New Disciplines
This covers the various new disciplines created for the bloodlines I have posted on this site. Thaumaturgy and Necromancy have their own page, posted here.
| Restore Humanitas |
Power 1 |
No skill level required. This, the most basic power thought to a new Child of Osiris, allows the recovery of lost Humanity at an accelerated rate. When the vampire losses any Humanity, they may meditate on their actions to regain the lost points, as long as no more than a week has passed since their "sin". The Child makes a Strong Will: Conscience roll, with a penalty equal to the number of Humanity points lost over the course of the prior week. The Empathy advantage gives a +2 to this roll. A successful roll indicates that the vampire has regained a number of Humanity points equal to half the amount by which the roll was made, minimum 1 point. No more Humanity points can be gained than were lost over the course of the week, and the meditation takes half an hour per point of Humanity that the vampire is trying to regain.
A vampire who uses this power to act like a monster but not succumb to Wassail is acting against the tenets of the Children of Osiris, and the GM should think of a suitable punishment for them.
| Banish Sign of Toth |
Power 2 |
Legend says that this power was thought to the Children by a powerful being named Thoth, and old ally of Osiris, though whether Thoth was kindred, Mage, or something else is unknown. He may not even have existed at all. In any case, this power allows the vampire to make a mystic gesture which will protect them against other Awakened creatures. This gesture is made in response to any supernatural attack made upon the Child, though obviously the attack must be seen coming. After the relevant "attack" roll has been made, the Child rolls against her skill in this power. Assuming the Child makes this roll, then her degree of success is added to the original roll of her attacker. This potentially turns a successful roll into an unsuccessful one, and certainly reduces the degree of success.
Attacks that may be thwarted with this power include Disciplines, Thaumaturgy, Garou Gifts, Spheres, Faerie enchantments, Arcanoi and even True Faith, if a mortal is attempting to use it to turn the Child.
No skill level required. Upon achieving this level of mastery in Bardo, a vampire no longer needs to drink human blood to survive. Animal blood, too weak to maintain kindred under normal circumstances, is now all she needs. Rather than using the guides for animal blood on p.VtM78, rather give each animal a number of Blood Points equal to their Hit Points, modified to suit the chronicle as the GM desires.
This is one of the most important powers of the Children of Osiris, and at least one vampire in each Temple possess it. The reason for this is simple - without this power there would be no Temples. At the centre of each Temple is the Pillar of Osiris, the focus for the Children's meditation. The name is only symbolic, a reminder of the period Osiris spent inside a pillar after the first time he was killed by Set. The pillar need not have a physical presence, though it often does in established Temples.
Creating the Pillar requires a night-long ritual, after which the vampire performing the rite rolls against his skill level in this power, with a penalty depending on his location. A secluded cave would require no modifier to the roll, a quiet suburban home would be at -2, and a crime-ridden slum would be at -4 or more (!). Succeeding on this roll means that the place in which the rite was preformed is now a Pillar, which will remain steady for a number of weeks equal to the degree of success on the roll, to a minimum of 1 week. At the end of this period, the ritual must be repeated in order for the Pillar to remain active.
The Pillar is a very potent symbol. Any Child using disciplines or meditating around the Pillar adds 3 to their effective skill, where appropriate. Though the Children prefer to use this power for peaceful means, it is also very useful for defending their Temple from attack. However, the absence of a Pillar is quite damning to a Child of Osiris, as the peace offered to them by their Antediluvian founder is eroded by the corruption of the world. For every month that passes in which the vampire is away from a Pillar, and hence not able to meditate properly, they suffer a cumulative -1 penalty to all Frenzy rolls. In addition to this, the GM is encouraged to increase the frequency of such rolls, as the vampire's temper grows shorter.
As most Children reside at a major Temple, the above is not really a problem. But in the few cases when it is necessary to send out a Child into the world, it is rare that the vampire chosen would not possess this power. It is vital to the Child's mystic health.
This power is in many ways the opposite of the Riddle Phantastique power known by the Kiasyd bloodline. Both revolve around the utterance of a strange riddle or nonsensical comment, but whereas the Weirdlings can lock their victim's mind into a self-contained loop, the Children of Osiris can open it to the whole universe.
The Child with this power has gained a vast amount of knowledge about the nature of creation, knowledge that can be shared through a simple and seemingly nonsensical comment. This is resolved as a simple skill roll. If this roll is successful, then everyone within hearing distance must make a Strong Will: Normal roll. Failure in this roll results in the victim being overcome by their realisation of the essential oneness of the universe, and hence becoming quite incapable of doing anything. Every action that someone so effected attempts requires another successful Normal Will roll, failure indicating that they simply stand dumb for the turn. This even effects characters in the middle of combat!.
This power remains in effect for 10 minutes per point the original roll was made by (minimum of 10 minutes).
The Children of Osiris regard this power as a great gift to be bestowed on mortals. It is nothing less than a ward against the curse of Caine - any attempt to Embrace a mortal granted the Boon will fail, automatically. The Embracing vampire will not realise this until after their mortal victim awakens from the first sleep. Such a mortal will, however, be considered a Ghoul until they expend all their kindred vitae.
Once a Child of Osiris has decided to grant the Boon to a mortal, she must prepare herself in a meditative ritual lasting 1 hour. At the end of the ritual, the vampire makes her skill roll. A failure on this roll indicates that at least one lunar month must pass before she can attempt to grant the Boon to that mortal again. A Critical Failure means that she may never protect the mortal. If the ritual is successful, then all the vampire must do to grant the Boon is kiss her target. This kiss must be on the target's face, and is most often placed in the centre of the forehead.
This power remains in effect for one week per point by which the roll was made, though the mortal target must be kissed on the same night as the ritual is preformed.
| Bring Forth the Dawn |
Power 7 |
A power with a somewhat misleading name, the Dawn refered to here is a metaphor for the sleep which overcomes kindred when the sun rises. The Child with this power can send another vampire into this comatose rest through a simple act of will, providing a simple and peaceful alternative to fighting an enemy. This can even be used against multiple targets, though this is much harder to achieve.
To send a kindred to sleep, the Child makes a contested skill roll against that vampire's Humanity. Should the targeted vampire follow a Path of Enlightenment rather than Humanity, then the contested roll is made against their Path Rating-2.
Should the Child attempt to use this on more than one vampire, then she suffers a -3 to her roll per additional target. She rolls once, and each targeted vampire rolls independantly to resist.
The GM is free to give bonuses to any resisting vampire who has some form of mystical protection relating to the daysleep, be it from a discipline, thaumaturgy or other means. Such a bonues depends on the nature of the charm, but should probably be somewhere between +1 and +4. One example of such a charm would be a vampire who had previously cast Wake with Morning's (Evening's) Freshness.
| Mummification Ritual |
Power 8 |
A potent and feared rite, this allows the Child to force another kindred into torpor, and keep her there for a defined period of time. However, this does require a long ritual, lasting fully 8 hours, and so a target of this must be restrained in some way before it commences. As the ritual progresses, the vampire is bound in special bandages which confine both body and soul, and slips from the waking world into the depths of torpor. This is typically only used on vampires (usually Followers of Set) who are felt to be too dangerous to be allowed to roam the earth, yet do not deserve Final Death. They are locked away by the Children in ancient and hidden places, there to await their eventual freedom.
Upon completion of the ritual, the presiding Child rolls his skill - the victim's torpor lasts for a number of centuries equal to the number of points by which the roll was made, to a minimum of 100 years. Once every century the bound vampire may roll Strong Will: Normal to awaken prematuraly, though this roll is made at a -5 on the first century. This penalty is reduced by to -4 for the next attempt, then -3, and so on until there is no penalty.
This power can also be preformed on Ghouls, though it is rarely used for such. In such a case, the Ghoul enters a state of suspended animation, awakening to serve its master in the next aeon.
No skill level required. A great power indeed, the Child of Osiris who learns this may withstand the light of the sun, though not without considerable preparation. In addition to the obvious uses and joys of being able to walk in light, the vampire often finds himself to have grown spiritually after such an event, and it is regarded as a great goal for all Children of Osiris to strive for. Use of this power requires a month-long ceremony of asceticism, contemplating Osiris, humaniti and the Light Within. Upon completion of this ritual, the Child rolls against his Humanity -5. Should he make this roll, then he may withstand sunlight without harm or fear for 1 hour per point by which the roll was made, minimum 1 hour. A Critical Failure on this roll represents a flaw in the vampire's humanity, and he is unable to attempt this ritual for another 10 years. As the kindred walks underneath the sun, they may attempt to improve their Humanity or Will by virtue of it's light. Once per hour, the Child may roll his Humanity, or Will: Conscience, Self-Control or Courage. This roll is made at a -4 penalty, but a success indicates that the relevant attribute is permanently increased by 1.
A decidedly unwholesome discipline, this is the creation of the devil-worshipping Baali bloodline. All of it's powers draw on the forces of hell, either metaphorically or literally in a few nasty cases.
The Baali are experts at finding and exploiting the weaknesses of others, the better to draw them into the service of hell. Or to destroy them. In any case, this power allows the vampire to mystically divine another's greatest weakness, whatever that may be, and is used as a precursor to several other powers of the discipline. A successful roll means that the GM tells the player the "greatest weakness" of the target. This is typically a mental disadvantage; the one with the greatest points value of any the target has. A Weak Will rating, in any of the four types available to vampires may often replace this. This may be worth fewer points, but is a far greater lever with which to manipulate a kindred. At the GMs option, other things may be revealed, particularly if this power is used on another player.
| Fear of the Void Below |
Power 2 |
A follow-up to Sense the Sin, this power requires the prior use of Daimoinon at level 1. Once the targets greatest weakness is known, the Baali can use it to wreak havoc on his victim's mind, playing on all the fears and insecurities he knows are there. This requires that the Baali is able to speak to the target, and that the target is willing to listen for at least a second - the diatribe takes longer than this, but once it starts the victim is spellbound. Success on this roll drives the victim into a Terror frenzy if he is kindred, or just out of his mind with fear if mortal. A success by more than 5 points causes the victim to suffer a total breakdown for 10 minutes, during which time they will lie sobbing on the floor, and will not react to anything. A victim may attempt to resist this power with a Strong Will: Courage roll. Success on this indicates that they have overcome their inner demons for the moment, and may act as normally.
| Flames of the Netherworld |
Power 3 |
A power which terrifies kindred opponents, the Baali conjures seering gouts of flame from hell to throw at her opponents. These sprout from the hands of the vampire, fueled by her own vitae, which is sweated out through the skin. Creation of the flames requires no roll, only the expenditure of Blood Points, but a skill roll must be made to direct them. They have a range of 16 hexes, and standard range modifiers as detailed in the Basic Set apply to roll for use of this power. The flames do 1 dice of damage for every Blood Point spent in their creation, and may cause R�tschreck in kindred opponents. The Baali is never effected by this, and will not be burned by their own flames, though should a fire started spread and threaten the vampire, all bets are off.
No skill level required. Affinity with the demons within allow the Baali to coax those some demons out of others, bringing them to the fore of their personalities. This is only used after Sense the Sin has determined the weakest point of the victim. Any target on whom the Baali concentrates must make a Will roll modified by the lowest of their three non-Normal Will ratings, whatever that may be. A failure indicates that they instantly fly into a frenzy, in which any mental disadvantages they have will be painfully apparent.
The Baali use this power to strip their enemies of strength and allies, calling on the forces of hell to torment and blight their victims. The vampire can, with a glance, lay a potent curse on any target. A variety of curses are practiced by the Baali, listed below, and the duration is based on the initial roll made to inflict the curse, also shown below. Only one curse may be levied on the victim by any one vampire at a time, unless a Critical Success is rolled, in which case another Curse may be placed at the vampire's will.
Curses:
- ST, DX, IQ or HT can be reduced to 5 (Hit Points are unaffected).
- Appearance can be reduced to Hideous.
- Charisma - the victim looses any levels of Charisma and gains the Eerie Presence (p.VC20) disadvantage.
- Social Flaws - all the victim's social skills are reduced to 3.
- Alertness - the victim looses all levels of Alertness, Acute Hearing, Taste & Smell or Vision, and gains Bad Sight (nearsighted) and Hard of Hearing.
- Wits - the victim looses Common Sense or Intuition, if possessed, and gains Gullibility and Confused.
|
Success by 0 or 1... |
One Night |
|
Success by 2 or 3... |
One Week |
|
Success by 4 or 5... |
One Month |
|
Success by 6 or more... |
One Year |
|
Critical Success... |
Permanent |
| Ignore the Searing Flames |
Power 6 |
No skill level required. A Baali who attains this level of Daimoinon has spent a great amount of time studying under the demons, and is rewarded in this by becoming totally immune to flame of all kinds (Balefire [Werewolf the Apocalypse] may or may not be included in this). The vampire takes no damage from fires, and no longer suffers from R�tschreck with regard to them. Note that explosions or similar effects will still damage the vampire though, from shockwaves.
| Summon the Herald of Hell |
Power 7 |
This power requires an hour-long ritual involving much chanting, the expenditure of 3 Blood Points and a human sacrifice. At the ritual's climax, a lesser demon from Hell is summoned to do the bidding of the Baali. Demons called up with this vary wildly in power and form, some are beautiful and some are hideous, but all outrank any young vampire. The stats on p.B154 can be used to start the design of this creature, but should in general be far more powerful then that formula allows. In particular, a demon summoned to provide knowledge should have an IQ in excess of 20. The demon will also have roughly 10 levels of assorted disciplines, and Fortitude at level 3 at least. The Baali may summon a lesser demon without the hour-long rite or sacrifice, but this requires the expenditure of 6 Blood Points or the demon manifests uncontrolled, and may well choose to drag the vampire back to hell for it's temerity. The demon will remain for as long as it is needed.
A far more subtle and powerful curse than that provided by the level 5 power, this will effect and entire city or rural region with a spiritual malignancy. The greater the degree of success on the Baali's skill roll (which is treated as being 4 points lower than it is - this is a very tough power to use) determines the exact degree of the effect. Within the affected area, crime rates and domestic violence increase, the economy falters, relationships break up very messily, gang activity increases, etc. Most organisations will suffer severely, as the employee's mistrust and backstab each other. This power is very effective against Camarilla power structures. Auspex at level 9 or higher will allow someone to realise the infernal curse that lies on the area; everyone else will simply assume it's just social degradation - such things are common in the World of Darkness.
| Call the Great Beast |
Power 9 |
The ultimate power of Daimoinon, this long and torturous ritual calls forth one of the great Demon-Lords of Hades. The ritual takes four hours to perform, and requires the sacrifice of 50 victims with at least 9 Humanity each (mortals or vampires will do). At the end of this rite, the Demon-Lord will become manifest in the flesh, and dire things follow. The Demon-Lords are far beyond the power of any vampire, probably even surpassing the Antediluvians. This power is really more of a plot device than a way for the GM to kill all his players, and hence leaves a lot of leeway on the exact nature of it's effects.
A very strange discipline even by Sabbat standards, Mytherceria is the creation of the fae-vampires known as the Kiasyd. Though it is driven by the desire for knowledge, no few of those effected have been left mad, or at the least frustrated. The Kiasyd are loathe to teach it to any outside their cosanguinity.
The vast knowledge held by the Kiasyd allows them certain privileges, first among which is the ability to perceive a lie told to them. This power works differently for each vampire, but the net effect is the same; by rolling against the skill in Folderol the vampire can get an inkling as to whether or not the subject is lying. A seperate roll must be made for each statement made, should the vampire be particularly paranoid. The effects of this vary, as mentioned before. Some Kiasyd will see the speaker's tongue glow an unnatural colour if they are lying, while others will find blood tears welling up in their eyes when the lie is spoken to them. The player should decide how they detect a lie when this power is first atained.
The blood of the Wild Ones still runs strong in the veins of the Kiasyd, and this lets to be in some way attuned to their fae kin. A vampire with this power will automatically see a Changeling in mortal seeming for what it really is, and can detect traces of fae activity in an area with a skill roll (this includes cantrips, chimera, etc. [go read Changeling the Dreaming, silly]).
Akin to the Auspex power The Spirit's Touch, this allows a vampire to read the aura of any object she can touch, but it also "cleans" that object psychically, preventing any further readings. Many Kiasyd use this power to mask their own possession of an object. It works in the same way as The Spirit's Touch, providing the same degree of information as that power. However, anyone attempting to use The Spirit's Touch or Aura Absorption on the object after this suffers a penalty to their skill level equal to the degree of success of the first vampire, plus 1. For example, a Kiasyd uses this power on a coin, and succeeds by 4 points, learning about the last person to carry it, and a little of it's history. Later, a Malkavian attempts to use The Spirit's Touch while examining the coin. She must roll against her skill as though it were 5 points lower than it actually is in order to find anything out, and even then what she learns is based on the modified skill rather than it's true value.
The vampire with this power can create mystical wards and symbols that disturb and disorient onlookers. Most Kiasyd use these soley to guard their libraries, but the more more spiteful have been known to use them to curse individuals who pester them too much (or indeed at all). The ward must be inscribed in a visible location; on a door, shelf, object, article of clothing, etc. A roll is required to properly craft the symbol. Thereafter, anyone entering the warded area or coming into contact with the symbol has their IQ (but not Will) reduced by 4 until they leave the immediate area. Additionally, anyone seeing the ward must make a Will roll or suffer from the Absent-Minded and Confused disadvantages until they leave. The vampire who created the ward is of course immune to all this. The lifespan of the ward is based on the initial roll made to create it, as shown below.
|
Success by 0 or 1... |
One Hour |
|
Success by 2 or 3... |
One Night |
|
Success by 4 or 5... |
One Week |
|
Success by 6 or more... |
One Month |
|
Critical Success... |
One Year |
| Riddle Phantastique |
Power 5 |
The Kiasyd now has knowledge of many hidden and perplexing truths, and with this power she may phrase these as a riddle so devious that any who hear it can do nothing but try to solve it. The riddle is so complex that it can even damage the minds of those trapped by it. Some say that Malkavians and other lunatics have an easier time solving the riddle than others, but for every tale of a Malkavian who has solved it there is one about a Malkavian driven further into dementia by the enigma. The Kiasyd roll against her skill when she first poses the question; a successful roll means the victim will do nothing but sit and think from now on. As soon as the riddle is posed, and once per hour thereafter, the thinker may roll against Engimas (see p.WtA66 or p.MtA47), Occultism or Intelligence (only one!). After a successful roll, record the degree by which the roll was made, and add it to a running total. Once this is equal to three times the degree of success rolled by the vampire when they asked the riddle, the victim has solved it and can break free. A failure in this has no effect beyond prolonging the experience, but a Critical Failure causes the loss of 3 Hit Points as the mystical riddle wracks the body, and one point is lost from any accumulated successes. This damage may not be healed until the riddle is solved. The vampire who posed the Riddle Phantastique may end it at any time by telling the victim the answer, but no-one else can do this, even if they know the correct solution.
The search for knowledge has now led the Kiasyd to the point where they can rip memories and secrets from the minds of their victims. A successful roll by the vampire allows him to "steal" the mind of any victim and add it to his own, though he retains his own conciousness throughout. Until the duration ends, or the Kiasyd decides to return the mind, he has access to all the memories and thoughts of the victim, and can record them in a more permanent form, such as a dictaphone or scroll. A subject with a stolen mind becomes a mindless fool, capabale of basic autonomy and nothing more - mortals continue to breathe, vampire stand in a stupor. If food (or blood, depending) is placed before the target, they will eat it, but otherwise they will let themselves starve. Any attack or attempt to harm a victim will instantly break the spell, returning them to their full wits. The target of this power will have no memory of the time which has passed while they were vacant, or indeed of any use of the power itself. The duration is again based on the initial roll by the thieving vampire, though he can cut it short at will.
|
Success by 0 or 1... |
10 Minutes |
|
Success by 2 or 3... |
One Hour |
|
Success by 4 or 5... |
One Night |
|
Success by 6 or more... |
One Week |
|
Critical Success... |
One Month |
A truly scary power, this allows the vampire to permanently steal fragements of another's mind, taking skills for their own. This leaves the victim inept, and bereft of any skill so pillaged. This requires a contested roll between the Kiasyd and the target, with the former rolling his skill in Absorb the Mind and the latetr rolling Will. Should the target win out, then they are safe from any further use of this power by the Kiasyd for the next year, possibly longer. Should they fail, then the vampire has access to their mind, and may take their skills. The system works like this; the degree of success rolled by the vampire determines the amount of skills that may be absorbed, as show below.
|
Success by 0 or 1... |
Steal 1 Level |
|
Success by 2 or 3... |
Steal 2 Levels in 1 skill |
|
Success by 4 or 5... |
Steal 3 Levels in up to 2 skills |
|
Success by 6 or more... |
Steal 4 Levels in up to 3 skills |
|
Critical Success... |
Steal 5 Levels in up to 4 skills |
Each "level" is as compared to the controlling ability; i.e. IQ-2, DX+1, etc. When the Kiasyd takes a level, then the skill possessed by the victim drops a relevant amount, from DX+1 to DX, and so on. The Kiasyd then gains the skill at a relevant level, unless they already had the skill at an equal or higer level than the victim, or this would push him past the original level possessed by the victim, in which case the skill is just lost. The Kiasyd gains nothing from doing this, but some will do so just to punish a transgressor. An example may be in order.
Example: Caliban the Kiasyd has Brawling at DX-1 and Occultism at IQ+4. His victim, Robert the Brujah, has Brawling at DX+1, Occultism at IQ-1 and Survival at IQ+1. Supposing that Caliban successfully overwhelms the Brujah, and succeeds by an impressive margin of 6 points. This allows him to take up to 4 levels in up to 3 of Robert's skills. Firstly he decides to take Brawling - he plunders 2 levels from Robert to add to his own. This takes him up to DX+1 and Robert down to DX-1. Could he have taken 3 levels? Yes, but he wouldn't have benefited from them all. Taking 3 levels would have increased his skill at Brawling to DX+2, but as Robert only knew Brawling at DX+1 this imposes a ceiling on how high Caliban can raise his newfound skills. Next he decides to take 1 level from Survival. Caliban doesn't already have Survival, so he now gets it at the lowest level, which turns out to be IQ-2. Robert for his part goes down to IQ level in this skill. Finally, Caliban decides to be remove a potential threat and strips the Brujah of 1 level of Occultism. Robert has Occultism at IQ-1, so this is the maximum level Caliban can increase the skill to by stealing from him. And as Caliban already has Occultism at IQ+4, he can therefore gain no new knowledge from this theft. However, the theft still takes place and Robert drops down to IQ-2 in the skill. At the end of this encounter, Caliban now has Brawling at DX+1, Occultism is still at IQ+4, and a newfound Surivival of IQ-2. The unfortunate Robert has Brawling at DX-1, Occultism at IQ-2, and Survival at IQ level.
Some of you might wonder why this is based on relative skill levels rather than the absolute score (i.e. why DX+2 rather than 17). Well, this power steals thoughts rather than raw talent, so the amount of training is what I viewed this to be best worked from, hence the modifiers. Comments are particularly appreciated on this power.
| The Grandest Trick |
Power 8 |
An aptly named power among Cainites, the Kiasyd may now call upon his faeire blood to overcome his vampiric nature, becoming a normal human for a very brief time. When this happens, he looses all the powers and weaknesses of the vampire, and along with them all memory of being undead, though all skills and other memories are retained. Activating this requires the burning of fully 8 Blood Points and a successful roll. Success indicates that the vampire will become mortal at the next sunrise, for the duration determined. Nearing the end of this duration the mortal vampire will become subconciously aware of the need to return to safety, should the sun be a problem at the end. Upon resuming his undead nature, the vampire retains all memories of his time as a mortal. While mortal, the Kiasyd may not use any disciplines or Blood Points, and all Stats are reduced to 18 should they be above that score, unless they were above that before the vampire was Embraced. There are many reasons for a vampire to use this power, from throwing Hunters off the track to simply enjoying a sunrise without fear. A player character with this power is encouraged to be very careful while roleplaying their mortal seeming - though the character is alive, and has no memory or knowledge of the undead, they are still the same person, with the same urges and traits.
|
Success by 0 or 1... |
10 Minutes |
|
Success by 2 or 3... |
One Hour |
|
Success by 4 or 5... |
Four Hours |
|
Success by 6 or more... |
12 Hours |
|
Critical Success... |
24 Hours |
This discipline was originally presented along with the Nagaraja bloodline in Dirty Secrets of the Black Hand. More recent White Wolf material converted it into the Path of Vitreous Necromancy, however, but it is still presented here for completeness sake. The astute will notice that the two disciplines bear very little in common beyond theme. Any GMs intending to make use of this discipline in a campaign are urged to familiarize themselves with Wraith the Oblivion.
| Eyes of the Wraith |
Power 1 |
No skill level required. At will, the vampire may shift her senses between the worlds of the living and the dead (the "Skinlands" and "Shadowlands"). Only sight and sound will be perceived in the Shadowlands. No more than one world may be perceived at a time, and while the vampire is looking into the Shadowlands she is completely oblivious to events in the mortal world unless physically attacked.
No skill level required. The vampire may now drink from Wraiths in the same fashion as he does from mortals, and somehow still gain "Blood Points" from them. This obviously requires that the vampire and the Wraith be of a similar form - either the Wraith has manifested in the Skinlands or the vampire has entered the Shadowlands. Up to three Blood Points may be drained each turn, coming from the plasmic body the Wraiths call "Corpus", and doing the same amount of damage to them as an equal loss would cause a mortal. This is not like the Kiss however- the Wraith is free to struggle throughout the draining, and must typically be pinned in some manner. Only the level 6 power Black Blood will change this. Note that Wraiths possessing a mortal with the Puppetry Arcanos (aka skinriding) are not effected by this power, but the host can be drained as usual.
No skill level required. At a cost of 1 Blood Point, the vampire may inflict the entropic energy of Oblivion onto all inanimate material within her hex. This causes any and all items to malfunction and breakdown, and eventually corrode. The time it takes for an article to be noticeably effected varies from 1 second to 1 day: technological devices such as cel phones or watches will cease working within a few seconds, but the plastic and metal components will take several hours (at least) to corrode. By the end of the day, everything touched will have effectively disintegrated. This power does affect the vampire's personal belongings, including clothing. Items removed from the vampire's hex will continue to be corroded, but only objects within range in the second that the power is invoked will be effected.
A vicious power truly loathed by Wraiths, the vampire may now channel Oblivion through a gesture. Any one target within (10') X hexes can be effected with a successful roll. Success indicates that the victim is afflicted with severe pain (amounting to a -10 skill modifier) and suffers 3 points of damage for each point by which the roll was made (treat 0 as 1).
The vampire may now call out to the Shadowlands and summon creatures from its depths. A successful roll is required to call up the creature, but what is brought is up to the player. Wraiths are usually the target of this power, though only "a Wraith" may be called - there is no room for specifics here. Usually, whatever creature is closest to the summoner is what appears, though not always. In any case, the creature summoned will remain in the Shadowlands unless it has any power to manifest in the mortal world, and hence the vampire must commune with it through use of a power like Eyes of the Wraith. Creatures summoned are not under the control of the vampire, but they will not usually be hostile. A Critical Failure means that the character has summoned a Spectre, Doppelg�nger or even a Malfean, who is unquestionably hostile.
No skill level required. Long ages spent in the Shadowlands have changed many vampires, this power being but one example of that fact. The vampires vitae is now attuned to the dead as well as the living, and it takes on a blackish tinge. It may now be used to effect Wraiths in the same ways that normal vitae effects humans; blood bonding, ghouling or creating the Kiss (very useful with Consume the Dead). The vampire's power over mortals is unaffected.
The vampire attunement to Oblivion is now complete, allowing them to summon it in ways unimaginable to lesser holders of Nihilistics. The vampire may summon Oblivion to an area, activating both Aura of Deacy and The Dark Touch on everything nearby. The Oblivion becomes manifest as shadowy tendrils and clouds which are emmited from every orrifice on the vampire's head. Both of the above powers are activated for no extra cost, and everything in the area bar the controling vampire suffers their effects. This power only require a skill roll to activate, and the area effected is equal to a medium-sized room, or the vampire's Will in hexes.
Generally thought to be related to Vicissitude, this nightmare discipline is the providence solely of the Blood Brothers. It allows these Cainites to combine parts of their bodies, lend appendages to each other and even co-ordinate their minds. It is very disturbing to watch, particularly at the higher levels. Any mortal witnessing the use of Sanguinus must make a Will Roll or flee the area in nausea (though this does not apply to Gestalt or Walk of Caine). Sanguinus requires no skill levels to accompany it, and hence is purchased as an Augmenting discipline. Which it is, in a certain light. Furthermore, only one vampire in a Circle need have the discipline in order to activate it for them all, though usually they all have Sanguinus at some level.
The most basic Power of Sanguinus taps the mystic bond created with each Circle, a potent thing; indeed the blood of one vampire flows through the veins of them all. A character with this Power may spend Blood Points to heal any other member of his Circle as though he were healing himself. 1 Blood Point may be spent each turn, healing the wound of another within the Circle under normal Blood Healing rules. Several Blood Brother may combine in this effort, spending several Blood Points over a couple of turns to heal even Aggravated damage. No rolls are required, though concentration is.
This disturbing, if not to say grotesque, Power allows Blood Brothers to "lend" each other any body part desired. A shared organ or limb mystically travels between the two Brothers, even over a distance, miraculously sprouting from one even as it dissappears from another. The most disturbing facet to this is not the multi-limbed monstrosity now facing an opponent, but rather the faceless, quadripalegic forms writhing behind it. For each organ lent, 1 Blood Point must be spent by the lender. The organ then appears wherever the recipient desires - an extra leg to brace itself, and extra arm to wield a weapon. Internal organs (hearts, brains, lungs) may not be lent. Also, this does not intrinsically grant extra attacks, though it can improve existing ones, such as grapples or bites, and extra sensory organs can increase Awareness, at the GMs fiat. Consider where the organ has appeared and what it can do, and modify all relevant rolls accordingly (generally a +1 to +5, per extremity). Blood Brothers are assumed to be familiar enough with this power to avoid any discoordination caused by the sudden appearance of a new body part. The organ is kept until the recipient "sends it back", which costs no Blood Points.
This Power attunes the Circle mentally, allowing them to establish a hive mind. Every member of the Circle must spend a Blood Point to activate this; if even one is unable to contribute, then the Gestalt cannot be formed. Once the Frankensteins are joined, they receive several bonuses. Firstly, Dominate, Presence, etc., are resisted by the member of the Circle with the best Will, regardless of which vampire is targeted. Should the target still sucumb to the discipline, then they are "dropped" from the link, though the others still maintain it between themselves. The Tremere antitribu progenitors of the Blood Brothers put in this failsafe to prevent an entire Circle being Dominated by one lucky Cainite. Secondly, the entire Circle gets a Alertness +2, in addition to any levels already possessed. Thirdly, by taking a turn to concentrate, any Blood Brother may loan any skill they have to another of the Circle. The loaned skill is based on the relevant Stat of the recipient, at the bonus known by the lender - DX+2, IQ+1, etc. Fourthly, the whole Circle becomes capable of telepathic communication between themselves, though not of reading each others mind.
A slight difference between Gestalt and other Powers of Sanguinus is as follows. While each member of the Circle need not possess Sanguinus at the relevant level to benefit from it, each Brother with a Power level below 3 in this discipline must roll against IQ to fully participate. A success indicates that the Cainite may avail of all the bonuses listed above. A failure means that the Gestalt is not complete for that vampire - the other members of the Circle may still borrow his skills and use his Will to resist mind control, but he may not avail of the same bonuses from them. A critical failure may, at the GMs opinion, destroy the entire Gestalt, and all Blood Points spent are lost. The Gestalt lasts for roughly an hour. Killing one member of a Circle while they are joined has no effect on the Gestalt, though it will effect the Blood Brothers as normal (ouch).
Use of this Power allows a Brother to concentrate the potency of his Blood by drawing on the rest of his Circle. In essence, he may lower his Generation temporarily at the expense of his Brothers. As there are few limits to this power beyond the size of the Circle, some truly terrible effects are possible for a large group. Each other Blood Brother in the Circle may lend a level of Generation to the one using this power, though they must make a HT roll to do so if they do not possess this Power themselves. Each level lent lowers the effective Generation of the recipiant by one for roughly an hour, with all the attendant benifits thereof; healing, maximum Blood expenditure, etc. Each Brother who lends a level has his Generation increased by one for the duration. Should this push anyone to the 14th Generation, they acquire the Thin Blooded disadvantage (p.VC23) for the duration also.
| Coagulated Entity |
Power 5 |
The stuff of nightmares and the crux of this discipline, Coagulated Entity lets a Circle fuse their very forms together into one being. The result is a towering monstrosity of flesh and bone, exposing entrails, thrashing limbs and snapping at the air. These are the ultimate siege weapons of the Sabbat, and have been the turning point in more than one battle. Every vampire in a Circle who wishes to join the Coagulated Entity must spend 3 Blood Points and press themselves together. The actual process takes 3 turns, during which they may take no actions at all. At the end of this period, the Entity is complete, and heaven help anyone nearby. The vampire of the lowest Generation in the Entity actually controls it and guides it's actions. The Generation of the new creature is equal to the highest Generation of all the vampires present, less one for each vampire in the construct. The other Stats are all based on those of the vampire with the lowest Generation; DX and Alertness is equal to his plus 1 for each other vampire; ST and HT are as his, plus 4 for each vampire within it. The constructs Hit Points are equal to those of the vampire of the lowest Generation, plus 3 for each other vampire within it. Any relevant Advantages possessed by the "ruling" vampire, such as Combat Reflexes or High Pain Threshold, are also applied to the Coagulated Entity, though ones like Perfect Balance or Toughness are not, as the entity is too unwieldy and diffuse. Other Advantages and Disadvantages are doled out by the GM at each creation of the Entity as seen fit: fanged maws may appear on the end of arms, eyes may now be on stalks, etc. Disadvanatages may also crop up, like Reduced Move or Short Arms, Sanguinus is an imperfect science, and the form of an Entity is quite unpredictable. The only certainty is that the Entity cannot be staked; it has too many hearts in too many strange and unexpected locations. The Entity remains solid for approximately half an hour, after which it disassembles into the constituent vampires. Any damage suffered by the Entity should be divided amongst them as the GM sees fit, though it is almost unknown that any should emerge dead. Should the entity be brought to Final Death, then all the vampires within it are lost too.
(The Guide to the Sabbat features an illustration of a Coagulated Entity on its cover, should anyone desire to see what they look like.)
(N.B.: Like it's creator bloodline, Spiritus is no longer considered canonical in the World of Darkness.)
The Spiritus discipline is the creation of the Ahrimane bloodline; a mixture of the animal nature of the Gangrel and the magicks of Native American Shamans. Something similar was mentioned in the sourcebook Chicago by Night: the fledgling discipline of Telurian known only by the 6th Generation bloodline-of-one Yaryan. Any relation between the two is unknown, however.
| Speak with Spirits |
Power 1 |
With a roll, the Ahrimane may now communicate with any spirits in the area, though they are not obliged to talk back. Should the spirits decide to communicate, then they will be able to provide some information, but not necessarily any of use to the vampire - what is important to a spirit may have no bearing at all on the situation. Savoir-Faire or Diplomacy rolls and Charisma may all be useful in communicating with the spirits. Bear in my mind that most spirits dislike vampires, though Ahrimanes are grudgingly accepted, and this may well show through. For GMs with Werewolf the Apocalypse, consider the spirits in question to be Jagglings of Gafflings (p.WtA163-164)
| Summon Spirit Beasts |
Power 2 |
The Ahrimanes have the power to summon Animal Spirits to fight with them; the spirit takes on a solid form and joins the Ahrimane in the physical world. One successful roll must be made for each summoning, and generally only one Spirit will fight alongside the vampire at a time. Treat the Animal Spirit as a live animal of the relevant type, with stats taken from the Basic Set or GURPS Bestiary. Upon "death", the spirit will discorporate and return to the spirit lands. The Animal Spirit will generally obey all commands given by the vampire (it is telepathic in this respect, no words need be said), but if it sees the vampire do something horrific to the Spirit World, such as Engling Fury (see below), it will abandon or even turn on the Cainite. In Werewolf terms, treat the Animal Spirit as a Jaggling or Gaffling using the Materialize Charm.
| Aspect of the Beast |
Power 3 |
At the cost of 1 Blood Point and a successful roll, the vampire may now call on an animal spirit to grant her aid. Whatever spirit is called lends her an aspect of herself, and she becomes like that animal in some way. Several potential gifts are listed below, but the GM is free to make up more. Note that calling on the spirits every five minutes is a sure way to agravate them, and they know Garou... These gifts last one second per point of success on the initial roll.
|
Bear |
ST is increased by 5. |
|
Beaver |
The vampire can bite through nearly anything, though not as an attack. |
|
Chameleon |
The vampire can adopt the colors of her surroundings, adding +5 to all Stealth and Camouflage rolls is she moves slowly. |
|
Cougar |
Any Strong Will: Courage tests are taken at +2. |
|
Cricket |
The vampire can make piercing chirps that can deafen others for 2 seconds. |
|
Falcon |
The vampire gains Acute Vision +3. |
|
Hare |
The vampire gains Acute Hearing +3. |
|
Hound |
The vampire gains Acute Taste/Smell +3 or the Discriminatory Smell advantage (p.WtA56). |
|
Leapfrog |
The vampire may triple her normal jumping height or distance. |
|
Serpent |
The vampire's bite does an additional Hit Point of damage per turn until healed, or the vampire's gift ends. |
|
Squirrel |
The vampire gains the Perfect Balace advantage. |
|
Stag |
The vampire's Move rate is doubled while running. |
A power which distresses any Spirit that sees it, the Ahrimane can "feed" from Animal spirits, though this replinishes fatigue rather than the Blood Pool. The Animal spirit must be summoned and cought before this power can be used, a process which the GM is encouraged to roleplay out. Once it is captured, the vampire roll's against her skill in Engling Fury - success grants her 2 fatigue, and utterly destroys the spirit. Any Lupine who see a vampire doing this will instantly Frenzy.
Akin to the Tzimisce Horrid Form, the Ahrimane can take on the shape of a ferocious, but undertermined, feral beast. The form is hard to describe, and higly varied, but it is always covered in coarse hair, slavering, and has razor-like claws and fangs. While in this form the vampire's ST is increased by 6, DX and HT are increased by 4 each (and so are all skill based on them) and Appearance becomes Monstrous. No social skills will work while in this form. Hand-to-Hand damage and biting damage are increased by 2, and become Cutting and Impaling, respectively. It costs 1 Blood Point to activate this power, which lasts ten minutes per point of success, or until the vampire wills it to end.
This is an ancient discipline known only by the True Brujah, of which Celerity is only a bastard offspring - Temporis grants the vampire who masters it power over time itself. Very few vampire are aware of the existance of this discipline, as few as are aware of the bloodline that possesses it, and on the rare occasion when it's effects have been seen, it is usually mistaken for a monstrous level of Celerity... or perhaps Dementation. As with several other disciplines listed here, it is not necessary to purchase a skill level to acompany each power level. The levels which do not require skills are clearly noted as such. One final note: Temporis can never be combined with Celerity - this lesser discipline is simply overwhelmed.
No skill level required. This, the most basic talent of Temporis, allows the vampire to detect the presence of any untoward effects regarding time. Every Temporal disturbance is noted; other uses of Temporis, the Time Sphere (p.MtA125), the Pandemonium Arcanos or Chronos Art (see Wraith the Oblivion and Changeling the Dreaming, respectively), etc. Only the fact that such an effect has been used is noted, not what effect it had or who used it. This is automatic. Also, the vampire becomes a perfect timekeeper, and never needs a watch.
A victim of this power is placed in a repeating loop for the duration, during which they will keep on repeating the same action over and over again. The cycle of the loop is usually one action, as opposed to a fixed length of time. The victim will just keep doing what they're doing as long as they are capable - someone walking will overshoot their destination, someone fleeing will keep trying to run even when captured, etc. Certain actions may be hampered, and this will break the loop. For example, a victim picking up a book can only do so once, unless there are several books in her presence. Should the victim be placed in an obviously dangerous situation because of this (someone swings a punch, dawn breaks, etc.) then they are allowed a Will roll to escape the loop - one attempt per threat (although if a vampire is placed in direct sunlight each second would count as a threat.) Unhampered, the loop lasts for 10 minutes per point of success.
By warping the target's perception of time, the vampire may make it appear to them as thoughthe whole world is moving twice as fast. The victim slows down as though covered by mollasses, and has severe difficulties responding to anything. The target may not resist this power. Any skill or roll involving ineraction (Fast-Talk, Acrobatics, Riding) is made at a -6. Combat is nigh impossible - the victim's Dodge is halved (round down) and all attack rolls are made at -8. Duration is as shown below.
|
Success by 0 or 1... |
One Turn |
|
Success by 2 or 3... |
One Minute |
|
Success by 4 or 5... |
Ten Minutes |
|
Success by 6 or more... |
One Hour |
|
Critical Success... |
One Day |
No skill level required. At the cost of 2 points of fatigue, the vampire may remove herself from the flow of time. From her point of view; the whole world stops, turned to statues, and she has one second (in her timeframe) to move or do as she sees fit. Only items carried by the vampire may be effected during the Cowalk - this includes clothes, personal weapons, rucksacks, etc. Things like cars the vampire is driving or a table she is sitting at do not count. This power may be used to make an impressive dodge, mimic Celerity or make the perfect surprise attack. At the end of this second, the vampire is plunged back into the timestream in her new position, and things continue as normal.
With this power, the True Brujah may wrap a small object (no more than 2lb) in a pocket of it's own time, in effect freezing it from the outside world. A roll is required to activate this power; if an object is moving rapidly when it is targetted then an Alertness roll is also required to "catch" it. All that is needed to target an object is a line of sight, but this does mean that freezing a bullet is nigh impossible, unless another power such as Cowalker is also in use. A frozen item will remain stationary until it is released, either at the vampire's will or when the duration elapses. When it is released, any kinetic energy it had when it was trapped is released in a suitable fashion, i.e. a thrown grenade or knife will continue to arc, water will flow, etc. While it is frozen it cannot be effected by the outside world - it is completly immobile regardless of external events. Obviously, this power allows an automatic dodge against any attack the vampire can see coming, if they can make the relevant rolls.
|
Success by 0 or 1... |
One Turn |
|
Success by 2 or 3... |
One Minute |
|
Success by 4 or 5... |
Ten Minutes |
|
Success by 6 or more... |
One Hour |
|
Critical Success... |
One Day |
By firmly grasping a target and making a roll, the vampire may alter it's age at will. No more than 500 pounds or so may be affected in one go, but that includes most living (and undead) beings. The target may be made older or younger, by an amount determined by the degree of success. Obviously, this has a very noticable effect on many things, including humans, who will acquire the Youth or Age disadvantages if brought to far in any direction. Broken inanimate objects will not be "fixed" by making them younger, but the materials they are composed of will become more sturdy, and so on. Objects aged will likewise begin to break down and corrode. Vampires aged will not change physically, but if made old enough they may start developing flaws suitable to elders, such as the inability to gain sustenance from animal, or even human, blood. Nothing may be affected more than once per night by this power.
|
Success by 0 or 1... |
One Year |
|
Success by 2 or 3... |
Ten Years |
|
Success by 4 or 5... |
Thirty Years |
|
Success by 6 or more... |
Fifty Years |
|
Critical Success... |
One Hundred Years |
| Domain of Evernight |
Power 7 |
With this power, the vampire can accelerate the flow of time within an entire area, or possibly just dilate the temporal perception of everyone nearby. Regardless, the effect is the same; time races. An area equal to several medium-sized rooms may be effected, or 100 hexes around the caster if outdoors. There are many uses to this from accelerating the fall of night so as to defend a haven under seige from hunters, or by exposing vampiric foes to the light of dawn. A number of hours equal to half the vampire's Will may be effected, each one passing at a rate determined by the degree of success. Anyone entering the effected area within this time also falls under the effect - there is no resisting it.
|
Success by 0 or 1... |
One Hour passes in Ten Minutes |
|
Success by 2 or 3... |
One Hour passes in Five Minutes |
|
Success by 4 or 5... |
One Hour passes in One Minutes |
|
Success by 6 or more... |
One Hour passes in Thirty Minutes |
|
Critical Success... |
One Hour passes in Ten Seconds |
| Outside the Hourglass |
Power 7 |
An advanced form of Cowalk, the vampire may now remove herself from the timestream with a roll, but is still able to manipulate objects within it. Anything may be moved or positioned if the vampire would usually be capable of controlling them, but no effects will be carried out until she returns to the timestream. For example, grenades may have their pins removed and be left at strategic locations, but their fuses will not begin to burn (metaphorically) until this power ends. Any attacks made will have no effect unless the vampire re-enters the time stream at the crux of the strike. This lasts for 1 second per point by which the roll was made.
The True Brujah may now cause time to flow backwards as it suits him, cycling back a duration based on the success of the vampire's roll. This happens instantaneously, from the vampires point of view, and once it is done the vampire and everybody else is in whatever position they were when the moment happened for the first time, though only the True Brujah is aware of what has happened. Everyone will now act exactly as they did originally, unless the True Brujah does something to cause them to act differently - the same things are said, bitten, burned, etc. The vampire responsible has all the knowledge accumulated before he decided to turn back time, and can act on it accordingly, knowing exactly what everyone is going to do next. The time period that can be rewound is determined as follows.
|
Success by 0 or 1... |
One Second |
|
Success by 2 or 3... |
One Minute |
|
Success by 4 or 5... |
Ten Minutes |
|
Success by 6 or more... |
One Hour |
|
Critical Success... |
One Day |
| Pocket out of Time |
Power 8 |
With a single roll, the vampire may now remove an area of 5 hexes per point of success from the timestream, along with everything within it. From the point of view of those removed from the flow, everything outside the area is frozen and untouchable, indeed they cannot leave the area at all. This power lasts as long as the vampire who created it wants, though she cannot leave it herself without ending it. Similarly, should the controlling vamipre be killed the power is broken and the area returns to the timestream as normal.
This, the highest level of Temporis known since Troile diablorised Brujah, allows the vampire to drag a period of history forward through time to the present, or at least a small area from that time. The vampire must know precisly what period she wants to bring forward, and when it was - naming the event is not enough. The distance that can be reached through time is determined by the degree of success of the roll. Those within the area cannot interact with anything outside it unless they have Time Sense, and then such interaction is very risky. The time period is returned to it's correct place at the vampire's will, or if she is destroyed.
|
Success by 0 or 1... |
One Year |
|
Success by 2 or 3... |
One Hundred Years |
|
Success by 4 or 5... |
Five Hundred Years |
|
Success by 6 or more... |
One Thousand Years |
|
Critical Success... |
Five Thousand Years |
The providence of the Salubri antitribu, this ancient discipline was lost for centuries before the young bloodline uncovered it, while searching for information about their progenitor. Valeren is very similar to Obeah in some ways, but where the latter was used by the healers and preachers of the Salubri, Valeren was used by the knights and demon-hunters. The Salubri antitribu are crusaders; they will not become sacrificial lambs or soul-stealers. Akin to Obeah, Valeren imparts the mystical third eye of Saulot to any who study it. Upon reaching the second level of this discipline, the vampire, Salubri or no, will manifest the third eye in the center of their foreheads. This counts as an Inhuman Feature worth -5 points, and does not fulfil any known function, though it is perfectly functional. There are a great many theories on the nature of this eye, by the Salubri antitribu aren't telling. Many of the powers of this discipline require no skill to accompany them. These are clearly marked in such cases.
With a touch, a vampire with this power may glean great information about the health and well being of a target. The Salubri antitribu typically use this to judge an opponent, but it also has great use in medicine or investigation. Only the slightest brush is needed to activate this power, at which point the vampire may choose to use it in one of two ways. Firstly, the vampire may uncover the details of the others health, be the other kindred or kine. The amount of information gained is based on the amount the roll is made by, as shown below. The vampire gains all information up the the level rolled. Alternately, the vampire can choose to find out how the target came to be in their current state, the history of their wounds, etc. Each "level" of success (as shown on the list below) allows the player to ask the GM one question about the targets wounds. Suitable questions include "Was the target drugged?" or "Are the wounds aggravated?". Questions like "Did a vampire do this?" or "What did the attacker look like?" are not. A vampire may use this power on herself if she has gained wounds be cannot remember how for some reason.
|
Success by 0 or 1... |
Reveals the nature of the target (kindred, mortal, ghoul, other) |
|
Success by 2... |
Current Hit Points |
|
Success by 3 or 4... |
Blood Pool (mortals - blood points left in system) |
|
Success by 5 or more... |
Diseases or conditions affecting target's bloodstream - HIV or hemophilia |
Another healing power, this allows the vampire to block the pain of a willing subject, or to put a mortal to sleep. Physical contact is required to use this power, as with Sense Vitality. Assuming that the subject is willing, the vampire need only touch him, spend 1 Blood Point and roll against his skill in this power. For 1 second per point the roll is made by, the target may ignore all modifiers caused by pain, including damage suffered in combat. This duration may not be extended by further uses of the power; it must be allowed to end naturally before being re-applied. Should the target be unwilling, then they may resist this with a Will roll. Putting a mortal to sleep involves exactly the same system. The target will sleep for whatever is a standard duration for them (typically 5-10 hours), and will not suffer from nightmares or derangements. They may be awakened normally. This power will not work on Cainites, including the caster. They are simply too tied to death.
No skill level required. A touch and kindred vitae is all this power requires to inflict horrific pain onto a victim of the Salubri antitribu. This causes no actual damage, but mental trauma can be incurred. As the vampire touches his victim, he must spend at least 1 Blood Point to activate this. Each Blood Point spent increases the amount of pain incurred - the victim is at -3 on all roll per Blood Point spent, for the next 3 seconds (the pain ends swiftly after the vampire's hand is removed). This can be used simply to punish an enemy of the bloodline, or to aid in Interrogation or Torture. Benefits to those skills are attributed at the GMs whim.
No skill level required. A tale unearthed by the Salubri antitribu tells of two Salubri who walked the streets of the second city, granting release to those who suffered and rotted in the gutters. They used this power to free these souls from there torment, a strangely merciful (from a certain point of view) practice which the Salubri antitribu use today. The vampire must place his hand over the target's heart and spend 2 points of fatigue. Should the target truly want to die, then their heart slowly stops beating and they slip away in a painless demise. Should the target struggle or still harbour a spark of hope, then the power fails with no effect. The Furies find more and more nihilistic and desperate people wishing to use this power in the darkness of the Final Nights, and they oblige. No one killed by this power has ever been known to become a Wraith, or appear in the Shadowlands at all. Any vampire attempting to Embrace a mortal dying through use of this power will find they fail in their attempt.
| Vengeance of Samiel |
Power 5 |
No skill level required. This power enables the Salubri antitribu to make swift, crushing attacks in combat, often running a foe through with a single blow. The vampire invokes the names of mighty Salubri warriors of many nights past, burns 3 Blood Points and makes an attack. This blow will automatically strike true, and cannot be Dodged, though it may be deflected by a Parry or Block. PD gained from armour does not help defences against this attack. Should the blow be unturned, then it does maximum damage to the target, before DR is applied. Only one such strike may be made each turn, and it may only be used in hand-to-hand combat: ranged attacks are not effected. Furthermore, this power may only be used if it is the sole attack made by the vampire in a turn, regardless of usual capabilities. When this power is invoked, the third eye of the Fury opens and glows with a terrible redness. Many Salubri antitribu close their normal eyes when using this power, relying on their mystic sight to guide the blow.
Akin to Burning Touch, the vampire may cause pain with a touch, but this power is far more vicious and may even inflict real damage on those targeted by it. The pain caused by this power lasts for some time after the vampire stops touching the victim, and can even be so severe as to drive targets into frenzy. The vampire touches her target and spends 1 Blood Point, and rolls against her skill in this power. A success inflicts crippling pain on the target for a number of minutes equal to the number of points the roll was made by, to a minimum of 1 minute. This duration may be extended by making another skill roll, though no more Blood Points need be spent. The duration then "resets", with a new length determined by the new roll, starting from the second that roll was made.
At the vampire's option, physical damage may be caused with this power. This is cumulative with the pain already inflicted, and causes 4 points of damage for each Blood Point spent. Blood spent in this way is restricted by Generational limits as normal, but can be carried across multiple turns, though contact must be maintained throughout. Vampires and other supernatural creatures heal this damage at the next sunset, automatically, but mortals have to heal it naturally. This damage causes no scarring or obvious marks of any kind.
To drive a victim to frenzy, the vampire must cause damage equal to their Normal Will level, at which point they must make a Normal Will roll to resist. This applies to werewolves as well as vampires.
This discipline is almost never found outside the Gargoyle bloodline, for reasons that will become apperant. Created at the same time as the aforementioned bloodline, it grants a great affinity with the earth itself, and stone in particular, so that one could better defend the fortresses of, say, one's Tremere masters. This power would seem to make the discipline highly desirable, but it comes at a high price. All those who manage to learn the discipline find their appearance becoming like that of the Gargoyles - a demonic, stone-like leer. The fact that this whole-body change is accompanied by the growth of a powerful pair of wings is very little consolation to the now-disfigured Cainite. This combines with the scarcity of willing teachers to make it the sole providence of the Gargoyles. In game terms, any Kindred learning Visceratika, at any level, will get the disadvantage Appearance: Monstrous over the course of the next few nights. The resultant wings serve to balance this points drop in some ways, but again, a tutor must be found to actually show one how to use the stone-like appendages.
| Whispers of the Chamber |
Power 1 |
With this power, the Kindred can sense all other beings with any structure, up to the size of a small apartment, even those using other disciplines to hide themselves. Those aware that they are being searched for (unlikely) may attempt to hide by make a Stealth or Camouflage roll at -4. Those using disciplines such as Obfuscate require slightly different rules. Should the the targets Power level in the discipline be higher than that of the searcher, they are safely hidden from all scrutiny. Should the searcher be of equal or higher Power than the prey, then a contested roll is made between the two to determine whose discipline wins out.
| Skin of the Chameleon |
Power 2 |
No skill level required. At the cost of 1 Blood Point, the vampire's skin adopts the colouring and texture of her surroundings, adding immeasurably to the difficulty of trying to see her. As long as the Kindred remains stationary, or moves only slowly, then she can increase her Stealth or Camouflage skills by 5 (or any other skill the GM rules appropriate).
| Voices of the Castle |
Power 3 |
This acts as Whispers of the Chamber, except that the Kindred can now extend his senses throughout an entire building.
No skill level required. Superficially similar to the Protean power Earth Meld, this allows the vampire to merge with earth, stone, brick, asphalt, etc. Unlike Earth Meld, the vampire remains solid within the bonded surface, and any examination at all will reveal his outline on it. The vampire is directly below the surface, and can still see through the substance into whatever it opens into.
No skill level required. Once acquired, this Power is always active. The vampire has become very hard to injure, or even hurt, gaining the following bonuses. HT is increased by 1, wound penalties are halved, and damage suffered from fire is also halfed (round down). This is cumulative with Fortitude, but has no effect on R�tschreck however.
No skill level required. The vampire's kinship with the earth reaches unseen levels, and it becomes tougher still with this power. All Piercing or Cutting weapons now do only half damage, as the vampire's skin becomes as stone, and staking becomes practically impossible - a ST of 22+ is required to push a stake through to the heart.
A potent Power that few know of, this allows the Vampire to become immune to Sundeath, under a few very specific conditions. As long as the following requirements are met, a Kindred with this power will take no damage from sunlight: the target does not move while in the light, and the target possesses some level of Fortitude. This does not grant immunity to R�tschreck, and Frenzy checks must still be made when entering natural light.
A very strange talent, this allows the Gargoyle (no non-Gargoyle is though to have ever attained this Power) to animate the very earth around it. By spending 1 Blood Point and rolling against this skill level, the vampire may bring a volume of stone no more than 100sq feet to "life", usually in a 10' x 10' x 10' cube. The stone gains a limited sentience, and will usually obey the commands of it's creator. The stone can slowly change shape, though not form any fine details, and has the following stats:
| ST: 20 |
IQ: 4 |
Size: XX |
Damage: 3d+2 cr |
Move: 2 |
| DX: 10 |
HT: 16/20 |
PD/DR: 4/8 |
Reach: 1 |
|
The stone remains "alive" for 2 minutes per point the initial roll was made by.
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