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Post by Jyhad on Aug 13, 2010 22:35:20 GMT -6
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Post by Jyhad on Aug 13, 2010 23:06:59 GMT -6
By tapping into the Beast deep inside them, a Kindred with Animalism can commune with all manner of vermin and predators of the wild. Animalism is a deep, intense, and personal interaction between the Kindred and the animal, so those possessing this Discipline are not as repellent to natural beasts. Those that do not possess this Discipline or the Animal Ken Skill are abhorred by animals. In contract, those with high levels of Animalism attract animals easily.
Animal speech (via Feral Whispers) and commands given to beasts through the Discipline Animalism are to be italicized and orange.
● Feral Whispers Description: The Kindred forms an empathic connection with an animal, allowing them to have a conversation with the creature. The simpler the animal, the more difficult it is to establish a connection. Mammals, birds, reptiles, and sharks are fairly easy, while insects, invertebrates and fish are all but impossible. The stronger the Beast in the animal, the easier it is to establish a connection, show predators are by far the easiest. Remember, animals do not think like humans, so questions asked of the animal will have responses along their line of thinking. An animal given a command will not always carry it out, but will be better disposed towards helping the Kindred. Special Effects: Eye contact must be maintained the entire time the Kindred is "speaking" to the animal. Animals that cannot see are immune. Squeaking, chirping, barking, and hissing are not uncommon noises for Kindred to make while using this power, as it helps its potency. System: No roll unnecessary to talk to the animal. Issuing commands requires a Manipulation+ Animal Ken roll at Difficulty 6 for predatory mammals, other mammals and predatory birds at Difficulty 7, and other birds and reptiles Difficulty 8. Making the noise of the animal during this roll reduces the Difficulty by 1. Good roleplaying and circumstances will reduce the Difficulty even further.
Successes modify the duration and complexity of the command given. One success would be enough to have a rat follow someone and lead you along that same path, three successes will have a bat trailing someone for weeks, while five successes is sufficient into gaining a ferocious wolf guarding a wilderness haven for months at a time. Cost: None
●● Beckoning Description: Building upon his ability to speak with the animals of the wild, the Kindred has learned to beg an audience of his feral brethren. By calling out in a particular voice, like howling for wolves or cawing like a raven, a Kindred can call all the animals in earshot. While the beasts have the choice on whether they heed the call or not, the Kindred's connection to his Beast and theirs makes them more favorable than they would normally be. Special Effects: Once again, the Kindred must make the noise of the animal and only animals in earshot will respond. He or she would do well to be loud. System: Roll Charisma + Survival (Diffculty 6) and consult the table below. If no animals are in that area, then none respond.
1 success - A single animal responds. 2 successes - One-quarter of animals respond. 3 successes - Half of the animals respond. 4 successes - Most of the animals respond. 5 successes - All of the animals respond. Cost: None
●●● Quell the Beast Description: As the penultimate predators of the World of Darkness, Kindred are quite adept at cowing other "beasts" with their own Beast. Whether the creature is animal or human, the Kindred is able to drive the creature to a state of terror or indifference quite easily. For some, this is used a feeding tactic, while others use it for sheer psychological manipulation. Special Effects: The Kindred must touch and stare into the eyes of the target they are attempting to quell. System: Roll either Manipulation + Intimidation or Empathy, depending on desired result, at Difficulty 7. This is an extended action that requires you to roll successes equal to the target's Willpower. If successes are not obtained, you must start over, and a botch protects the target's Beast from your control forever. If successes are made, the target can no longer regain Willpower and will not protect himself from assault unless his life is threatened. To break out of this reverie, the target must make a Willpower (Difficulty 6) roll every day until he accumulates as many successes as the Kindred's Willpower. Kindred cannot be affected by this power. Cost: None
●●●● Subsume the Spirit Description: A Kindred with this power can assert his very spirit over that of another animal, allowing him to possess the creature. This is an exhilarating experience, and one of the few means in which a vampire can experience the sun without fear. Special Effects: The Kindred's body is left behind in a mindless torpor, though if any damage is taken his consciousness will snap back immediately. The Kindred must stare into the eyes of the target animal they are attempting to possess. System: Roll Manipulation + Animal Ken at Difficulty 8 while looking into the animal's eyes. Successes determine the portion of the animal's spirit subsumed. Fewer than 3 successes require a Willpower Point be spent to overcome the animal's natural instincts, while under 5 successes means that the Kindred's mind is cloudy and animal-like in this state. Multiple successes will allow the use of Disciplines based on the chart below.
1 success - Cannot use Disciplines 2 successes - Can use Auspex 3 successes - Can also use Presence 4 successes - Can also use Dementation, Dominate 5 successes - Can also use Chimestry, Necromancy, Thaumaturgy
After the connection is broke, the Kindred may still act like the animal as it draws a part of its soul into his own. He must spend 7 Willpower Points to completely get this "out of his system" until which time he acts and thinks very much like the animal. If there is any exciting incident during possession (i.e. a spirited hunt, fight for survival) the Kindred must make a Wits + Empathy roll at Difficulty 8. Failure means he snaps back into his own body while a botch will send him into an immediate Frenzy. Any damage taken by the animal is also taken by the Kindred, though he may Soak this damage normally. If the animal dies during possession, the Kindred goes into torpor as his soul attempts to find its way back to the body. Cost: None
●●●●● Drawing Out the Beast Description: At this august level of Animalism, the Kindred has gained true and complete mastery over his internal Beast. Whenever he feels vicious and uncontrollably stirrings of rage and fear in his own being, he transfers his feral outburst into another victim. This is a dangerous game though, as a Kindred may intensify his own Frenzy or even lose his Beast, a catastrophic event for sure. Special Effects: A Frenzy "given" to another target is not natural, and will carry the original Beast's owner's mannerisms, speech, and expressions. Those that know the Kindred well will very easily discern what exactly is going on. System: The Kindred must be close to Frenzy or in it for the power to work. With another target within sight, the Kindred makes a Manipulation + Self-Control roll at Difficulty 8. Refer to the below table.
1 success - The character transfers the Beast, but unleashes it upon a random individual. 2 successes - The character is stunned by the effort and may not act next turn, but transfers the Beast successfully. 3 successes - The character transfers the Beast successfully.
If the attempt fails, the Kindred retains his Frenzy, which has intensified. Duration and Difficulty are doubled in magnitude, as is its severity. A Botch will not allow you to spend Willpower Points to curb the effects at all. If the Kindred leaves the presence of the victim before the end of the Frenzy, he loses his Beast. He can no longer gain Willpower unless he gets it back. To get it back he must find the possessor of his Beast and attempt to lure it back into his body or alternatively kill the possessor (which costs an immediate Humanity Point if not more). Cost: None
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Post by Jyhad on Aug 14, 2010 16:32:05 GMT -6
Some Kindred are able to sharpen their senses to a supernatural keenness via Auspex. Sight, sounds, and smells become clearer, more defined, an asset for any hunter. The distance at which prey can be sensed grows farther. The sense of touch and taste of the Kindred becomes refined as well, allowing the hints of poisons or false walls to be detected easily. As the Kindred develops this ability, he finds that his extrasensory abilities develop as well. Telepathy communication will simply be italicized as such. Auspex vs. Other DisciplinesSome Disciplines confound and befuddle the senses, which runs counterintuitive to the fundamentals of Auspex. The exact metaphysical rules of when Auspex is affected by an illusionary Discipline are detailed below. Other Supernatural powers versus Auspex are defined as well. Obfuscate: In order to notice a Kindred hidden by Obfuscate, an Auspex user must have a higher rating in said Discipline versus the hidden Kindred's Obfuscate rating. If the Obfuscated Kindred has a higher rating, he remains undetected. If the two ratings are equal, then the searcher rolls Perception + Subterfuge while the hidden Kindred rolls Perception + Manipulation (Difficulty 7). Chimerstry: To pierce the illusions of Chimerstry, compare Auspex versus Chimestry ratings. If the two ratings are equal, then the searcher rolls Perception + Subterfuge while the hidden Kindred rolls Perception + Manipulation (Difficulty 7). Other Powers: Other Supernaturals, like Mages, Werewolves, and Changelings, have the ability to confuse the senses, remain hidden, or otherwise distort perception. Since ratings are not applicable here, skip immediately to rolling Perception + Subterfuge versus the other Supernatural's Perception + Manipulation (Difficulty 7). ● Heightened SensesDescription: The Kindred can selectively raise the sensitivity of his five senses: sight, smell, taste, touch, and hearing. Capable of seeing a worn thread in a shirt from across the room, hear a single conversation at a crowded party, or feel the imperfection in a piece of jewelry. Powerful sensory stimuli like bright lights or explosions can temporarily distract or disable the Kindred using this power though. Special Effects: Overpowering sights, noises, flavors, and scents can disable a Kindred for about an hour so (blindness, deafness, inability to smell or taste). System: No rolls are necessary, a Kindred can heighten their senses at will. A Perception check made by the Kindred with his senses currently "tuned up" may reduce the Difficulty by his Auspex rating. To perceive a threat, the Storyteller rolls the Kindred's Auspex at a set Difficulty (5 to sense a pistol pointed at the back of his head up to 9 to sense that a rival Primogen is planning his assassination). This power does not allow the Kindred to see in the dark, but lowers the Difficulty by 1. Cost: None●● Aura PerceptionDescription: Every individual, whether mortal, werebeast, or Cainite, produces an aura about them that is colored by their strong emotions and secrets. A Kindred versed in Auspex can discern these aura hues and shades, allowing them to identify other Supernaturals and determine the state of their enemies. Special Effects: As stated above in Auspex vs. Other Disciplines, sometimes a Kindred can see an invisible target's aura. System: The Kindred rolls Perception + Empathy at a Difficulty 8, with each success providing a clearer view of the colors the target's aura consists of. The below table determines the clarity of the Kindred's Aura Perception roll. 1 success - Can distinguish only the shade (pale or bright). 2 successes - Can distinguish only the main color. 3 successes - Can recognize the color patterns. 4 successes - Can detect subtle shifts. 5 successes - Can identify mixtures of color and pattern. A Kindred can only get one, good clear look at a target's aura without tainting it with their own intentions and prejudices per month. Consult the following table to determine the target's emotional and spiritual state. Condition | Aura Colors | Afraid | Orange | Aggressive | Purple | Angry | Red | Bitter | Brown | Calm | Light Blue | Compassionate | Pink | Conservative | Lavender | Depressed | Gray | Desirous or Lustful | Deep Red | Distrustful | Light Green | Envious | Deep Green | Excited | Violet | Generous | Rose | Happy | Vermillion | Hateful | Black | Idealistic | Yellow | Innocent | White | Lovestruck | Blue | Obsessed | Green | Sad | Silver | Spiritual | Gold | Suspicious | Dark Blue | Confused | Mottled, shifting colors | Diablerist | Black veins in aura | Daydreaming | Sharp flickering colors | Frenzied | Rapidly rippling colors | Psychotic | Hypnotic, swirling colors | Vampire | Appropriate color is pale | Magic Use | Myriad sparkles in aura | Werebeast | Bright, vibrant aura | Ghost | Weak, intermittent aura | Faerie | Rainbow highlights in aura |
Cost: None●●● The Spirit's TouchDescription: When an individual uses and handles an object for a given time, he or she leaves a psychic residue on it that can be picked up by those with this power. Usually the last owner or user of the object will be sensed, but those that had a strong emotional attachment to the item may be read instead. Special Effects: The Kindred must hold the item and enter a trance like state in order to use this power. Only marginally aware of his surroundings, a loud noise or physical sensation will break his shallow trance. System: The Kindred holds the item and rolls Perception + Empathy. The Difficulty is set by the age of the interaction as well as the strength of emotions the user had at the time. A knife used to cut open a girl in a park just hours before might be Difficulty 5 while a cup sipped from a few weeks ago might be Difficulty 9. Each success offers once "piece" of information. One success might reveal that the user of a laptop was a male, three successes could tell that he was middle-aged and a pervert. Four successes would reveal his name while five or more successes could give a details about the ways the man used the laptop. Cost: None●●●● TelepathyDescription: With this ability, the Kindred takes a portion of his own mind and places it into the subconscious of a mortal. With this mental link established, the Kindred can read the thoughts of the mortal as if they were being spoken directly to him. For some reason, Supernatural minds are not as easy to telepathically invade. Special Effects: Thoughts projected into a target's mind will be noticeably foreign, but the target will not know who placed them there. Thoughts read are not clear cut and prosaic, but a stream of consciousness. System: The Kindred must roll a Intelligence + Subterfuge at a Difficulty set by the target's Willpower in order to establish a telepathic link. The Kindred can project an unnatural thought into the target's mind with one success. To read a mind, a success must be rolled for every piece of information the Kindred wants to steal. In order to invade a Supernatural mind, a Willpower point must be spent before the attempt can be made. Cost: None●●●●● Psychic ProjectionDescription: The perception of the Kindred becomes such a powerful and awesome force that it can literally separate from the physical body and travel about the world. With a silver strand connecting his consciousness to his torpid form, the Cainite travels wherever he chooses to see and hear what he likes. The spirit world is filled with other Supernaturals, some keen on finding a way to the mortal realm at any cost. Special Effects: The spirit world is a bizarre and dreamlike place, full of mystery and awesome sights. If a Kindred's cord is ever severed, it is a long and harrowing journey back to his physical shell fraught with danger and unearthly predators. The Kindred, in astral state, can fly at roughly 1000 mph through any object. They can not pass beyond the orbit of the moon. System: The Kindred must spend one Willpower point and roll Perception + Occult to enter an astral state. The Difficulty is set by the distance and complexity of the trip, with 7 being the average. Changing course to another destination requires another Willpower point expenditure as well as a new roll. Failure means the Kindred has become lost while a botch will have his cord snap. The Kindred cannot affect the physical world at all, besides becoming a ghostly apparition with an expenditure of Willpower. If a Kindred meets another "astral" Kindred, they use Wits instead of Dexterity, Manipulation instead of Strength, Intelligence instead of Stamina, and Willpower as Health. Once Willpower is depleted, the cord is severed. Cost: One Willpower point
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Post by Jyhad on Aug 14, 2010 16:32:54 GMT -6
While Kindred are known for their speed and dexterity over brute force, at least in comparison to other Supernaturals, it is Celerity that truly allows them to outstrip mortals and other Cainites properly. To the outside world, the Kindred becomes a blur of motion and speed, while the Cainite in the throes of Celerity sees the world around him moving in slow motion. A deadly tool in the hands of the undead
Description: The Cainite harness the stolen vitality of blood in his undead veins to increase his dexterity, hand-eye coordination, and alacrity. He is able to move and act a number of times before another can even manage to blink. Special Effects: The Cainite is moving literally at impossible speeds, leaving contrails and after images as the vampire rushes through the area. This is a clear violation of the Masquerade. System: After spending a Blood Point, a Kindred using Celerity may take a number of extra Actions equal to their ratings in Celerity. These Actions are in addition to the Cainite's normal Action, must be physical actions, and occur at the end of the turn. These Actions may not be split into multiple Actions. Cost: A single Blood Point
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Post by Jyhad on Aug 14, 2010 16:34:45 GMT -6
As befits a Clan of fraudsters, charlatans, and tricksters, Chimerstry is a Discipline that harnesses the power of illusions. Initially, the chimera is only able to confuse and frighten a victim, but the masters of Chimerstry can use their phantasms to maim and kill their enemies, or at least make the victim think they were injured.
● Ignis Fatuus Description: This ability allows the Kindred to create simple, static illusion that affects one sense. This could be the smell of gasoline, a door where there is none, or a mewling cat. While tactile sensations can be affected, the illusion is not solid and can be passed through. Special Effects: Illusions created through this mean can only affect one sense. System: After spending a Willpower point, the Kindred can form the illusion and maintain it as long as he remains in the area. If he leaves the area or the illusion is proven false by the victim, the illusion ends. Cost: One Willpower point
●● Fata Morgana Description: The static illusion of Ignis Fatuus expands to encompass all five senses, though movement is still impossible. A burned out old home could become a rustic French cottage, but lantern lights will not flicker despite how warm they look and feel. Special Effects: Same as Ignis Fatuus, but affecting all five senses. Illusion is still not solid. System: After spending a Willpower and Blood point, the Kindred may create the dweomer. Once again, he must stay in the area or the illusion ends. Cost: One Willpower point, one Blood point
●●● Apparition Description: This is an extension of earlier powers, allowing the Kindred to allow movement and dynamism to earlier created illusions. A static flame will now flicker and billow while water will rush and dance. Special Effects: Apparition only modifies previously conjured illusions, it does not create new ones. System: The creator of the illusion spends a Blood point to motivate the image in one manner. Cost: One Blood point
●●●● Permanency Description: The duration of created illusions becomes permanent with this ability, at least until the phantasm is proven unreal. Phantom guard dogs can be created to scare off intruders Special Effects: Permanency only modifies previously conjured illusions, it does not create new ones. Further, Apparition must be used to make the illusion move as well. System: Spend a single Blood point to make a previously created illusion permanent. It will persist even if you leave the area. Cost: One Blood point
●●●●● Horrid Reality Description: The illusions are no longer projected limply into reality, but rather directly into the mind of some poor victim. The illusion becomes essentially real for the victim, fire burns, gas chokes, and walls are solid. Others may try to convince the hapless victim they are just illusions, but to no avail. He or she may even believe they have died as the result of these phantom assailants. Special Effects: The illusions can only be seen, felt, heard, smelled, and tasted by the victim. System: The Kindred must spend 2 Willpower points to form the illusion. In order to "damage" the target, the Kindred must then make a Manipulation + Subterfuge (Difficulty equal to Perception + Self-Control). Each success on this roll inflicts a Health level of damage on the victim that will not "heal" until he or she is convinced that it is an illusion. If the target takes to many Health levels of damage, he or she falls into an unconscious or torpid state. Coming out of this state or healing "damage" could take a serious amount of time and psychotherapy. Cost: Two Willpower point
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Post by Jyhad on Aug 14, 2010 16:38:28 GMT -6
A truly terrifying Discipline, Dementation does not so much infect others with madness as breaks down the walls of sanity in its victim. Inklings become paranoia, aversions become phobias, and nightmares become vivid delusions. Malkavians, those that are coherent enough to talk to, say that Dementation is a gift, the next step in the evolution of the mind. Most Cainites publicly dismiss this as more ramblings from the Lunatics, but secretly fear this to be true as both mortal and Kindred's minds are equally affected by this power.
Suggestions and statements carrying the power of Dementation will be italicized and lime green.
● Passion Description: At this level of Dementation, a Kindred can stir the emotions of a victim to frenzied heights or apathetic desensitization. Only emotions at the forefront of the targets minds can be affected, however, so the Kindred does not really get a choice in what he sharpens or dulls. Special Effects: Possible side effects for victims could result in -1 or -2 additions or subtractions to Difficulties for Frenzy rolls, Virtue rolls, or rolls to resist Presence powers. System: The Kindred rolls Charisma + Empathy at a Difficulty equal to the victim's Humanity score. Successes will determine the duration of the altered state of being. Consult the table below.
1 success - One turn 2 successes - One hour 3 successes - One night 4 successes - One week 5 successes - One month 6+ successes - Three months Cost: None
●● The Haunting Description: Manipulating a victim's sensory centers, this power "gifts" the unaware target with sights, sounds, scents, and sensations. The victim's strongest emotions are represented in these phantasms. Fears, paranoia, regrets, and guilt come to life in the periphery of the affected victim, fleeting glimpses driving him or her slowly mad. Special Effects: The apparitions appear when the victim is alone and mostly at night. They are fleeting and always on the edge of ones perception. Extremely harrowing and terrifying apparitions can reduce dice pools for a few turns after the visions. System: The Kindred spends a Blood point and rolls Manipulation + Subterfuge at Difficulty of the target's Perception + Self-Control. Successes results in greater duration of the apparitions. Consult the table below.
1 success - One night 2 successes - Two nights 3 successes - One week 4 successes - One month 5 successes - Three months 6+ successes - One year Cost: One Blood point
●●● Eyes of Chaos Description: The greatly feared and equally prized insight of the Malkavians is represented in this power. Gazing through their fractured minds eye, the Kindred using Eyes of Chaos see the kaleidoscopic patterns of a person's soul. Some say this ability even allows the Malkavians a special knowledge of the movements and countermovements of the Jyhad. Special Effects: Almost anything, no matter how trivial or insignificant, can be analyzed with this. Malkavians or other Kindred prone to fixation can be caught up "reading" into everything around them. System: The Kindred concentrates and rolls Perception + Occult. The Difficulty depends on what the Kindred wants to discern about a target. Discerning a stranger's Nature is Difficulty 9, a casual acquaintance 8, or an old friend 6. Reading an encoded message would be at Difficulty 7. Cost: None
●●●● Voice of Madness Description: With just a word, the user of this power "encourages" another to act according to their natures. The victims targeted by this power fly into fits of rage and bedlam that cause them to flee or destroy the source of their deep seated psychosis. The sword cuts both ways with this power, however, leaving the user just as prone to rage and violence. Special Effects: The Kindred who uses this power must immediately roll against Frenzy himself, although with a -1 Difficulty to the roll. Only targets that can hear the Kindred are affected. System: The Kindred spends a Blood point and rolls Manipulation + Empathy at Difficulty 7. One target is affected per success. Affected victims fly into immediate frenzy or Rötschreck. Mortals are automatically affected and do not remember what they did during this "berserk" moment. Those capable of "frenzies" such as Kindred and Lupines must make a check against Frenzy or Rötschreck with a +2 Difficulty. Targets are affected for a full Scene, though Kindred and Lupines may make a normal test to come out of the frenzy. Cost: One Blood point.
●●●●● Total Insanity Description: Reaching into the festering depths of a victim's psyche, this ultimate expression of Dementation can be extremely debilitating for mortals and Kindred alike. This power stirs up the parts of ones soul that they wish to keep buried more than any other, so such an existence is usually a living nightmare for the victim. Special Effects: The Kindred must concentrate on the target for a full, undisturbed turn. The target's full and undivided attention must also be gained by the Kindred using this power. System: The Kindred spends a Blood point and rolls Manipulation + Intimidation at a Difficulty equal to the victim's Willpower. If successful, the victim is immediately afflicted by five Derangements for a duration determined by the table below.
1 success - One turn 2 successes - One night 3 successes - One week 4 successes - One month 5 successes - One year Cost: One Blood point
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Post by Jyhad on Aug 14, 2010 16:39:42 GMT -6
This Discipline is the distillation of a Cainite's considerable will into irresistible control. By making eye contact, staring into the very soul of their victim, a Kindred can give commands backed by his undead prowess. The hapless dominated are compelled to follow the commands, but only if they can understand the instructions and even then, they will follow the letter, not the spirit. This is a very powerful Discipline, one linked to the willfulness and potency of the user.
When a command is given via the Domination Discipline, the text will be italicized and blue.
Resisting Dominate
Most victims targeted by this Discipline are lost to its compelling power. Mortals and Kindred alike are terribly vulnerable to this Discipline. Some unique situations will render it impotent, however.
Mortals The will of mortals compared to the undying compulsion of the Kindred is laughable at best. Most humans do not have the strength of will to resist Dominate. Still, some humans have developed ways to defend against this ability, whether they realize it or not. Those with strong faith, willpower, or mental fortitude are capable of shrugging off Dominate. Fortunately for vampires, these people are extremely rare in the World of Darkness.
Vampires It is completely and entirely impossible to Dominate a Cainite of lower Generation. The Discipline cannot even be attempted on them. Only other Kindred of equal or higher generation can be attempted to Dominate.
Natures Certain Natures lend themselves towards easier domination. Further, specific Dominate compulisions may be more readily accepted. Those with "weaker" or empathic Natures will be easily compelled while those with strong willed natures will have an easier time resisting. Those will violent Natures will be coaxed into violence easier, while rebellious or deviant natures will find Dominate orders geared towards conforming easily shrugged.
Botches Any Botch on an attempt to Dominate leaves the target completely immune to further Dominate attempts for months or even a full year.
● Command Description: By emphasizing a word with the power of Dominate, a Cainite can order another to perform some immediate action. This order must be clear and concise, and must not be suicidal in nature. The command can be something simple like sit, yell, cough, belch, leave, etc. Special Effects: Anything harmful suggested will automatically fail. The order can only be a single word, though it can be cleverly couched in a sentence by emphasizing the word. Eye contact must be made when issuing the command. System: The Kindred must roll Manipulation + Intimidation at a Difficulty equal to the target's permanent Willpower score. More successes will increase the duration and intensity of the command (running for a few turns, sneezing uncontrollably, etc.). Cost: None
●● Mesmerize Description: Using this ability, a Cainite can plant a verbal suggestion deep into a victim's mind. Whether a simple, precise command (such as giving a person an item) to a complex, highly involved ones (such as tailing a target and taking notes). A power that takes an immense amount of concentration and careful wording, Mesmerize requires both parties be free of distraction. As Mesmerize is a powerful unconscious drive in a person, he or she can only be under the effects of one suggestion at a time. Special Effects: Eye contact must be made when implanting the suggestion. System: A Kindred rolls Manipulation + Leadership at Difficulty equal to a target's permanent Willpower score. The more successes rolled, the greater the control of suggestion. One or two successes will not allow a suggestion that goes against a target's nature. Three or four successes will allow for any suggestion that does not involve any harm to their person. Five or more will allow for any command implanted, regardless of promise of injury. Any command resulting in the death of the target automatically fails. If another Mesmerize command exists, compare results between the previous command and the current Mesmerize roll. The result with higher successes will supplant the other. Cost: None
●●● The Forgetful Mind Description: The Forgetful Mind allows a Kindred to delve into the memories of a victim. He can then erase old memories and replace them with new, fabricated memories. Using skill, finesse, and imagination, a Kindred can override memories masterfully to avoid breaking the Masquerade or even worse transgressions. Further, a Kindred can also tell if another has had their memories altered and even restore the falsified thoughts. Special Effects: Eye contact must be made when implanting the suggestion. The Kindred cannot act aggressively towards the target at all. The more intricate and real the false memory is, the more likely it is to stand up to scrutiny and questioning. System: In order to falsify a memory the Kindred rolls Wits + Subterfuge at Difficulty equal to target's Willpower score. Successes allow for greater extent of change to the
1 success - May remove a single memory; lasts one day. 2 successes - May remove, but not alter, memory permanently. 3 successes - May make slight changes to memory. 4 successes - May alter or remove entire scene from subject's memory. 5 successes - May reconstruct entire periods of subject's life.
To restore falsified memories, you must have Dominate rating equal to or higher than the vampire who originally altered it. Roll Wits + Empathy (Difficulty equal to original vampire's permanent Willpower). You must score more successes than the original fabrication roll. Cost: None
●●●● Conditioning Description: A useful ability for those that make regular use of servants and Ghouls, Conditioning makes Dominate attempts much easier for the "patron" of the retainer and more difficult for others. With whispers and urges, the conditioned individual finds him or herself more susceptible to the commands, suggestions, and orders of their master. This increased loyalty and submission comes at a price of the individual's free will and creativity. Special Effects: Those conditioned by this power will often have little to no initiative and will follow orders quite literally. System: A Kindred makes an extended action roll of Charisma + Leadership at a Difficulty equal to the target's permanent Willpower. Successes between 5 and 10 are dependent upon a target's Nature. A submissive Nature will take less while a willful Nature will take the greater amount. Even if all the successes are not achieved, Dominate rolls will be at -1 to -2 Difficulty. Once successes are garnered, eye contact and physical presence are no longer needed for Dominate rolls. Dominate rolls are not necessary if the Kinded and the target have contact, and Dominate rolls that fail will still have their orders followed as best as the target is able. Once fully conditioned, other Cainite's will have a +2 Difficulty to Dominate attempts. Cost: None
●●●●● Possession Description: A Kindred can subsume a properly prepared mortal's mind with his own potent psyche with this level of Dominate. The Kindred crushes the will of his mortal victim with a concerted effort of supernatural dominance, slipping into his or her body like he was putting on a costume. The victim is only vaguely aware of his or her actions during this mental invasion, dreamlike and distant. Special Effects: The Kinded and target locks eyes during this contest of wills, unable to look away. Only a mortal who has been Blood Bonded can be possessed by this ability. Other Kindred, even weaker Kindred, are immune to this ability. System: A Kindred rolls Charisma + Intimidation while the subject rolls Willpower in a resisted action (Difficulty of 7 for both rolls). For every success the Kindred rolls, reduce target's temporary Willpower by one point. For every success the target rolls, he or she receives another die for the next resistance roll. When the target is devoid of temporary Willpower, the Kindred rolls Manipulation + Intimidation at Difficulty 7. Successes determine degree of control, as outlined in the table below.
1 success - Cannot use Disciplines. 2 successes - Can use Auspex. 3 successes - Can also use Dominate, Presence. 4 successes - Can also use Chimerstry, Dementation. 5 successes - Can also use Necromancy, Thaumaturgy.
While a Kindred can travel out in daylight while possessing a mortal, they must be "awake" in their own form during the day. The Kindred's own body is in a torpid state, though it will draw back his spirit instantly if it is disturbed in some way. If the vampire is unable to flee before a mortal "host" dies, he is immediately falls to torpor. If a vampire's body is destroyed, he is locked in the mortal's body. At each sundown, he must make a Courage (Difficulty 8) or be expunged from the mortal's body. A "possessed' mortal cannot be Embraced. Cost: One Willpower point
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Post by Jyhad on Aug 14, 2010 16:40:36 GMT -6
Cainites are already supernaturally resistant to injury and trauma. Being dead already, vampires have little fear from blades and bullets. Sticks and stones no longer break bones, as it were. But vampires possessing Fortitude are made of even stronger stuff.
Description: Fortitude allows a resiliency even amazing compared to the unnatural stamina gifted to the Kindred. Massive amounts of damage that would drive even the oldest vampire to his knees is shrugged off by a Kindred with Fortitude. Further, this arcane resiliency even allows a Kindred to avoid the scourges of the vampire existence: the sun and fire. Special Effects: When used improperly, this Discipline can create a breach in the Masquerade. A "human" getting up after being riddled with bullets or smashed by a semi truck is definitely not normal or accepted. System: A Kindred adds his rating in Fortitude to his Stamina for Soaking purposes. A Kindred may use his Fortitude rating, and only his Fortitude, for Soaking Aggravated damage such as fire, vampire bites, and werewolf claws. This also allows a Kindred to soak damage from sunlight. Cost: None
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Post by Jyhad on Aug 14, 2010 16:48:01 GMT -6
The macabre and misunderstood magical art of Necromancy is a Discipline practiced by the Giovanni and shunned by most other Clans. Like Thaumaturgy, there are several Paths of studies and potent Rituals for a practitioner to study and master. Necromancy involves summoning spirits and binding them to the whims of the necromancer. Necromancers can also reanimate corpses by "re-inserting" ghosts into dead bodies. All necromancers begin their studies along the Sepulchre Path, branching out to the other Paths when they find the opportunity and time. Most Kindred find this Discipline repellent and disgusting, making necromancers few and far between thankfully.
The Sepulchre Path
● Insight Description: By staring into the eyes of the deceased, a necromancer can witness the last images the departed witnessed. Only the necromancer can see these images, displayed grotesquely on the eyes of the corpse like a macabre television screen. Special Effects: Only the Cainite using Insight can see the images of the corpse's death. Kindred who had experienced Golconda cannot be analyzed with Insight. A corpse in an advanced stage of decomposition cannot be analyzed either. System: A Kindred rolls Perception + Occult at Difficulty 8 for a formerly living creature and 10 for an undead corpse. Successes determine the clarity of the images seen, as determined by the table below.
1 success - A basic sense of the subjects death. 2 successes - A clear image of the subject's death and the seconds preceding it. 3 successes - A clear image, with sound, of the minutes preceding death. 4 successes - A clear image, with sound, of the half-hour before the subject's demise. 5 successes - Full sensory perception of the hour leading up the the target's death.
A botch results in the Kindred using Insight getting a sudden image of his own Final Death and must immediately make a check against Rötschreck. Cost: None
●● Summon Soul Description: A necromancer can summon a soul that he knows from the Underworld. The wraith cannot interact with the real world, but is visible and audible to the necromancer. The wraith is in no way compelled to speak with the Kindred, but few among the dead would pass up the chance to speak to someone on this side. Special Effects: The necromancer must know the name of the wraith he is summoning as well as possess an object important to it. If he possesses a truly meaningful object, the necromancer reduces Necromancy Difficulties by 2. System: A Kindred rolls Perception + Occult at Difficulty 7 (if the ghost's Willpower is known, use that rating). Successes determine the duration of the spirit's stay and its tractability. For every question the spirit is asked, roll a die at Difficulty 7. If this fails, the ghost departs. If any roll is botched, the wraith torments its summoner. Cost: None
●●● Compel Soul Description: After summoning a wraith, a necromancer sets to the business of binding and enslaving the poor soul. Using the mystical compulsion of Necromancy, a Kindred can force a wraith in to his service. Special Effects: The spirit can be compelled multiple times in one summoning. System: A Kindred first summons a wraith using Summon Soul. The Kindred then rolls Manipulation + Occult at Difficulty equal to the target's Willpower. The wraith can spend Pathos in order to resist the compulsion, removing the Kindred's successes at a one-for-one basis. Successes render results as displayed below.
Failure: The compulsion of the summoning ends and the wraith is free to leave. Many wraiths take the opportunity to assault their would-be masters as they depart. One success: The wraith must remain in the vicinity and refrain from attacking any creature without the necromancer's consent. Two successes: The wraith is bound to remain and answer any questions truthfully, through the questions had best be phrased carefully. Three successes: The wraith is forced to remain and answer any questions truthfully. Four successes: The wraith must remain, answering truthfully any questions asked of it. It must also perform any services commandeered by its new master, though it is bound only by the letter of the command, not the spirit. Five successes: The wraith is trapped, obeying the spirit of the vampire's commands to the best of its ability.
Compel holds a spirit for one hour per success rolled. Spending a temporary Willpower adds an extra night while a permanent Willpower results in a year and a day. Cost: None. Read further under System.
●●●● Haunting Description: Haunting allows a necromancer to bind a spirit to a paritcular location or an object. The spirit is bound to this area on pain of obliteration. Special Effects: A wraith attempting to leave the area it was bound must roll Willpower at Difficulty 10 and score two successes. The wraith takes a level of Aggravated damage if this roll fails. Failure sends the wraith deep into the Underworld to suffer complete and utter dissolution. System: A Kindred rolls Manipulation + Occult at a Difficulty equal to the target's Willpower if they resist, otherwise 4. Every success roll binds the spirit to the area for a night. Spending a temporary Willpower adds an extra night while a permanent Willpower results in a year and a day. Cost: None. Read further under System.
●●●●● Torment Description: The most insidious of all a necromancer's Sepulchre Path abilities, Torment allows a Kindred to physically harm a wraith. Used to punish recalcitrant spirits, this power is useful as it does not allow a wraith to reciprocate the punishment. Special Effects: A ghost destroyed by this ability cannot reform in the living world for a full month. System: A Kindred rolls Stamina + Empathy at Difficulty equal to the wraith's Willpower. Each success inflicts a level of Lethal damage on the wraith. Cost: None
The Bone Path
● Tremens Description: Somewhat of a parlor trick, Tremens is no less morbid than any other Necromancy ability. Tremens causes a corpse to move in some matter, whether a twitch of the eyes to sitting up completely. Naturally, this can cause some pretty intense reactions. Special Effects: A corpse can never attack or cause damage. This could be a potential breach of Masquerade. System: A Kindred rolls Dexterity + Occult at Difficulty 6. The number of successes dictate the complexity of the movement possible. One or two successes will have the corpse open its eyes, while five or more can set a trigger such as when a person enters a room, the corpse will sit up and look over. Cost: One Blood point per "movement"
●● Apprentice's Broom Description: A sophistication of Tremens, Apprentice's Broom raises a corpse to perform a menial task. The body rises as a mindless zombie that slowly rots until it completes its given task, at which point it completely decomposes. The zombie will not attack anyone or defend itself, but will try its damnedest to complete its task regardless of the hindrances. Special Effects: The Camarilla frown upon the creation and use of reanimated dead. System: A Kindred rolls Wits + Occult at Difficulty 7 and spends one point of Blood and Willpower. The Kindred then states a task which the zombie must complete. The zombie decomposes instantly after a time or if it completes its task. Cost: One Blood point and One Willpower point
●●● Shambling Hordes Description: A necromancer can prime corpses to become guardians and assassins, albeit clumsy ones. There are benefits to an undying, unfeeling killer, however. A zombie will wait years to execute their orders, whether they are to guard a specific location or to attempt to kill a target. Special Effects: The Camarilla frown upon the creation and use of reanimated dead, especially killer zombies. System: A Kindred rolls Wits + Occult at Difficulty 8 after expending a Willpower point. For each zombie created, the Kindred must expend one point of Blood. The zombies can them be given one simple instruction along the lines of "guard this place" or "kill that person". Cost: One Willpower point and a one point of Blood per zombie created
●●●● Soul Stealing Description: This ability works on the living, or unliving, rather than the dead. A necromancer can temporarily strip a human or Kindred of its soul, forcing it out of the body as a wraith. The soulless husk can then be filled with other nefarious necromantic spells. Special Effects: The body is catatonic without a soul, but medically alive in all manners. System: A Kindred spends a point of Willpower and rolls a contested Willpower test against his target at Difficulty 6. Successes indicate the number of hours the soul is removed from its body. Cost: One Willpower point
●●●●● Daemonic Possession Description: By taking a dead body or one prepared by Soul Stealing, a necromancer can insert a spirit into a reanimated corpse. The corpse will rot after a week, but it gives the spirit a bit of time to interact with the world of the living. Further, a Kindred soul dislodged by other Disciplines can find home in the prepared corpse. Special Effects: The spirit will have access to its Mental Abilities and the body's Physical Abilities, but not vice verse. A body prepared by Soul Stealing will not decompose after a week, but will dislodge the soul once the time limit is up. The corpse can be dead no longer than 30 days. Ghosts or astral projected spirits cannot be forced into a shell, the must agree. System: A Kindred attempting to place a soul in another Kindred rolls a contested Willpower test with the target at Difficulty 6 and score at least five successes. For a human corpse, no roll is needed. Cost: None
The Ash Path
● Shroudsight Description: A necromancer can use this ability to peer into the shadowy Underworld. Piercing the mystical barrier between realms, he can view ghostly buildings and objects as well as wraiths. However, observant wraiths may notice a Cainite peering into their world. Special Effects: This power lasts for a full scene. System: A Kindred rolls Perception + Alertness at Difficulty 7 for activation. Cost: None
●● Lifeless Tongues Description: While Shroudsight allows a Kindred to see the dead, Lifeless Tongues allows him to speak with the dead. This is the least painless and arduous of methods for speaking with ghosts, both for the Kindred and the wraith. Unsurprisingly, the spirits are thankful for such efforts. Special Effects: This power also automatically grants the use of Shroudsight, but only to see the wraith the vampire is speaking to. System: A Kindred spends a Willpower point and rolls Perception + Occult at Difficulty 6. Cost: One Willpower point
●●● Dead Hand Description: A further extension of the ability to interact with the Underworld, Dead Hand allows a necromancer to physically interact with the world of the dead. He can strike a wraith, grab a ghostly object, or even climb the architecture. He exists in two worlds while using this ability, and will appear to be scaling the very air in front of him. He may also be struck in turn... Special Effects: The Kindred exists in both worlds and can be attacked in both. System: A Kindred spends a Willpower point and rolls Wits + Occult at Difficulty 7. For ever scene the Kindred wants to interact with the Underworld, he must expend a Blood point. Cost: One Willpower point. One Blood point per scene
●●●● Ex Nihlo Description: With this power, a necromancer can finally step foot in the Underworld. He exists as a solid ghost, though he can still become incorporeal if he wishes. A vampire must be careful in the Underworld as they are now subject to complete and utter annihilation via Oblivion itself. Special Effects: A vampire in the Underworld has his normal Health levels, but can only be harmed by weapons that cause Aggravated damage. By "spending" a Health level, he can pass through solid objects and remain incorporeal for a number of rounds equal to his Stamina rating. Nothing can bring back a vampire subject to Oblivion. Vampires cannot feed on wraiths. System: A Kindred must draw a doorway with blood or chalk. He then spends two Willpower points and two Blood points and makes a Stamina + Occult roll at Difficulty 8. To return, a Kindred must spend a Willpower point and roll Stamina + Occult at Difficulty 6. Cost: Two Willpower points. Two Blood points.
●●●●● Shroud Mastery Description: To those that deal with the dead, the veil between worlds can be both a blessing and a curse. With Shroud Mastery, a necromancer can manipulate this arcane barrier to his or her advantage. Raising the barrier will provide protection from wraiths while lowering it will allow easier access. Special Effects: The strength of the veil will return to normalcy at a rate of one point per hour after it has been changed. Areas with high veil ratings will feel somehow bland and stagnant while areas with low veil ratings will seem eerie and cold. System: A Kindred spends two Willpower points and rolls Willpower at Difficulty 9. Each success raises or lowers the Difficulties of a wraith's actions in the area to a maximum of 10 and a minimum of 3. Cost: Two Willpower points
Necromantic Rituals Rituals are learned separately from the Paths of Necromancy. They are different in a number of ways. They do not often have immediate effects like the powers of the Paths, but are usually more potent in their effects. They require a great deal of effort and have material components. The components are often extremely esoteric and difficult to procure, a fact that many enemies of necromancers are thankful for.
Casting All Rituals have the same Casting roll: Intelligence + Occult. The Difficulty is dependent upon the level of the Ritual: the Difficulty is 3 + the level of the Ritual to a maximum Difficulty of 9. Success indicates the Ritual went smoothly, a failure resulting in no effect, and the botch alerting "Powers" to the caster, to his detriment. Casting times are detailed below in System section of the Ritual.
● Call of the Hungry Dead Description: This Ritual allows a necromancer to curse a victim with the ability to hear unintelligible conversations and voices from the Underworld. A rabble of voices will be heard by the victim, and only the victim, until he or she can no longer takes it. Special Effects: If the victim is not prepared for this Ritual, the effects will drive him or her briefly insane. System: This ritual requires 10 minutes of chanting. The target's hair is burned in the flame of a black candle. Cost: One hair from the target's head
●● Eyes of the Grave Description: Cursing a victim with visions of his or her own death is achieved by this Ritual. A necromancer cannot see these images, which can last up to a minute, for they are the eventual end of the target and the target alone. Special Effects: The visions of death last for up to a week and are uncontrollable. System: This ritual requires 2 hours of casting to succeed. Cost: Pinch of soil from a fresh grave
●●● Ritual of the Unearthed Fetter Description: By using a thread fingerbone of a wraith, a necromancer can find some object intensely important to the wraith. The bone raises on the thread like a mystical compass, leading the caster to the object. Special Effects: The necromancer must know the name of the wraith they are attempting to find the fetter of. Finding a wraith's fetter reduces the Difficulty of all Sepulchre Path powers by 2. System: This ritual requires 3 hours of casting. The gravestone is crumbled and sprinkled over the fingerbone. Cost: Target wraith's fingerbone. Chip from a gravestone
●●●● Cadaver's Touch Description: This nasty Ritual curses a necromancer's victim with appearance of a walking corpse. This can be quite the liability for a Cainite, already attempting to not seem undead. Masquerade breaches and miserable hunting are just some of the byproducts of this Ritual. Special Effects: The target of this Ritual becomes cold, clammy, waxy, and possesses an extremely weak pulse. He or she will seem to be "the walking dead" to an observer. This imposes a +2 Difficulty on all Social tests. System: This ritual requires 3 hours of chanting. A wax effigy is melted until it loses all form. Once the wax solidifies, the power ends. If the wax boils up completely, the power all ends. Cost: Wax effigy of the target
●●●●● Grasp the Ghostly Description: This eldritch Ritual allows a necromancer to pull a recently destroyed item from the Underworld. Swapping it for a similar item, he can return a Relic to the world of the living. Ghostly Artifacts are beyond his ability to take, however, as they were never meant to exist in this realm. Special Effects: The object stays in the living realm for up to a year. System: This ritual requires 6 hours of chanting. Cost: Object of similar size and shape
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Post by Jyhad on Aug 14, 2010 17:06:46 GMT -6
As hunters among humanity, Cainites rely on stealth and cunning to track their prey. Feeding is not the only activity that calls for skulking in the world of the Kindred. Obfuscate allows a Kindred to bolster their natural stealth abilities with supernatural powers that allow them to fade into the shadows or change their appearances. The ken of this Discipline is beyond technology's grasp even, bending the minds and perceptions of those watching on video surveillance.
● Cloak of Shadows Description: Special Effects: A concerted effort of an observer will eventually reveal the Kindred. Kindred with Auspex may be able to detect an Obfuscated vampire as well. System: No roll is necessary, as long as the Kindred remains in the shadows, does not move, and stays silent he cannot be seen. Cost: None
●● Unseen Presence Description: Special Effects: System: Cost:
●●● Mask of a Thousand Faces Description: Special Effects: System: Cost:
●●●● Vanish from the Mind's Eye Description: Special Effects: System: Cost:
●●●●● Cloak the Gathering Description: Special Effects: System: Cost: None
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Post by Jyhad on Aug 14, 2010 17:09:05 GMT -6
Description of Obtenebration
● Shadow Play Description: Special Effects: System: Cost:
●● Shroud of Night Description: Special Effects: System: Cost:
●●● Arms of the Abyss Description: Special Effects: System: Cost:
●●●● Black Metamorphosis Description: Special Effects: System: Cost:
●●●●● Tenebrous Form Description: Special Effects: System: Cost:
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Post by Jyhad on Aug 14, 2010 17:09:49 GMT -6
Description of Potence
Description: Special Effects: System: Cost:
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Post by Jyhad on Aug 14, 2010 17:11:13 GMT -6
Description of Presence
● Awe Description: Special Effects: System: Cost:
●● Dread Gaze Description: Special Effects: System: Cost:
●●● Entrancement Description: Special Effects: System: Cost:
●●●● Summon Description: Special Effects: System: Cost:
●●●●● Majesty Description: Special Effects: System: Cost:
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Post by Jyhad on Aug 14, 2010 17:13:25 GMT -6
Description of Protean
● Eyes of the Beast Description: Special Effects: System: Cost:
●● Feral Claws Description: Special Effects: System: Cost:
●●● Earth Meld Description: Special Effects: System: Cost:
●●●● Shape of the Beast Description: Special Effects: System: Cost:
●●●●● Mist Form Description: Special Effects: System: Cost:
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Post by Jyhad on Aug 14, 2010 17:16:09 GMT -6
Description of Quietus
● Silence of Death Description: Special Effects: System: Cost:
●● Scorpion's Touch Description: Special Effects: System: Cost:
●●● Dagon's Call Description: Special Effects: System: Cost:
●●●● Baal's Caress Description: Special Effects: System: Cost:
●●●●● Taste of Death Description: Special Effects: System: Cost:
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