***Disciplines***

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***Disciplines***

Post  Admin on Tue Aug 26, 2008 8:44 pm

Animalism

The Beast resides within all creatures, from lice-ridden rats to powerful Kindred elders. The Discipline of Animalism allows the vampire to develop a close, intense connection with his primordial nature. He not only communicates empathically with the lower beasts, but also projects his own force ofwill upon them, directing the animals to do his bidding. Additionally, as the vampire grows in power, he can use Animalism to control the Beast within mortals and even other supernaturals.

A vampire who lacks this Discipline or the Skill of Animal Ken is repellent to animals. Beasts grow distinctly agitated in the presence of such a Kindred, often to the point of fleeing from or attacking the vampire. In contrast, Kindred with Animalism present a soothing aspect to lower creatures - indeed, animals are often attracted to them.
The Gangrel are especially renowned as the masters of

The Traits of Manipulation and Charisma are key to Animalism powers. The stronger the vampire’s force of personality, the better able he is to influence lesser creatures.

* Sweet Whispers
The Vampire creates and empathetic connection with an animal allowing him to communicate or issue simple commands. The simpler the beast, the higher the difficulty. Eye contact required. Does not guarantee the animal will want to deal with the vampire or pursue any requests made.

Eye contact required. Commands require a Man+Animal Ken Roll.

** Beckoning
The Vampire may call out in the voice specific type of animal, mystically summoning the creature of the chosen type. Only works for a single species at a time. Only animals within earshot may respond. The call can be as specific as the player desires.

Based on Charisma + Survival

***Quell the Beast
A vampire who developes this power may assert his will over a mortal [animal or human] subject, subduing the Beast within her. This quenches all powerful, assertive emotions- hope, fury, inspiration- within the target. The Kindred must either touch his subject or stare into her eyes to channel his will effectively.

based on Manipulation + Intimidation if forcing out the Beast through fear, Manipulation + Empathy if soothing it into complacency. This is an extended action requiring as many total successes as the target has Willpower.

****Subsume the Spirit
By locking his gaze with that of a beast, the vampire may psychically posses the animal. In either case, it's agreed that the beast's weaker spirit [or mind] is pushed aside by the Kindred's own consciousness. The vampire's body falls into a motionless state akin to torpor while his mind takes control of the animal's actions, remaining this way until the Kindred's consciousness returns.

Based on Manipulation + Animal Ken [difficulty 8] as the character looks into the animal's eyes . The number of successes obtained determines how throughly the character overrides the animal's spirit. May require the expenditure of willpower.

The character may continue to think and feel like that animal until the character spends a total of Seven Willpower points. This should be roleplayed, although to a lessening degree as Willpower is spent.
At the end of any particularly exciting incident during possession, the player rolls Wits + Empathy for the character to retain his own mind. Failure indicates that the character's mind returns to his own body, but still thinks in purely animalistic terms. A botch sends the character into frenzy upon returning to his own body. Any damage the animal's body sustains is also applied to the character's body, although Kindred may soak as normal. If the animal dies before the vampire's soul can flee from the body, the character's body falls into torpor.

*****Drawing out the Beast
Whenever this predator spirit threatens to overwhelm the vampire's soul and send him into frenzy, he may instead release his feral urges upon another creature. The recipient of the vampire's Beast is instantly overcome by frenzy. This is an unnatural frenzy, however, as the victim is channeling the Kindred's own fury. As such, the vampire's own behavior, expressions and even speech patterns are evident in the subject's savage actions.

The vampire must be in frenzy or close to it to use this power. The player must announce his preferred target [since it must be someone within sight, Drawing out the Beast cannot be used if the vampire is alone], then roll Manipulation + Sef control.

If the character leaves the target's presence before the frenzy expends itself, the vampire loses his Beast, perhaps permanently. While no longer vulnerable to frenzy, the character cannot use or regain Willpower and becomes increasingly lethargic. To recover the Beast, he must find the person who now possesses it [who likely isn't enjoying herself very much] and retrap the Beast. The most effective way to do so is to behave in ways that make the Beast want to return- however, this isn't a guarantee that it will wish to do so. Alternately, the character can simply kill the host [thus causing the Beast to return to the vampire immediately], but such an act costs at least one point of Humanity.


Last edited by Admin on Tue Aug 26, 2008 9:09 pm; edited 2 times in total

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Re: ***Disciplines***

Post  Admin on Tue Aug 26, 2008 8:46 pm

Auspex

This Discipline bestows uncanny sensory abilities upon the vampire. While Auspex initially heightens all of the Kindred’s senses significantly, that is merely the beginning. As she grows in power, the vampire can perceive the psychic auras that flow around her and even project her mind into another being’s thoughts. Furthermore, Auspex can pierce the disguises that Obfuscate creates.

Such sensory command gives the vampire a distinct advantage over mortals and even many supernaturals. Whether these talents let her view a distant haven, sense the prince’s mood or pluck secrets from a rival Kindred’s ghoul, Auspex is a powerful tool. Still, the vampire must be careful lest this heightened sensitivity cause her to be distracted by beautiful things, startled by loud noises or overwhelmed by foul smells. Sudden or dynamic events can disorient an Auspex-using character unless
she makes a Willpower roll to block them out. The more potent the source of distraction, the higher the difficulty. Failure overwhelms the character’s senses, making her oblivious to her surroundings for a turn or two.

A high Perception Trait is a great boon to using Auspex powers. The better the roll, the greater the degree of sensory information the character gains.

*Heightened Senses
This power sharpens all of the vampire’s senses, effectively doubling the clarity and range of sight, hearing and smell. While her senses of taste and touch extend no farther than normal, they likewise become far more acute; the vampire could taste the hint of liquor in a victim’s blood, or feel the give of the board concealing a hollow space in the floor. The Kindred may magnify her senses at will, sustaining this heightened focus for as long as she desires.

Occasionally, this talent provides extrasensory or even precognitive insights. These brief, unfocused glimpses may be odd premonitions, flashes of empathy or eerie feelings of foreboding. The vampire has no control over these perceptions, but with practice can learn to interpret them with a fair degree of accuracy.
Expanded senses come at a price, however. Bright lights, loud noises and strong smells present a hazard while the vampire uses this power. In addition to the possibility for distraction mentioned above, an especially sudden stimulus - like the glare of a spotlight or a clap of thunder - can blind or deafen the Kindred for an hour or more.

Uses Perception if a roll is neccessary.

**AURA PERCEPTION
Using this power, the vampire can perceive the psychic “auras” that radiate from mortals and supernatural beings alike. These halos comprise a shifting series of colors that take practice to discern with clarity. Even the simplest individual has many shifting hues within his aura; strong emotions predominate, while momentary impressions or deep secrets flash through in streaks and swirls. The colors change in sympathy with the subject’s emotional state, blending into new tones in a constantly dancing pattern. The stronger the emotions involved, the more intense
the hues become. A skilled vampire can learn much from her subject by reading the nuances of color and brilliance in the aura’s flow.

Aside from perceiving emotional states, vampires use Aura Perception to detect supernatural beings. The colors in Kindred auras, while intense, are quite pale; mage auras often flare and crackle with suppressed power; werebeasts have strikingly bright, almost frantic, halos; ghosts have weak auras that flicker fitfully like a dying flame; and faerie creatures’ radiance is shot through with rainbow hues.

Uses Perception + Empathy; each success indicates how much of the subject’s aura thecharacter sees and understands

***THE SPIRIT’S TOUCH
When someone handles an object for any length of time, he leaves a psychic impression on the item. A vampire with this level of Auspex can “read” these sensations, learning who handled the object, when he last held it and what was done with it recently. These visions are seldom clear and detailed, registering more like a kind of “psychic snapshot.” Still, the Kindred can learn much even from such a glimpse. Although most visions concern the last person to handle the item, a longtime owner leaves a stronger impression than someone who held the object briefly. Gleaning information from the spiritual residue requires the vampire to hold the object and enter a shallow trance. She is only marginally aware of her surroundings while using The Spirit’s Touch, but a loud noise or jarring physical sensation breaks the trance instantly.

Based on Perception + Empathy.

****TELEPATHY
The vampire projects a portion of her consciousness into a nearby mortal’s mind, creating a mental link through which she can communicate wordlessly or even read the target’s deepest thoughts. The kindred “hears” in her own mind the thoughts plucked from a subject as if they were spoken to her.

This is one of the most potent vampiric abilities, since, given
time, a Kindred can learn virtually anything from a subject without
him ever knowing.

System: The player rolls Intelligence + Subterfuge, requires one WP expiditure to use on supernatural creatures; To read minds, one success must be rolled for each item of information plucked or each layer of thought pierced. Deep secrets or buried memories are harder to obtain than surface emotions or unspoken comments, requiring five or more successes to access.

*****PSYCHIC PROJECTION
The Kindred with this awesome ability projects her senses out of her physical shell, stepping from her body as an entity of pure thought. The vampire’s astral form is immune to physical damage or fatigue, and can “fly” with blinding speed anywhere across the earth - or even underground - so long as she remains below the moon’s orbit.
The Kindred’s material form lies in a torpid state while her astral self is active, and the vampire isn’t aware of anything that befalls her body until she returns to it. An ephemeral silver cord connects the Kindred’s psyche to her body. If this cord is severed, her consciousness becomes stranded in the astral plane, the realm of ghosts, spirits and shades. Attempting to return to the vampire’s physical shell is a long and terrifying ordeal, especially since there is no guarantee that she will accomplish the journey
successfully. This significant danger keeps many Kindred from leaving their bodies for long, but those who dare can learn much.

Uses Perception + Occult roll and requires the expenditure of a WP

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Re: ***Disciplines***

Post  Admin on Tue Aug 26, 2008 8:48 pm

Celerity

As one of the physical augmenting Disciplines of vampires, Celerity represents prenatural speed and reflexes. When angered, stressed, or consumed with need, a Cainite can use the power inherent in the blood to fuel her actions, moving with startling quickness. If attacked by surprise, the victim may use Celerity in the initial challenge- she must respond with her normal reflexes, and can only draw on her vampiric speed once she has reacted to the surprise.

The Embrace gifts some vampires with startling speed and reflexes. They can use Celerity to move with amazing swiftness in times of stress. Mortals, and even Kindred lacking this Discipline, move as if in slow motion compared to the astonishing blur the vampire becomes.

System: The character spends a single blood point. The next turn, she gains a number of additional full actions equal to her Celerity rating. These additional actions must be physical [e.g., the vampire cannot use a mental Discipline like Dominate multiple times in one turn]. So a vampire with a Celerity 4 that spends a blood point may perform a total of five physical actions in her next turn. The actions occur at the end of the turn [the vampire's regular action still takes place per initiative roll].
Normally, a character without Celerity must apply a dice pool penalty if she wants to take multiple actions in a single turn. A character using Celerity performs his extra actions [including full movement] without penalty, gaining a full dice pool for each seperate action. Extra actions gained through Celerity may not be split into multiple actions.


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Re: ***Disciplines***

Post  Admin on Tue Aug 26, 2008 8:49 pm

Dementation

The special legacy of the Malkavian clan, Dementation allows the vampire to channel madness, focus it, and pour it into the minds ofthose around him. Though informer nights this power was practiced primarily by the Malkavians of the Sabbat, in recent years it has spread throughout the clan. Some Kindred speculate that this “infection” might be yet another move in the Jyhad; a few vampires, of particularly paranoid bent, even whisper that the Malkavians are to be harbingers of the Final Nights.

The practitioner of Dementation need not actually be mad himself - at least initially - although madness seems to grant a certain insight into the key tenets of this Discipline. Few vampires ask the Malkavians to teach them this Discipline, although the Lunatics are almost always eager to “enlighten” others. In fact, some say that one cannot learn the secrets of Dementation without eventually going mad.

Eerily enough, Dementation doesn’t seem to inflict insanity on its victims per se. Rather, it seems to catalyze madness, breaking down doors into the hidden reaches of the mind and releasing whatever it finds there. The Malkavians claim that this is because insanity is thenext step in the evolutionofthemind-anecessary progression if one is to behold the truths of the universe. As such, they say, it is inherent to all minds, and evident only in the more highly evolved specimens of human or vampiric thought. Other Kindred pray the Malkavians are wrong, but find it difficult to dismiss such thoughts out of hand, particularly because Dementation works as well on vampires as it does on mortals.

*The Passion
The vampire may affect the targets emotions. Either by heightening or dulling them. They may not choose which emotion, but only effect that which is already present

Uses Charisma + Empathy

**The Haunting
The Vampire affects the sensory centers of the target causing them to see, hear, smell or feel something not really there. The Vampire may only choose the sense that is affected. The effect takes place mostly when the victim is alone and are not pleasant, but also not obtrusive and usually represent the targets fears or guilts.

Uses manipulation and subterfuge, expenditure of a blood point is neccessary
***Eyes of Chaos
This power allows the Vampire to discern the targets true nature, a message in a coded missive, or gain insight in the most trivial patterns and events.

Uses perception + occult

****Voice of Madness
Just by speaking aloud to the victim, the Vampire can send the target into a blind rage or fear. The target experiences hallucinations of his inner demons and tries to flee or destroy their hidden shames. They abandon all reason and higher thought.

Uses manupulation + empathy and must check for frenzy rotschreck upon invocation (difficulty is one lower than usual)

*****Total Insanity
The vampire brings out the madness of the targets mind causing the victim to suffer insanity for a time.

uses manipulation + intimidation. The vampire must obtain the victim's undivided attention for one full turn and then spend a blood point.

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Re: ***Disciplines***

Post  Admin on Tue Aug 26, 2008 8:50 pm

Dominate

This Discipline involves influencing the very thoughts and actions of others through the vampire’s own force of will. Use of Dominate requires that the Kindred capture his victim’s eye; as such, it may be used against only one subject at a time. The extent of this control depends on the particular power being applied.

While truly potent, Dominate powers can be exacting to perform. Commands must be issued verbally; after all, direct mind-to-mind contact is the purview of Auspex. Still, some simple orders may be made with signs -for example, a pointed finger and forceful expression to indicate “Go!” If the subject doesn’t understand the vampire (she doesn’t speak the same language, the order doesn’t make sense, she cannot hear his words), she won’t comply with the directive, no matter how
mighty the Kindred’s supernatural will.

Not surprisingly, Kindred who use Dominate were often willful, controlling individuals in mortal life. Indeed, it’s quite possible that this is what drew the vampires’ sires to them in the first place. Due to this tendency toward control, characters with high Dominate scores may be unable to spend
experience points to increase Abilities such as Empathy.

Resisting Dominate: It is impossible to Dominate another Kindred who is of stronger Blood - the vampire must be of an equal or higher generation than the target for the powers to be effective.


* Command
The vampire looks into the eyes of a target and speaks a clear one word command that must be obeyed instantly. The word may be hidden withing a sentence, but eye contact must be kept and the word emphasized slightly. The subject cannot be commanded to do something harmful to himself.

Manipulation+Intimidation, One word

** Mesmerize
The Vampire can verbally implant a false thought or suggestion into the subjects subconcious mind. Eye contact and intense concentration must be established. The suggestion can be simple or complex and only one may be implanted at a time. The command cannot force the target to harm himself directly or defy his innate nature.

Manipulation+Leadership, 1 turn or more


*** The Forgetful Mind
The vampire establishes eye contact and is able to change the subjects memories. The more detailed the implanted memory, the better the long term results. Alternatively, the vampire can sense when a subject memories were altered and restore them, however the vampire cannot restore his own memories.

Uses Wits+Subterfuge, 1 turn or more
Restore uses wits+empathy

**** Conditioning
The vampire takes the time, whispering and implanting suggestions into the subjects mind allowing him to take complete control over the victim's mind and gaining the subjects loyalty even over other immortals.

Charisma+Leadership, Lots of time


***** Possession
The Vampire completely posesses the subjects mind controlling the victims body as his own. The vampire's body enters a torpid state. Other vampires cannot be possessed unless a blood bond is present.

Charisma+Intimidation, 1 willpower must be spent to break the victims will, then Manipulation+Intimidation to determine how fully he controls the mortal shell.

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Re: ***Disciplines***

Post  Admin on Tue Aug 26, 2008 8:51 pm

Fortitude

All vampires possess a pretematural constitution that makes most normal damage inconsequential. Fortitude bestows a resilience and vigor far beyond even normal vampiric toughness. Kindred with this power ignore the mightiest punches and barely feel hails of bullets. This Discipline also helps protect against sources of damage even vampires fear, such as sunlight, fire and terminal falls.

System: A character’s rating in Fortitude adds to his Stamina for the purposes of soaking normal damage (bashing and lethal). A character with this Discipline may also use his dots in Fortitude to soak aggravated damage (Kindred cannot normally soak things like vampire bites, werewolf claws, magical effects, fire, sunlight or massive physical trauma). So a vampire with Fortitude 3 has three dice to soak aggravated damage.

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Re: ***Disciplines***

Post  Admin on Tue Aug 26, 2008 8:52 pm

Obfuscate

This uncanny power enables Kindred to conceal themselves from others’ sight. By simply wishing to remain unseen, a vampire can disappear, even if he stands in full view of a crowd. The immortal doesn’t actually become invisible; he simply deludes any observers into thinking he has vanished. Additional uses of Obfuscate include changing the Kindred’s features and concealing other people or objects. Unless the vampire purposefully makes himself seen, he can remain obscured indefinitely. At higher levels of power, the vampire may fade from view so subtly that those nearby never register the point at which he “left.”

Under most circumstances, few mortals or supernaturals can penetrate Obfuscate’s cloaking fog. Animals, operating on a more instinctual level, often perceive (and fear) the vampire’s presence even if they can’t detect him with their normal senses. Children and other innocents to whom deception is foreign might also be able to pierce the deception, at the Storyteller’s discretion. The Auspex Discipline enables Kindred to see through Obfuscate. Even that is not guaranteed, however. Since obfuscate affects the viewer‘s mind, Kindred cannot use this Discipline to cloak their presence from mechanical devices.

Video recordings and photographs capture the vampire’s image faithfully. Even so, such is Obfuscate’s ability to bend the mind that someone using a recording device will not see the immortal’s image until she views the footage at a later date, if even then.

Most Obfuscate powers last for a scene or so, or until the vampire ceases maintaining them. Once evoked, they require very little mental effort to keep in place.

*CLOAK OF SHADOWS
At this level, the vampire must rely on nearby shadows and cover to assist in hiding his presence. Hes teps into an out-of-the way, shadowed place and eases himself from normal sight. The vampire remains unnoticed as long as he stays silent, still, under some degree ofcover (curtain, bush, door frame, lamppost, alley) and out of direct lighting. The immortal’s concealment vanishes if he moves, attacks or falls under irect light. Furthermore, the vampire’s deception cannot stand concentrated observation without fading.

System: No roll is required as long as the character fulfills the criteria described above. So long as he remains quiet and motionless, virtually no one but another Kindred with a high Auspex rating will see him.

**UNSEEN PRESENCE
With experience, the vampire can move around without being seen. Shadows seem to shift to cover him, and others automatically avert their gaze as he passes by. People moveunconsciously to avoid contact with the cloaked creature; those with weak wills may even scurry away from the area in unacknowledged fear. The vampire remains ignored indefinitely unless someone deliberately seeks him out or he inadvertently
reveals himself. Since the vampire fully retains his physical substance, he
must be careful to avoid contact with anything that may disclose his presence (knocking over a vase, bumping into someone). Even a whispered word or the scuffing of a shoe against the floor can be enough to disrupt the power.

System: No roll is necessary to use this power unless the character speaks, attacks or otherwise draws attention to himself. The Storyteller should call for a Wits + Stealth roll under any circumstances that might cause the character to reveal himself. The difficulty of the roll depends on the situation; Some things are beyond the power of Unseen Presence to conceal. Although the character is cloaked from view while he smashes through a window, yells out or throws someone across the room, the vampire becomes visible to all in the aftermath. Bystanders snap out of the subtle fugue in which Obfuscate put them. Worse still, each viewer can make a Wits + Alertness roll if successful, the mental haze clears completely, so those individuals recall every move the character made up until then as if he were visible the entire time.

***MASK OF A THOUSAND FACES
The vampire can influence the perception of others, causing them to see someone different from the immortal himself. Although the Kindred’s physical form does not change, any observer who cannot sense the truth sees whomever the vampire wishes her to see.

The vampire must have a firm idea of the visage he wishes to project. The primary decision is whether to create an imaginary face or to superimpose the features of another person. Manufactured features are often more difficult to compose in believable proportions, but such a disguise is easier to maintain than having to impersonate someone else. Of course, things get simpler if the Kindred borrows the face but doesn’t bother with the personality.

Uses Manipulations + performance to determine how well the disguise works. If the character tries to impersonate someone, he must get a good look at the subject before putting on the mask. Actually posing as someone else carries its own problems. The character should know at least basic information about the individual; especially difficult deceptions (fooling a lover or close friend) require at least some familiarity with the target in order to succeed.

****VANISH FROM THE MIND’S EYE
This potent expression of Obfuscate enables the vampire to disappear from plain view. So profound is this vanishing that the immortal can fade away even if he stands directly before someone. While the disappearance itself is quietly subtle, its impact on those who see it is anything but. Most kine panic and flee in the aftermath. Especially weak-willed individuals wipe the memory of the Kindred from their minds. Although vampires are
not shaken so easily, even Kindred may be momentarily surprised
by a sudden vanishing.

Based on Charisma + Stealth; the difficulty equals the target’s Wits + Alertness

*****CLOAK THE GATHERING
At this degree of power, the vampire may extend his concealing abilities to cover an area. The immortal may use any Obfuscate power upon those nearby as well as upon himself, if he wishes. Any protected person who compromises the cloak exposes himself to view. Further, if the one who invokes the power gives himself away, the cloak falls from everyone. This power is particularly useful if the vampire needs to bring his retinue through a secure location without drawing the notice of others.

The character may conceal one extra individual for each dot of Stealth he possesses. He may bestow any single Obfuscate power at a given time to the group. While the power applies to everyone under the character’s cloak, his player need only make a single roll. Each individual must follow the requirements described under the relevant Obfuscate power to remain
under its effect; any person who fails to do so loses the cloak‘s protection, but doesn’t expose the others. Only if the vampire himself errs does the endowment drop for everyone.

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Re: ***Disciplines***

Post  Admin on Tue Aug 26, 2008 8:52 pm

Potence
Vampires endowed with this Discipline possess preternatural strength. Potence enables vampires to leap tremendous distances, lift massive weights and strike opponents with terrifying force. Even the lowest ranks of this power gift the Kindred with physical might beyond mortal bounds. More powerful immortals have been known to leap so far they seem to be flying, toss cars aside like tin cans, and punch through concrete as if it
were cardboard. While the mental Disciplines are awe-inspiring, Potence’s brute effectiveness is formidable in its own right.

System: The player rolls all Strength-related tests normally, but then adds an automatic success for each point he has in Potence. Thus, the character succeeds at most Strength feats without needing to make a roll at all. In melee and brawling combat, the automatic successes are applied to the damage roll results

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Re: ***Disciplines***

Post  Admin on Tue Aug 26, 2008 8:53 pm

Presence

This is the Discipline of supernatural attraction. Kindred who develop Presence can inspire zealous fervor, devoted passion or unspeakable terror inmortal and immortal alike. This subtle power is one of the most useful Disciplines a vampire can have. Presence is notable since, unlike virtually all other Disciplines, some of its powers can be used on entire crowds at a time. The vampire may bring large groups under her sway, so long as her face is visible to those she wishes to affect - Presence doesn’t even require eye contact. Further, this Discipline transcends race, religion, gender, class and (most importantly) supernatural nature. In theory, the powers have the same chance of affecting a Methuselah as they do a cab driver. In practice, while Presence can sway virtually any immortal, older and more canny Kindred are much more likely to notice the influence and resist with preternatural will.

Quite aside from its deliberate uses, Presence conveys upon the vampire an indescribable mystique. She stands out in any crowd, drawing the interest (and often desire) of those around her even when she’s merely standing still. The higher the vampire’s Presence, the greater this allure and the more powerful its impact on others. Anyone can resist Presence for one turn by spending a Willpower point and succeeding on a Willpower roll (difficulty , but the affected individual must keep spending points until he can no longer see the vampire (or, in the case of Summon, until the
effect wears off). Vampires three or more generations lower than the wielder need only spend a single Willpower to ignore the Presence for an entire scene and need not roll Willpower to do so.

The major drawback of Presence is that it controls only the emotions. It causes others to feel a certain way toward the vampire, but does not give her outright control over them. While people weigh strongly the orders that the vampire declares, their minds are still their own. Suicidal or ridiculous directives don’t sound any more sensible just because the person giving them is unusually fascinating. Still, inspired eloquence or significant wealth used in combination with this Discipline can enable the vampire to urge others along a desired course.

*AWE
Awe amplifies the sublime magnetism this Discipline gives the vampire. Those near the vampire suddenly desire to be closer to her and are very receptive to her point ofview. Awe is extremely useful for mass communication. It matters little what is said - the hearts of those affected lean toward the vampire’s opinion. The weak want to agree with her; even if the strong-willed resist, they soon find themselves outnumbered. Awe can turn a chancy deliberation into a certain resolution in the vampire’s favor almost before her opponents know that the tide has turned.

Despite the intensity of this attraction, those so smitten do not lose their sense of self-preservation. Danger breaks the spell of fascination, as does leaving the area. Those subject to Awe will remember how they felt in the vampire’s presence, however. This will influence their reactions should they ever encounter her again.

Based on Charisma + Performance.

**DREAD GAZE
While all Kindred can frighten others by physically revealing their true vampiric natures - baring claws and fangs, glaring with malevolence, hissing loudly with malice - this power focuses these elements to insanely terrifying levels. Dread Gaze engenders unbearable terror in its victims, stupefying them into madness, immobility or reckless flight. Even the most stalwart individual will fall back from the vampire’s horrific visage.

Based on Charisma + Intimidation.

***ENTRANCEMENT
This power bends others’ emotions, making them the vampire’s willing servants. Due to what these individuals see as true and enduring devotion, they heed the vampire’s every desire. Since this is done willingly out of love (albeit aperversion of it) instead of through sapping the subjects’ wills, these servants retain their creativity and individuality.
While these obedient minions are more pleasant and spirited than the mind-slaves created by Dominate, they’re also somewhat unpredictable. Further, since Entrancement is of a temporary duration, dealing with a lapsed servant can be troublesome. A wise Kindred either disposes of those she entrances after they serve their usefulness, or binds them more securely by a blood bond (made much easier by the minion’s willingness to serve).

Based on Appearance + Empathy

****SUMMON
This impressive power enables the vampire to call to herself any person whom she has ever met. This call can go to anyone, mortal or supernatural, across any distance within the physical world. The subject of the summons comes as fast as he is able, possibly without even knowing why. He knows intuitively how to find his summoner - even if the vampire moves to a new location, the subject redirects his own course as soon as he can. After all, he’s coming to the vampire herself, not to some
predetermined site.

Although this power allows the vampire to call someone across a staggering distance, it is most useful when used locally. Even if the desired person books the next available flight, getting to Kyoto from Milwaukee can still take far longer than the vampire needs. Obviously, the individual’s financial resources are a factor; ifhe doesn’t have the money to travel quickly, it will take him a far greater time to get there.

The subject thinks mainly of reaching the vampire, but does not neglect his own well-being. This is less of a consideration if he only has to cross a room, unless he must get through a gang of gun-wielding punks to do so. The individual retains his survival instincts, and while he won’t shirk physical violence to reach the vampire’s side, he won’t subject himself to uicidal situations. The summoning dissipates at dawn. Unless the subject is trained to continue toward the vampire after the first call, the immortal must summon each night until the target arrives. Still, as long as the vampire is willing and able, she is assured to greet her desired subject some night - as long as nothing happens to him along the way, of course.

Based on Charisma + Subterfuge.

*****MAJESTY
At this stage, the vampire can augment her supernatural mien a thousandfold. The attractive become paralyzingly beautiful;
the homely become hideously demonic. Majesty inspires universal respect, devotion, fear - or all those emotions at once - in those around the vampire. The weak scramble to obey her every whim, and even the most dauntless find it almost impossible to deny her.

People affected find the vampire so formidable that they dare not risk her displeasure. Raising their voices to her is difficult; raising a hand against her is unthinkable. Those fewwho shake off the vampire’s potent ystique enough to oppose her are shouted down by the many under her thrall, before the immortal need even respond.

Under Majesty’s influence, hearts break, power trembles, and the bold shake. Wise Kindred use this power with caution against mortal and immortal alike. While Majesty can cow influential politicians and venerable primogen, the vampire must be careful that doing so doesn’t come back to haunt her later. After all, a dignitary brought low before others loses his usefulness quickly, while a humiliated Kindred has centuries to
plan revenge.

System: No roll is required on the part of the vampire, but she must spend a Willpower point. A subject must make a Courage roll (difficulty of the character’s Charisma + Intimidation) if he wishes to be rude or simply contrary to the vampire. Success allows the individual to act normally for the moment, although he feels the weight of the vampire’s displeasure crushing down on him. A subject who fails the roll aborts his intended action and even goes to absurd lengths to humble himself before the vampire, no matter who else is watching. The effects of Majesty last for one scene.

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Re: ***Disciplines***

Post  Admin on Tue Aug 26, 2008 8:54 pm

Protean

This Discipline allows the vampire to manipulate his physical form. Some Kindred view this power as a heightened connection to the natural world, while others see it as a magnification of the mark of Caine. Whatever its basis, vampires who develop this Discipline can grow bestial claws, assume the forms of wolves and bats, transform into mist and meld into the earth. Vampires can generally use other Disciplines while transformed
- Kindred in wolf form can still read auras and communicate with other animals. However, there are some situations in which the Storyteller may decide that the immortal cannot use a certain Discipline. After all, a vampire in mist form cannot use Dominate, since he has no eyes with which to make contact. The vampire’s clothes and personal items also change when he transforms, presumably absorbed within his very substance. Kindred cannot transfigure large objects or other beings; Protean is a very personal expression of undead power. A vampire who has been staked, thereby trapping his soul within the mortal coil, cannot transform. Some Kindred claim that truly powerful Gangrel - those who have mastered the highest levels of Protean - can deny even this limitation.

*EYES OF THE BEAST
The vampire sees perfectly well in pitch darkness, not requiring a light source to notice details in even the darkest basement or cave. The vampire’s Beast is evident in his red glowing eyes, a sight sure to disturb most mortals.

System: The character must declare his desire to call forth the Eyes. No roll is necessary, but the change requires a full turn to complete. While manifesting the Eyes, the character suffers a + 1 difficulty to all Social rolls with mortals unless he takes steps to shield his eyes (sunglasses are the simplest solution). A vampire without this power who is immersed in total darkness suffers difficulty penalties of +2 to perform most feats.
At the Storyteller’s option, ranged attacks, extended actions and precision tasks (those requiring more than one success to succeed) cannot be performed successfully at all.

**FERAL CLAWS
The vampire’s nails transform into long, bestial claws. These talons are wickedly sharp, able to rend flesh with ease and even carve stone and metal with little trouble. The Beast is prominent in the claws as well, making them fearsome weapons against other immortals. It’s rumored that some Gangrel have modified this power to change their vampiric fangs into vicious tusks.

System: The claws grow automatically in response to the character’s desire, and can grow from both hands and feet. The transformation requires the expenditure of a blood point and takes a single turn to complete. The character attacks normally in combat, but the claws inflict Strength + 1 aggravated damage. Other supernaturals cannot soak this damage, although a power such as Fortitude may be used. Additionally, the difficulties of all climbing rolls are reduced by two.

***EARTH MELD
One of the most prized powers the Gangrel possess, Earth Meld enables the vampire to become one with the earth. The immortal literally sinks into the bare ground, transmuting his substance to bond with the earth.
Though a vampire can immerse himself fully into the ground, he cannot move around within it. Further, it is impossible to meld into earth through another substance. Wood slats, blacktop, even artificial turfblocks Earth Meld’s effectiveness - of course, it’s a relatively simple matter for a vampire at this level of power to grow claws and rip apart enough of the flooring to expose the raw soil beneath.

By interring himself in the ground, the vampire gains full protection from daylight when outdoors. It is also the method of choice for those Kindred who wish to sleep away the centuries; these vampires lock themselves in the earth’s embrace, gaining strength and power as they rest. Superstitious and paranoid Kindred whisper that thousands of Ancients sleep within the ground and will awaken on the night of Gehenna. While so interred, the vampire is in a transitional state between flesh and earth. His physical presence exists between the physical world and the astral plane. As such, the vampire is difficult to sense, even through upernatural means. However, a disruption to the soil that the immortal occupies, or to his presence on the astral realm, returns him immediately to the physical world (and to full wakefulness), showering dirt outward as his body displaces the soil.

System: No roll is necessary, although the character must spend a blood point. Subsuming into the earth is automatic and takes a turn to complete. The character falls into a state one step above torpor during this time, sensing his surroundings only distantly. The player must make a Humanity roll (difficulty 6) for the character to rouse himself in response to danger prior to his desired time of emergence Since the character is in an in-between state, any attempts to locate him (catching his scent, scanning for his aura, traveling astrally) are made at +2 ifficulty. Astral individuals cannot affect the vampire directly, instead meeting with a kind of spongy resistance as their hands pass through him. Similarly, digging in the material world encounters incredibly hard-packed earth, virtually as dense as stone. Attempts at violence upon the submerged vampire from either side return him to his physical nature, expelling the soil with which he bonded in a blinding spray (all Perception-based rolls are at +2 difficulty for the turn). The character himself subtracts two from his initiative for the first turn after his restoration, due to momentary disorientation. Once expelled from the earth, the vampire may act normally.

****SHAPE OF THE BEAST
This endows the vampire with the legendary ability to transform into a wolf or bat. A Kindred changed in this way is a particularly imposing representative of the animal kingdom. Indeed, he is far superior to normal animals, even ones possessed by Subsume the Spirit. He retains his own psyche and temperament, but can still call upon the abilities of the beast form - increased senses for the wolf and flight for the bat.
Some vampires are reputed to change to other animal forms better suited to their environment - jackals in Africa, dholes in Asia, even enormous rats in urban environments.

System: The character spends one blood point to assume the desired shape. The transformation requires three turns to complete (spending additional blood points reduces the time of transformation by one turn per point spent, to a minimum of one). Thevampireremains inhisbeast formuntil thenextdawn, unless he wishes to change back sooner. Clothing and small personal possessions transform with the vampire.
While in the animal’s shape, the vampire can use any Discipline he possesses except Necromancy, Serpentis, Thaumaturgy or Vicissitude. Furthermore, each form gives the character the abilitiesofthatcreature. Inwolfform, thevampire’s teeth and claws inflict Strength + 1 aggravated damage, he can run at double speed, and the difficulties of all Perception rolls are reduced by two. In bat form, the vampire’s Strength is reduced
to 1, but he can fly at speeds of up to 20 miles per hour, difficulties for all hearing-based Perception rolls are reduced by three, and attacks made against him are at +2 difficulty due to his small size. The Storyteller may allow a vampire to assume a different animal shape, but should establish the natural abilities it grants the character

*****MIST FORM
This truly unsettling power enables the vampire to turn into mist. His physical shape disperses into a hazy cloud, but one still subject entirely to the immortal’s will. He floats at a brisk pace and may slip under doors, through screens, down pipes and through other tiny openings. Although strong winds can blow the vampire from his chosen course, even hurricane-force winds cannot disperse his mist shape.

System: No roll is required, although a blood point must be spent. The transformation takes three turns to complete, although the character may reduce this time by one tum for each additional blood point spent (to a minimumof one turn). Strong winds may buffet the character about; only his rating in Potence (if any) may be used to resist this influence. The vampire is immune to all mundane physical attacks while in mist form, although supernatural attacks affect him normally. Also, the vampire takes one fewer level of damage from fire and sunlight. The character may not attack others physically while in this state - this includes encountering another vampire in mist form. He may use Disciplines that do not require physical substance, however.

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