All the
disciplines noted here are in addition to the ones found
in Laws of the Night and related texts.
Animalism: As per Laws of the Night: Revised, otherwise as noted.
Beast Within
Your affinity with the animalistic
side of the Kindred gives you some power over it in others. In particular,
you draw upon a victim’s bestial nature and force her to give in to this
darker side.
This Discipline power allows you activate one of your opponent's Beast traits (Narrator chooses) if you defeat her in a Social challenge. You need not know any of your target’s Beast traits, but if you do, you do not need to risk one of your Social traits. (Knowing the Beast Trait takes the place of your Social trait during the bid.) If you fail in the attempt to use Beast Within against your target, you may not use it again on her for the rest of the evening.
This power can be used on humans and ghouls as well, awakening/activating their Derangements with the same restrictions and mechanics as activating Kindred Beast traits.
This optional Discipline can replace
the intermediate Animalism power of Quell the Beast. Cost: 6xp.
Fortifying
the Feral Spirit
The person using this ability is
able to infuse an animal with a part of their spirit, elevating the animal
above the level of mere beast and making it a more worthy companion, or
perhaps simply a better tool.
This power can temporarily raise one of the animal's Social or Mental stats to the level of its master. Only one stat is affected and the Narrator will be strict in enforcing limited benefits. In general, enhanced mental traits allow for the animal to accept and understand commands, impove its decision making (in combat and other stressful situations), and increase its ability to perceive complex events occurring around it. Enhanced Social traits allow for the animal to give its master information and communicate better in general, and the ability to lie to other “masters” (sneaking into the Nosferatu warrens, etc.) A rat with a supernaturally high intelligence would be able to accept complex instructions such as following a specific person, but they would not be able to perceive what type of gun the person was holding or communicate where the person went in anything more than general terms ("that way" as opposed to "eight blocks north and one east"). A given animal can only be affected by one use of this power at a time.
Make a Static challenge with a difficulty of six traits. Success allows for an increase in the animal's Mental or Social traits up to a base maximum of one-half of the character's. One trait, Mental or Social, may be increased, not both. Inceased animal traits are purchased at a one for one basis. One trait from the vampire may be used for an increase in the animal’s traits or for an additional one hour of effect. Animals that are blood bound to the master can be affected for much longer periods of time (Narrator descretion). If a Willpower trait is spent, the animal is affected by this power for one week in duration. Each Willpower point spent in this way counts as one point of 'experience' toward raising that particular stat in that affected animal, so that repeated use of this power on an animal over time can create permanently powerful ghouls. This power can be terminated at any time at the master's discretion.
This optional Discipline can replace
the intermediate Animalism power of Subsume the Spirit. Cost: 6xp.
Knowing the
Beast
Before the student of Animalism
can control the Beast they must understand it. This power allows the character
to comprehend the nature of someone's Beast. Specifically, this means learning
what can calm their Beast and what causes anger or fear in their Beast.
Additionally, when the Beast is unleashed in another the character can
see what caused the unleashing.
The vampire makes an opposed Social challenge against their opponent's traits, gaining a +3 trait bonus if their opponent (any Beast-possessing supernatural) is currently affected by Rotschreck or Frenzy. Opponents not in Frenzy may retest with the Subterfuge ability. Success gives information about what is pulling the subject's Beast in each of three directions at the moment. The character learns what is currently calming the Beast, what is currently angering the Beast (either a cause of anger or of hunger) and what is currently frightening the Beast. The vampire may probe deeper into the psyche of the Beast at the cost of a Willpower trait. Success in the challenge gives information about what tends to influence the Beast in general (Nature, Merits/Flaws, Vitues and Beast traits; Narrator discretion). Such observation requires ten seconds or so. So a Gangrel watching a Brujah in a nightclub might see that the Brujah is excited by the smell of blood around him, made nervous by the lit cigarettes of those near him and calmed by the fact that he has recently fed. A deeper investigation might tell the Gangrel that the Brujah is especially set off by racial slurs, or is frightened of his sire, or is comforted by listening to classical music.
This optional Discipline can replace
the intermediate Animalism power of Subsume the Spirit. Cost: 6xp.
Embrace the Beast: This level of Animalism allows the user to tap into the dark and brutal wellspring of power that lays in the soul of the Kindred, transforming her into a ferocious, unrestrained monster.
While under the influence of Embrace the Beast, the character is not affected by Beast Within, Dominate or Presence. Furthermore, for the duration of the power, the character does not suffer wound penalties and gains the Physical Traits: Ferocious, Resilient and Relentless. This Discipline is not without its drawbacks, however. The character may not initiate any Mental or Social challenges (except for purposes of Intimidation). Additionally, the character temporarily gains the Derangement: Crimson Rage (if the character already has this Derangement it becomes very active) for the duration of the Disciplines use. It costs one Willpower trait and one Mental trait to activate this Discipline. The Discipline’s duration lasts until the end of the evening or upon the completion of the character’s first physical confrontation.
This optional Discipline can replace
the advanced Animalism power of Drawing Out The Beast. Cost: 9xp.
Auspex: As per Laws of the Night revised other than as noted. Please see notes below.
Heightened Senses: This costs one Mental trait to active. Duration is one scene.
Spirit’s Touch: You may ask as many questions as you have available Mental traits. If you fail a test (including retests), you may not try again. (You have essentially gleaned all that you can.)
Telepathy:
By expending a Mental trait after establishing a successful link, the character
may also ask and expect a truthful answer to: What is one of your Beast
Traits?
Celerity: As per Laws of the Night revised other than as noted.
Alacrity: In lieu of drawing a weapon you may take a pre-emptive five foot step to close, retreat, or dodge for cover. The character with the higher level of Celerity takes their Alacrity action last.
Fleetness: Gain another action (for a total of 4).
NOTE:
every level of the Celerity Discipline adds three steps to a character’s
movement actions.
(i.e.: Celerity 1; two steps of
preparative movement, Celerity 5; an additional 15 paces above the three
allowed on every-man actions.) You may also double your movement as a run
action for every level you have above Alacrity. (i.e.: Celerity 2 running
-12 steps, Celerity 5 - running 30 steps..)
If you are running away, for whatever
reason, and no other character can keep pace with you, on the next round
the vampire may declare the Fair Escape rule.
Dementation: As per Laws of the Night revised other than as noted.
Confusion: With this Discipline power the vampire is able to befuddle anyone who is paying direct attention to him. Victims have trouble remembering their names, where they are and what they are doing. If attacked while confused, victims may still defend themselves, albeit without the aid of any Mental Disciplines, as their focus is too far gone to enact complex thought or procedures. However, enacted Mental Disciplines and powers still apply until the conclusion of their effect or duration. Beyond that limitation, victims who are confused also gain the Negative traits Forgetful and Witless for the duration of this power.
Spend a Blood Trait and then by winning a Mental Challenge against your opponent’s traits (Mob Rules may apply), you completely bewilder the victim(s) for five minutes. If you win a second Mental challenge against your victim, the character may spend Mental traits to increase the duration of the victim’s confusion: this extension costs one Mental trait per additional five minutes. Spending three Mental traits would result in twenty minuets of confusion for the victim. The vampire may spend up to five Mental traits in any secondary challenge to a maximum duration of thirty minutes of Confusion. Characters may only affect as many victims with the power of Confusion as they have permanent Willpower traits. This power only works within a 10-foot radius.
This optional Discipline can replace
the intermediate Dementation power of Voice of Madness. Cost: 6xp.
Dominate: As per Laws of the Night revised other than as noted.
Missing Memory: The vampire can “block out” pieces of a victim’s memory (even the fact that the victim saw the vampire). To do so, the vampire must have eye contact and defeat the subject in a contested Mental Challenge. Success enables the vampire to “wipe” the victim’s memory for a scene. With an extended challenge the vampire may erase memory from one day per permanent Willpower trait they possess. This power costs one mental trait and one blood trait to invoke.
While Forgetful Mind is like using a scalpel on the human mind, Missing Memory is akin to using a sledgehammer; understandably, the Elders frown upon its use. The Camarilla, as a sect, views its usage as unnecessary brutality to the kine, especially considering its potentially catastrophic damage to a human’s psyche. Anything erased with this discipline power cannot be recalled or retrieved by any means. This power is generally banned from usage in a domain. Invoking this discipline may call for a Conscience check at Narrator discretion.
This optional Discipline can replace
the intermediate Dominate power of Forgetful Mind. Cost: 6xp.
Fortitude: As per Laws of the Night revised other than as noted.
Aegis:
You must expend a temporary Willpower trait or three Stamina-related Physical
traits to activate this Discipline.
Nightmare: The vampiric Discipline of terror and phobia, Nightmare is a power that manipulates and creates fear. Playground of the Nosferatu, this ability projects absolute terror into it victims. With the Nightmare discipline a vampire can enshroud himself with a cloak of loathsomeness and horror. Others find him extremely difficult to approach and interactions are unnerving and difficult at best. Instead of wrapping one's self in darkness and shadow to remain secure in the world, the vampire secures himself behind a veil of repugnance and overwhelming dread.
This optional (Head ST approval) Nosferatu Discipline can replace Animalism as an in-clan power with xp costs remaining standard. Ability retests use Intimitation.
Monsterous Countanance: By spending a Social trait the vampire with this power gains a +2 trait bonus on Intimidation challenges for the duration of a scene. The use of this power is cumlative with any other Disciplines (including further Nightmare powers) that add to or gain powers of Intimidation.
Dread: By spending a blood at the beginning of a round, the vampire with this power is able to create an terrible aura of gloom, disquiet and uncertainty within a 5 ft. radius per (permanent) Willpower trait about himself . Mortals will flee from the vampire on a failed Social challenge. Even if they succeed in ther first challenge, Mortals must defeat the vampire in a Willpower challenge to take any kind of hostile or theatening action within the presence of the vampire using this power. Vampires suffer a -2 trait penalty to all challenges due to an unexplainable rising panic and cannot spend Willpower so long as they are within the aura of dread.
Eye of the Beast: Any persons, mortal or supernatural, affected by this power, regard the vampire as the thing or person they most fear. The “fearless” concoct images of since unseen terrors from their own self doubt or the recesses of their psyche. This power maybe used at any time, even in combat.
Victims of this Discipline power are paralyzed by this supernatural fear, unable to move or take any action. If the victim is attacked physically or by other offensive Discipline powers, the subject may then defend themselves on the round of assault and on any rounds thereafter. However, the victim must dedicate all their efforts to escaping the proximity of the vampire. The victim takes no effort in hurting anyone, unless they are hampering her escape. If left unmolested, the victim remains paralyzed for as long as she is in the vampire's presence. Beyond regular vampiric victims, this power may be used on vampires in Frenzy. The risk is great, however, for if the Frenzying vampire is not stopped, the vampire using this power becomes its new focus.
Shatter the Mind: This horribly insideous power brings to bear a brutal and inhumane assualt on the victim's mind, all the while leaving their body untouched. The vampire confronts a subject with their greatest fear, driving them to madness.
First, the vampire spends a Willpower trait. After this power is invoked, an opposed Social challenge is made. If defeated, the victim loses one action that round (usually every-man), as they reel from the visions which they have been confronted with. Next, the victim loses all dodge actions for the scene, suffers a -1 trait penalty to all actions and loses one Willpower trait. All Derangements, if possessed, become active. This power also grants a Derangement to its victim based on their worst fear (Storyteller’s choice) for the duration of a week or a number of weeks equal to the vampire's level in Nightmare. The cost of prolonging the madness is at one Willpower trait per week of effect.
Once used successfully on its intended victim, Shatter the Mind cannot be used against them for the rest of the night, by any one.
Mortal Fear: With this power the vampire is able to distill fear itself into a weapon. A victim is so throughly and intensely frightened by the vampire that they suffer Physical damage. The victim ages prematurely, their hair turns white and their heart stops momentarily or permanently. Even other vampires can be affected by the “Looks that Kill”; they are reminded of what fear was in their breathing days, no matter how long ago that may have been. The victim, however, must be able to see the aggressor for this power to have any effect.
This Discipline power can only be used on one target at a time. A body of onlookers may be present, but they will sense nothing of the horror the victim is enduring. This power is activated at the cost of a Willpower trait. However, so dark and dangerous is the Mortal Fear that up to five Willpower traits may be risked at one time to increase the damaging effects. On a successful opposed Social challenge, Mortal Fear causes the victim to writhe about in indescribable fear and mental anguish. The victim takes one Lethal level of damage per Willpower risked in the challenge as his body and soul are beseiged by the power of Nightmares. The victim, under the throes of panic, is rendered insensate and unable to act for the round.
Once successfully applied against
its intended victim, Moral Fear cannot be used against them by any vampire
for the rest of the scene.
Obfuscate:
As per Laws of the Night revised other than as noted. Please see notes
below.
Mask of a
Thousand Faces: The guises created by this discipline power are
limited to these parameters; Eyes: any colour (only 2), Hair: any length
and colour (bald too), Skin; any natural human tone (heathly or sick),
Height: +/- 25%, Weight: +/- 50%, Scent: any known Fragrence (or none at
all). This power does not alter the cut of clothing
nor the appearance of accessories, equipment, tools or weapons, nor can
it conceal them.
Vanish from the Mind’s Eye: Disappearing now works under these regulations: to vanish from a single opponent, the vampire must succeed in an opposed Mental challenge. To vanish in front of a group the Narrator will call for a Champion. This Champion uses his or her Mental traits and Abilities only. Champions gain a flat +2 trait bonus in their attempts to detect the vanishing vampire. This bonus is a representation of other party members communicating and sharing information to the Champion. The vampire will then risk one Mental trait for every member of the searching party to a maxium of five traits. If there are more than five challengers the vampire must then also bid a Willpower trait to cover for the increased mental effort. If the vampire succeeds in his tests, the individual or the Champion and his party are duped by the obfuscation and the vampire disappears before their eyes. If the vampire fails he may retry at the beginning of the rext round, providing adequate traits and Willpower. The effects of Vanish from the Mind's Eye take place at the end of a round.
While using this power, it is possible to have limited (Narrator descretion) interaction with your environment and remain invisible. Speaking aloud is possible. Having others identify the source can only be done will a succesful oppossed Mental challenge. However, the vampire with this Discipline is at a significant advantage due to their near-mastery at stealth. Vampires with this power are considered to have a +3 trait bonus to remain concealed versus individuals mortal, kindred or otherwise who do not possess Auspex or similar powers. Against those with basic Auspex the vampire has a + 1 trait bonus. The vampire may also choose to scream or use audible assault powers, however if he does, he loses all bonuses to his stealth and must test to remain unseen before the start of the rext round.
Cloak the Gathering:
Members of the Cloak must be within 10 feet of the vampire creating it.
Subjects under the Cloak must be there voluntarily and are required to
act in a manner of stealth equal to Unseen Presence. Any who disturb the
Cloak, break away from the group or otherwise call attention to themselves
are immediately revealed. The remaining group members must succeed in a
Simple challenge or have the Cloak dissolve. This discipline power conceals
equipment, objects, tools and weapons that the vampire may wish not to
reveal. This feature of the cloak cannot be shared with others under
it. It is a reflection of the vampire’s mastery at personal stealth and
concealment. The maximum sized creature or entity that can be cloaked is
solely up to the Narrator (usually no more then 500lbs).
Potence: As per Laws of the Night revised other than as noted.
Prowess: This Discipline Power may only be activated once per night. Max. Press: +200lbs.
Might:
The retest granted by this power is the final retest in any Physical Challenge
Max. Press: +400lbs
Vigor: Max. Press: +800lbs
Intensity: The trait Potent granted by this power may exceed generational maximums. Max. Press: +1500lbs
Puissance:
While exerting this Discipline power, weapon breakage occurs on a loss
or tie after a successful Physical challenge is made. Intentionally breaking
a weapon occurs on a successful opposed Physical challenge or on a Static
test versus the weapons traits. Max. Press: +3000lbs
Presence: As per Laws of the Night revised other than as noted.
Awe: The retest granted by this power is the final retest in any Social challenge.
Dread Gaze: If the aggressor continually provokes the victim with continued use of this Discipline power, the cornered subject may enter into Frenzy (Narrator's discretion.) Victims of Dread Gaze may defend themselves regularly against other opponents.
Revelation: The allure and reassurance of a vampire with this power is enough for others to forego caution and share their inner-most feelings and secrets. A few complimentary or compassionate words can break down a victim’s prudence and fear, inspiring a desire to share deep feelings or dark secrets in an upwelling of affection or release. This power can only be used in fairly intimate situations. A target could not be made to confess in front of an entire room full of people, but would very easily spill their guts to an individual or small group in a secuded corner booth, for example.
The victim must be engaged in some sort of voluntary social contact with the vampire for this Discipline power to work. While it may cause an evasive target to speak more freely about a certain subject, it cannot wring a confession out of a vampire who is deliberately avoiding conversation or staying silent.
This optional Discipline can replace the basic Presence power of Dread Gaze. Cost: 3xp.
Summon: In order to use this power, you must have already met the target, know a name she goes by, and have interacted with her for a scene (10 minutes, minimum.) The Summon power dissipates at dawn at the victim's location. Also, Summon cannot cause the subject to travel through extremely dangerous or directly damaging areas. A summoned individual will take steps to avoid danger and mitigate risk when traveling, but the Summons is broken if there is no way to reach the “summoner” except through dangerous or fatal territory. The summoning character's intent is not considered when determining if a situation is "dangerous". Only the conditions of the physical environment are relevant.
Majesty:
Effective area is a 30-foot radius from the Vampire using this Discipline
power.
Protean: As per Laws of the Night revised other than as noted.
Gleam of Red Eyes: The Character using this Discipline power gains the Social trait: Intimidating for the duration of this power. This can exceed generational limits.
Feral Claws: The Character using this Discipline power gains the Physical trait: Sharp for the duration of this power. This can exceed generational limits. This Trait can be used for climbing, melee combat, digging and hunting. These Claws cannot be concealed by any mundane method if the character wishes to have use of her hands. The bonus trait Sharp that this Discipline power grants may be called on again at the cost of a blood trait.
Earth Meld: Once within the Earth, the Character melds some of the earth into their body after a successful use of the Earth Meld Discipline, and gains an additional Bruised Health Level. They possess this Health Level as long as they are melded with the earth. This bonus is applied towards any attempts to injure the character both magical and mundane while he’s interned. This bonus is only applied once per evening.
Aspect of the Predator: This Discipline power allows the vampire to assume a supernatural mien of savage predatory ferocity. When the vampire meets kindred of equal or higher Generation she gains a +2 trait bonus to resolve any Social or Physical tests for the duration of a scene. If she defeats the other vampire (or any corporeal Supernatural) in a Social challenge they may not commit to acts of aggression against the weilder for the duration of a scene (they are cowed). If she attacks them, then the effects are soundly negated. However, when the vampire encounters a kindred of lower generation, she is treated as no different then any other vampire of a younger generation, other than to say that such displays will come off as uncivilized and extremely rude. This Discipline costs a Willpower trait to invoke and lasts a scene unless cancelled out by the vampire.
This optional Discipline can replace the intermediate Protean power of Earth Meld. Cost: 6xp
Shape of the
Beast: Flight Form: Vampires in Bat
form may only declare three traits in challenges to harm or otherwise attack
someone. This attack, if successful, inflicts one point of aggravated damage.
(They are not limited to bidding three traits in challenges of defence.)
They can fly at their normal running speed and all attacks against them
suffer a two trait penalty. If more then five steps away from the
nearest attacker, they can declare a Fair Escape unless an attacker possesses
more heightened speed.
Fight Form:
Vampires in Wolf form gain the Physical Traits: Ferocious, Resilient and
Sharp and the Mental Traits: Alert & Attentive. Their bites inflict
2 points of aggravated damage, while their claws do a single point of aggravated
damage. The form allows them to travel an additional six unpenalized steps
per action in combat during any round in which they do not attack.
NOTE:
The Flight and Fight
forms granted by this discipline are huge compared to normal animals.
The bat has a wingspan of no less than 18 inches and may reach up to 3
feet (player's choice). The wolf is like that of the largest of its breed.
Picture those old arctic timber wolf pictures from the 1930’s and you get
the idea. It is also notable that though humans and maybe even vampires
may be duped into believing that the animal forms are but overgrown relatives
of their natural cousins, the true bats and wolves smell the vampire for
what he is. The natural animals of the world will still avoid, distrust
and be hostile to the kindred unless other means are used to curry favour
or manipulate them (i.e. Animalism, Animal Ken, Blood Bond, Merits, etc.)
Thaumaturgy:
Please see the Thaumaturgy Addendum pages.
Some Notes on Auspex Vs. Chemistry and Obfuscate
The Powers of Auspex grant the ability to see through supernatural deception. With some focused attention and scrutiny, Auspex can even pierce through Chemistry and Obfuscate. As such a Kindred with Auspex power of Telepathy would get a plus two (+2) trait modifier to see through the illusions of the Basic Chimerstry power of Fata Morgana or the Basic Obfuscate power of Unseen Presence. This modifier is used for the basis of ties or overbids only.
However, Kindred with the Advanced powers of Obfuscate would still have a plus three trait (+3) modifier against any Kindred with Heightened Senses, even if only using Mask of a Thousand Faces.
Willpower may be used to initiate a single retest when attempting to spot an Obfuscated or otherwise hidden individual. It may not be used to disbelieve illusions created by Chimesrty that the subject already believes or senses to be real
When using Heightened Senses, hold
up your fingers based on your power level (one for Basic, two for Intermediate,
three for Advanced.)
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