or encouraged. The further into the future a phoenixattempts to see with this power the more vague and uncertain the images become.
Legend states that this Birthright was taught to the Restless Dead and became the
Arcanos of Fatalism.
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 returnsa 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, difficulty8. 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
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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 ofinformation 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 reminderthat Fate is the province of the gods.)
Psyche
This Right allows mastery of the powers of the mind and perception. It is rumored
that some of these powers were either taught to the Kindred or were developed byembraced Eternal into the Disciplines of Auspex, Dominate, Obfuscate and Presence.
* 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 thephoenix 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 vampiricDiscipline of Heightened Senses [Auspex 1], should be role-played.)
** Befuddle: This Right allows the Eternal to confuse his target. While the effects ofthis 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, forgetwhat 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 andactivating 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 canaffect 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
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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 hundredfifty 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 playerto continue choosing until a desired Ability is found. Th