Alrighty then. Because I do math like fish do bicycles, I may have messed up the interaction between Human Form and Limitation. Constructive criticism is welcome. First, the Vesuvian.
VESUVIAN
The Vesuvians have been around, since, well, Mount Vesuvius. The common theory is that the original Vesuvians were the practitioners in Pompeii when the fire-mountain erupted, fusing it's immense power to their blasted bodies. Some Vesuvians are the scions, chosen ones, and emissaries of ancient volcano gods or simply beings of volcanic power. Their ancestry is evident in their personalities- They are incredibly slow to anger, but when they do, cities burn. They generally occupy positions as makers or repairmen in the mortal world, taking the time to forge in their spare time. There isn’t a unified nation of them, but the race as a whole are known for their work as blacksmiths, creating magical weapons and armor for anyone who can pay. Some of their better known work includes the Master Bolt of Zeus, the Swords of Summer’s Fire and Winter’s Frost, supposedly reforging at least one Sword of the Cross, and the Chevrolet Camaro. Vesuvians are no slouches in a brawl, either- calling upon their inborn power to summon weapons and armor to themselves at a moment’s notice, smiting foes with blasts of ash and lava, or simply stopping them dead with a hasty ward.
MUSTS
A high concept reflecting your volcanic ancestry or abilities (LAVA SPAWNED BLACKSMITH, SCION OF VULCAN, VESUVIAN MECHANIC)
The following Powers:
Vulcanomancy [-5]
Human Form [+2], affecting
Supernatural Strength [-4]*
Breath Weapon [-2] (Throw lava balls)
Supernatural Toughness [-4]*
Inhuman Recovery [-2]*
Limitation [+6] None of the asterisk-marked powers work unless they are near a large
source of open flame. (Most of them solve this by setting the place on fire. Mechanically, they have to tag a sticky aspect that involves On Fire for 2 exchanges before these powers kick in.
Total Refresh Cost: -9
OPTIONS
Gain Strength at all times or increase to Mythic, Refinement for Vulcanomancy, Items of Power that you forge yourself, and myriad enchanted items.
IMPORTANT SKILLS
Craftsmanship, Lore, Scholarship, Weapons, Conviction, Might
And their Sponsored Magic, which I priced up. It might not be worth it. Again, criticism.
VULCANOMANCY [-5]
Description: The ancient power that lurks beneath the Earth’s crust. Primarily lava, but also governs other tectonics. It's secondary aspect is that of the Forge, and creation.
Sponsor: Volcano and forge gods, generally. (Pele, Vulcan, Hephaestus, Goibhniu) Can be self-sponsored with a mastery of both earth and fire or carrying a volcanic bloodline.
Agenda: Unexpected and swift destruction. The forging of tools and weapons. If self-sponsored, your own agenda.
Evocation: Vulcanomancy evocations generally involve lava, heat, ash, obsidian, earth, tectonics, earthquakes, or metals.
Ritual: Vulcanomancy allows for rituals that create things, generally weapons and armor, and the creation of protective items and effects, such as armor and wards. Very, Very, VERY powerful Vulcanomancers may actually be able to cause earthquakes and make volcanos erupt.
Evothaum: Vulcanomancy can be used to create Wards and Conjurations at evocation’s speed and methods.
Extra Benefits: Add +2 to Frequency and Strength for Crafting, as long as you are forging the item.Add +2 to the Complexity of anything created with Conjuration, as long as it is a weapon or armor. Wards created by Vulcanomancy do not require a threshold as long as they have a physical base (a circle, a line of barbed wire, a chain-link fence).