Advanced Disciplines
Most of these Advanced Disciplines list a clan or sect name along with the powers. In these cases, the power in question is almost entirely exclusive to this group - others could theoretically learn it, but there are very few willing teachers. Also, it is rare that even a member of that clan would have more than one of the special powers, so use sparingly.
Nosferatu Only. In the countless ages they have spent crawling beneath the earth, the Nosferatu have met many strange and terrible creatures never seen or imagined by those who live on the surface. This power is superficially similar to The Beckoning, but whereas that calls forth mundane creatures, this summons the hidden monsters of the underground realms. Quite what appears, and it's stats, are entirely up to the GM. (GURPS Horror, Creatures of the Night, Bestiary and War Against the Chtorr are all recommended for creating monstrosities to answer this call.) The Nosferatu must be actually underground, or very near an entrypoint to the caverns beneath in order to use this power. A successful roll indicates the arrival of the monster within a few minutes (again, GMs fiat; typically 1d minutes). The monster is not under the Nosferatu's control, but it will tend not to be hostile to the summoner, or at the very least it will choose to devour his enemies first. The greater the success on the roll, the more powerful the creature will be (and these can be big), or possibly multiple creatures will answer. A Critical Failure calls a hostile creature, or even (if legend is to be believed) draws the attention of the Nictuku.
| Insight of the Talespinner |
Power 6 |
Toreador Only. No Skill level required. Created by the brilliant authors of the clan of the rose, a vampire who has learned this power can create perfect characters inside her head, making them minutely detailed, each with their own vocabulary and mannerisms. Though this will not aid in creating a plot, these characters will take on "a life of their own" when a story is woven around them, to the degree that the vampire may not even know the resolution of the tale she spins. The vampire's vocabulary is also increased dramatically, allowing her to make the best use of her newfound talent. Anyone hearing the story (particularly other Toreador) must make a Normal Will roll at -4 to avoid listening to the tale in it's entirety. They are not paralysed or unaware during this time, but will take no action against the speaker or anyone else until the story is finished, except in self-defence. The tale will generally last no longer than 1 hour. This power costs 1 Blood Point to activate, and adds +5 to any uses of the Writing skill made while under it's influence.
| What People Want to Hear |
Power 6 |
Toreador Only.
| Personality Metamorph |
Power 7 |
Toreador Only.
Though after 1996 all Malkavians use this dicipline, the antitribu are still the undisputed masters of it.
Malkavian antitribu only.
Malkavian antitribu only.
Malkavian antitribu only. A power which has only been invoked a handful of times throughout history, most famously and spectacularly in the final nights of the last battle of Carthage. It can only be likened to a psychic nuclear bomb, driving every intelligent being with miles to Frenzy, and causing an orgy of bloodlust and rage. It is suspected that the threat of this power has been used as one of the greatest bargaining tools of the Malkavians when dealing with Camarilla elders. The Malkavian expends 8 points of fatigue to invoke the power, it's range determined by the degree of success on the roll. Everyone within the area must make a roll to resist immediatly entering Frenzy - Self-Control for vampires, Strong Will for humans, Mages or fae, and Rage for Garou. A success indicates that they are sane for 1 hour, after which they must roll again. It is generally wise to flee if this roll is made. Everyone effected falls prey to their baser urges. Mortals riot, loot and start fires when not taking part in acts of mass violence. Vampires enter hunger-frenzies, draining dry every vessel they can lay their hands on. Garou enter their Warform, called Crinos, and attack anything even faintly resembling an enemy. Magi fall into states of magic-induced delirium (Mage GMs - treat as a period of Quiet; in essence they all temporarily become Marauders). Changelings revel in the flux of energy, and often slip into their Unseelie nature. This lasts until the next sunrise, and anyone entering the radius of effect will succumb to its effects as detailed above. Of course, inertia may carry the rage far beyond the borders of the power, and keep it going far beyond it's natural duration. Anyone using Heightened Senses or a similar power at the moment this power is activated will automatically detect the effect, though they will not know what it is. They will also sense the immense psychic shockwave ringing forth from the vampire that activated it. They will know where the centerpoint of the area effected is, but they will not be able to track the vampire should he move from there.
|
Success by 0 or 1... |
One City Block/500' |
|
Success by 2... |
An Entire Neighborhood/1 mile |
|
Success by 3... |
A large Downtown Area/3 miles |
|
Success by 4... |
Several Neighborhoods/10 miles |
|
Success by 5... |
An entire Metropolitan area/50 miles |
|
Success by 6 or more... |
An additional 10 miles per point above 6 |
|
Critical Success... |
Unknown |
Toreador Only.
Toreador Only.
Toreador Only.
Toreador Only.
Toreador Only.
| Two-Tiered Communication |
Power 6 |
Toreador Only.
Several of the powers listed below make reference to the Quietus duration chart given on p.VC112. As explained under my GVC Revision section, this table is now somewhat altered.
Assamites Only. This power terrifies any kindred that know of it, particularly when they consider that fact that any Assamite who has mastered it must be old and wicked indeed. Concentration and the expenditure of a Blood Point brings a small quantity of vitae to the palm of the Assamite's hand. It may then be smeared upon any other vampire the Assamite can touch. The Assamite makes his roll as he does so; success indicates that the vitae of the victim will no longer heal wounds for the duration given under the Weakness power (p.VC112). This renders even the most powerful vampire incapable of healing; a severe blow in any fight.
| Cleanse of Influence |
Power 6 |
Assamites Only.
| Blood of the Cobra |
Power 7 |
Assamites Only.
Assamites Only.
| Chiropteran Marauder |
Power 6 |
Tzimisce Only. No Skill level required. A step up from the Horrid Form, the Chiropteran Marauder resembles a massive, terrifying bipedal bat. Almost all the benefits and flaws of the Horrid Form are gained (see p.VC118), in addition to a few more. Firstly the vampire gains a pair of massive, leathery wings beneath it's arms, and gains the Flight skill at DX (though a vampire with this power may buy the skill up after training). Secondly, the Tzimisce gains the No Fine Manipulators flaw, and lacks the claws common to the Horrid Form, though this can be overcome through Bonecraft, which will sprout bony claws from the end of the wings. These will inflict aggravated damage. Thirdly the vampire gains Acute Hearing +3, but also gains Bad Sight (shortsighted) (everyone knows bats are blind). No roll is required to assume this new form, but 3 Blood Points must be spent to invoke it.
Combination Disciplines are a concept never explored in the GURPS Vampire material; using two disciplines together to create a new and different power. It should of course be noted that combination discipline powers are very rare, though like advanced disciplines they can be created by individual vampires through sheer hard work and practise. Each combination discipline has a points cost - this reflects the time necessary to create or learn it, and several also require Skill levels. Of course, in order to use a discipline listed below, one must also have the constituent disciplines at at least the listed level.
Body Armory
Protean 3
Vicissitude 3
Tzimisce Only.
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