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D i s c i p l i n e s Re v i s e d

This is a non-canon revision of the in-clan disciplines, that I put together after seeing how things were (IMO) a little off kilter. It initially started when I disliked the fact that the Daeva who are described as an inherently social vampire are given two in-clan physical disciplines and one social. You may only swap out one discipline if the new discipline is a unique discipline of another clan, or if the discipline is unique to that bloodline. You may swap out two disciplines if both of them are either common or physical. If there is already a physical discipline To balance things out, I have written three new disciplines. There included, and the derived physical discipline is the same, select the are new three categories of Disciplines: physical discipline derived from the second highest number of dots. Unique; these are in-clan for one clan only are highly protected by In the following description, the italicized disciplines are the ones that clan being one of their defining features. This does not mean replacing. that this discipline is never learned out of clan, merely that it is not Alucinor: Auspex, Insomnium, Obfuscate + physical as common. Annunaku: Equilibrium, Protean, Tenure + physical Common; these are disciplines that are commonly available, but require a teacher to learn as out-of-clan disciplines. Anvari: Auspex, Nepenthe, Majesty + physical Physical; these disciplines are available to any player, of the three Architects of the Monolith: Dominate, Gilded Cage, Necrosis + one will be in-clan for them and those out-of-clan will not require a physical teacher to learn. In the following the italicized discipline is the Azerkaitl: Nightmare, Obfuscate , Suikast + physical signature discipline for that clan. Barjot: Animalism, Celerity, Protean + physical Daeva Auspex, Equilibrium & Majesty Gangrel Animalism, Equilibrium & Protean Mekhet Auspex, Obfuscate & Somnolence Nosferatu Nightmare, Necrosis & Obfuscate Ventrue Animalism, Dominate & Necrosis The physical disciplines are of course Celerity, Resilience and Vigor. Of these three one will become in-clan at their embrace (granting them the cost break). To determine which one this is tally up the dots in their Power Attributes, their Finesse Attributes and their Resistance Attributes. The category with the most dots will determine which of the physical disciplines is in-clan. Power Vigor; Finesse Celerity; Resistance Resilience. Bohagande: Equilibrium, Protean, Sunnikuse + physical Bron: Crochan, Dominate, Necrosis + physical Bruja: Animalism, Protean, Vigor + physical Burakumin: Getsumei, Nightmare, Obfuscate + physical The Carnival: Equilibrium, Majesty, The Show + physical Children of Judas: Auspex, Despond, Majesty + physical Deucalion: Animalism, Dominate, Impurity + physical Dragolescu: Dominate, Essentiaphagia, Necrosis + physical Galloi: Nightmare, Necrosis, Taurobolium + physical Gethsemani: Nightmare, Stigmatica, Obfuscate + physical Gulikan: Auspex, Majesty, Ortam + physical Icarians: Animalism, Constance, Dominate + physical Kallisti: Auspex, Majesty, Perfidy + physical Khaibit: Obfuscate, Obtenebration, Somnolence + physical Kuufuuji: Obfuscate, Shihai, Somnolence + physical Libitinarius: Auspex, Mortualia, Somnolence + physical

Selecting Disciplines
From the outset, it might seem that this set up gives the player 4 in clan disciplines. What must happen to balance this out is to place the derived physical discipline in place of one of the three standard in clan disciplines for the clan. Essentially they are swapping out one of those disciplines for their physical. Characters may not elect to abstain from the physical discipline.

Lynx: Auspex, Somnolence, Web + physical Naturally, the change to the in clan disciplines means that there is Malkovian: Auspex, Dominate, Obfuscate + physical going to be a slight change in the bloodline disciplines. The mechanical default here is that to determine what set of four in Malocusians: Animalism, Dominate, Domus + physical clan disciplines the bloodline gets, assume the standard base three, Marcellarius: Dominate, Gustus, Necrosis + physical and swap out one or two of these for new disciplines and add the Melissidae: Animalism, Auspex, Dominate+ physical physical discipline on to the end.

Bloodline Revisions

Morbus: Auspex, Cachexy, Obfuscate + physical Moroi: Animalism, Obfuscate + 2 physical Morotrophians: Institutionalize, Nightmare, Necrosis, + physical Mortifiers of the Flesh: Auspex, Majesty, Scourge + physical Nahualli: Dominate, Necrosis, Texcatl + physical Nelapsi: Auspex, Majesty, Nightmare + physical Oberlochs: Animalism, Dominate, Protean + physical Osites: Auspex, Memento Mori, Somnolence + physical Players: Auspex, Majesty, Somnolence + physical Qedeshah: Auspex, Embrocation, Somnolence + physical Rakshasa: Nightmare, Vigor, Obfuscate + physical Sotoha: Dominate, Kamen, Necrosis + physical Spina: Auspex, Courtoisie, Majesty + physical Tismanu: Auspex, Eupraxia, Somnolence + physical Toreador: Auspex, Dominate, Majesty + physical Vedma: Animalism, Protean, Zagovny + physical Zelani: Auspex, Majesty, Serendipity, + physical

The Perfect Circle


Kindred with this discipline can utilize Equilibrium to grant them perfect inner balance. It allows the Kindred to place her center of balance anywhere upon her body. This has a number effects; primarily it allows her to walk upon the thinnest support as though it were a broad road, walking with ease along tight ropes or balancing on a fence post. Factors such as high wind or poor weather conditions, ice, rain or snow for example, may impose challenges to remain upon the support. Furthermore, she may also redistribute the center of gravity to her finger-tips or similar giving her perfect acrobatic control. She may literally stand straight on the tip of one finger with minimal effort. Like most Equilibrium powers, trying to take extraneous actions incur a subsequent penalty. The exception to this rule being acrobatic or physical performances that are instead augmented by the controlled center of balance. When using any of the following skills: athletics, brawl, firearms, stealth or weaponry, she may reduce negative penalties by 1 for every dot in Equilibrium she possesses. Cost: None Dice Pool: The activation of this power requires no roll. Action: Instant

Fall From Grace

Equilibrium

The Kindred are renown for their suave affair and grace. Legends whisper of their ability to perform feats of entrancing grace and motion. Equilibrium is often considered a physical discipline at it teaches the vampire to transmute and redistribute his own Vitae in such a way as to give him preternatural balance, poise and grace. Furthermore, with higher levels of the discipline the Kindred can in fact utilize the occult potency of Vitae to perform blatantly supernatural effects. Meaning that while the lower levels of the power may be passed off as an uncanny fluke or masterful control of the body, the higher powers are often clear breaches of the Unlike other equilibrium powers, Fall From Grace does not require masquerade for the way that they can be used are echoed concentration throughout the entire fall. It is a reflexive action that throughout vampiric legends. corrects and prepares the Kindred for impact in that single action. Equilibriums main drawback is that it requires the Kindred to The Vitae returns to its normal place once the Kindred lands. This maintain some form of concentration on the effect. The Kindred means that the Kindred may perform other physical actions whilst must focus of the distribution of his Vitae to ensure that the center falling, but unless she has some method of resolute concentration or of balance lies where it does. If the Kindreds concentration is heightened senses, she is still penalized 2 dice penalty for trying to broken, then the disciplines effect is temporarily suspended. He attack anyone in mid-fall. may resume concentration once the distraction is gone, as long as Cost: None the duration of the disciplines effect has not expired. This tends to minimize its application in combat, as the Kindred cannot easily Dice Pool: Fall From Grace requires no dice roll to activate the maintain the disciplines effects and perform any instant action power and will automatically realign the direction of the Kindred to (such as launching an attack) at the same time. Though reflexive land on their feet. However, to utilize the discipline to land in a way actions are still permissive if they do not require any concentration. that minimizes injury requires a Dexterity + Athletics + Equilibrium Attempting to perform any instant action that is not the direct result roll. of disciplines effects will accrue a 2 dice penalty on the actions Action: Both the activation roll and the landing roll are reflexive. roll. Roll results are for landing. Roll Results

Though falling from great heights will not surrender a Kindred to the final death, it may still deal enough damage to put the Kindred into torpor. Since falling into torpor out in the open is rarely beneficial to any Kindred this discipline shows its benefice in a number of conditions. Its effect allows the Kindred to redistribute her Vitae in such a way that she may control and even minimize the impact from falling. Like a cat she may automatically twist her body in mid-fall (provides she has at least 2 yards of fall in which to move) so that her feet can squarely face the ground. Furthermore, it uses the redistributed Vitae to absorb the shock of the fall evenly along the body, minimizing the damage inflicted from the fall.

Dramatic Failure: If the characters landing roll is a dramatic failure Levitation she has landed on a critical or weak spot. This results in an injury like a broken leg or other severe trauma that may take several days to At the height of Equilibriums power a Kindred may simply defy gravitys pull. In essence, the Kindred sublimes the Vitae in her body heal. to make herself entirely buoyant in such a way that she can lift off Failure: The vampire fails to land properly and takes the full damage the ground. This power does not grant true flight, for she has only from falling. minimal control of her direction and her movement rates are rarely Success: For each success on the landing roll, subtract one of the faster than walking. Its main function allows Kindred to elevate or points of damage inflicted down to a minimum of 1. Furthermore lower themselves between high and low places (such as an open balcony). The disciplines effect lasts for one turn per success and any damage that is incurred is bashing, not lethal. whilst active the Kindred may raise or lower herself at a speed of Exceptional Success: If the Kindred gains an exceptional success she Blood Potency + 5. may burn a point of Vitae to reduce any excess levels of damage not Normally the Kindred will have no control over her direction of reduced by her successes. levitation, unless the winds are favorable or he has some physical directing Kindred however, spend 1 Flawless Poise method of to force ahis flight. The shunting may Vitae in her body Willpower direction by the In dangerous situations, the ability to remain calm and poised can around in a manner similar to lower levels of the power. be a great boon. Yet sometimes ones reflexes are hampered in one Like other Equilibrium powers, concentration must be maintained way when ones mental response is slower than their physical or vice to stay afloat. If the Kindreds concentration is at any point broken, versa. This discipline allows the Kindred to augment her sense of (she may resist with a reflexive Resolve + Composure roll) she falls poise so that her body moves as one with her mind. As such, whilst to the ground. the power is active, the Kindred may spend a point of Willpower reflexively to use the highest of her Wits or Dexterity for her Cost: 1 Vitae, further Willpower must be spent to control the direction of horizontal movement. Defense. Cost: There is no cost, as the power is considered to always be Dice Pool: Intelligence + Occult + Equilibrium active. However the Kindred must spend 1 Willpower as a reflexive Action: Instant action to boost her Defense for one turn only. Roll Results Dice Pool: The activation of this power requires no roll. Dramatic Failure: The Kindred may not activate this power again Action: Reflexive for the remainder of the scene.

Waltz of the Spider


Legends speak of Kindred with the ability to defy gravity and walk along walls and ceilings as though they were the ground. It is from this discipline that such legends derive. When active, a Kindreds sense of down is always subjective to the surface they walk upon. This suspension applies only to the Kindred herself, and not to any pieces of apparel and objects held. Objects, if dropped, will fall to the ground with a normal sense of gravity, clothes and hair will drape towards the ground but otherwise the Kindreds sense of balance is directed towards the surface that she stands upon. Like other Equilibrium powers, concentration must be maintained to stay upon the surface in question. If the Kindreds concentration is at any point broken, (she may resist with a reflexive Resolve + Composure roll) she immediately loses contact with the surface and may fall to the ground. Furthermore, if the Kindred is physically separated from the surface she is crawling along gravity asserts itself and pulls the Kindred to the ground. Cost: 1 Vitae

Failure: The Kindred fails to sublime her Vitae to take to the air. Success: The Kindred may levitate for one turn per success. Exceptional Success: No additional benefit except the longer time in levitation.

Necrosis
There is an old saying to give up the ghost, that represents the final breath of exhalation a person gives before dying, thought to release their undying spirit. Yet the Kindred are undead and never properly release this final breath in their embrace. Those who study this discipline learn to give up part of their undeath into their breath and may instill into their undead breath the powers of corruption, decay and death itself. Necrosis has a particularly malign reputation that only serves to enhance the sinister nature of the two clans of whose blood it thrives in. This breath itself allows the vampire to imbue their own qualities of undeath into other things, corrupting it in some way or stealing from it its vitality.

Indeed, the inheritance of this discipline into the blood is thought Dice Pool: The activation of this power requires no roll. The effects to be due to the clans respective weaknesses. For the Nosferatu, last for one scene, during which time the Kindred may walk along their inherent monstrous nature may seem to be the obvious any surface that she deems appropriate. connection, their degenerative nature is worn upon their face for all to see. On the other hand, a few individuals question the affinity of Action: Instant the Ventrue to this discipline, but need only be reminded that

corruption is in the blood of the lords as they lose their humanity far too easily. Though the discipline can be used to powerful effect, both of the clans have learned to use it with subtlety. When used correctly its subtleties are often more effective than its grosser applications. The powers of Necrosis are born upon the breath or sometimes the blood of its user. The Kindred takes in some air and allows the fetid curse of their Vitae to spread its decay upon exhalation. This exhaled breath carries little warning, for its virulence is silent and invisible upon the air. The only warning is a sense of chill or disquiet that steals over the target as they breathe the air in. However, because of its airborne nature, the target must be within close range to be able to breath in the curse. Furthermore, Kindred possess some immunity to being affected since they do not require breathing, yet it is habit of most Kindred to inhale on a frequent basis, if for no other reason than to smell their surrounds and indulge in their senses. As a means to mediating whether a Kindred is in fact breathing, it can probably be safe to assume that they normally do, unless their player has specifically stated otherwise in the last scene, or if it is unlikely for the character to do so (not wanting to smell the rot of garbage or sewage for instance.) As always, the Storyteller is the final arbitrator of whether the target was breathing (see page 49 of the World of Darkness Rulebook for Holding Breath and suffocation.)

of willpower as they give up. Targets whose Vice is sloth do not gain a willpower as compensation for this. Cost: None Dice Pool: Presence + Empathy + Necrosis subjects the targets Resolve Action: Instant Roll Results Dramatic Failure: The Kindred is overcome with the effects of his own lethargy and must expend on of his own willpower. Failure: The air fails to take the undead curse. Success: The air takes the curse into it and is expelled towards its target. Exceptional Success: The flow of air between the target and user is so powerful that if the victim breaths it in the Kindred is able to replenish one of their lost willpower points from their targeted victim.

Curdled Blood

The discipline of Curdled Blood allows the Kindred to turn the corruptive powers of Necrosis back upon their own Vitae, rendering The virulent cloud cannot pass through airtight seals, but does not it into a toxic but otherwise mystically inert liquid called Ichor. lose its virulence due to air filters as the decay is supernatural in Ichor has a thick consistency that feels slightly sticky in comparison nature. Their virulent cloud will hang in the air for a number of to normal blood. Because the mystical force of Vitae has been minutes equal to their dots in the Necrosis discipline. During this rendered inert the remaining substance is blood-like, but retains the time they may expend a point of willpower (in addition to any other foul taint of undeath within it. costs of this discipline) and roll Intelligence + Occult contested by Ichor can be used in a number of ways, primarily it is a toxic the targets Defense to preternaturally direct this air towards and substance with a toxicity rating equal to the successes on the into their targets lungs. activating roll. It can either be ingested, or dripped onto any plant Furthermore, because it is a breath based attack, it can be used to or organism to deliver its virulence. Should the Ichor ever be target more than one person in the immediate vicinity, but in order consumed by another Kindred, it will taste foul and unpalatable and to ensure that each of these targets are affected equally the Kindred will not provide the feeding Kindred with any form of Vitae. It is a must increase the potency of the effect, concentrating it. As such, dead substance and nothing more. Furthermore, Ichor can be used the following modifiers affect the activation roll when trying to to contaminate existing reservoirs of Vitae outside of a Kindred, such those held inside Vitae Reliquary. A single drop of Ichor will affect multiple targets. turn a reservoir of mystically stored Vitae into dead blood. Suggested Modifiers Cost: 1 Vitae Modifier Situation Dice Pool: Stamina + Subterfuge + Necrosis Targeting one person in the area of effect. Action: The action to corrupt the blood is instant, but other actions -1 Targeting two people in the area of effect. may be required. -2 Targeting six people in the area of effect. Roll Results -3 -4 Dramatic Failure: The Kindreds blood boils away, causing a point Targeting a vast number of people in the areas of lethal damage as well as losing the Vitae spent. affect. Failure: The effect fails to stir the blood. Targeting 20 people in the area of effect.

Exceptional Success: No extra effect except for a potently virulent Stories of vampires speak of their ability to steal the living will of Ichor. their victims. Upon inhaling the laden breath, the target is overcome by a sense of apathy. Victims who are affected will lose a single point

Languor

Success: The Kindred creates a pool of Ichor as described above.

Haze
By turning the taint of the blood upon their breath the Kindred can cause a noxious fume to billow out with their breath. This breath is visible and hangs in the air like a choking fog. It smells of acrid rot, stinks the eyes and clogs the lungs, causing all who inhale it to fall nauseous and vomit violently. Targets who are caught within the radius of the haze will suffer the effects of blindness as the fumes violently sting their eyes and will find their olfactory senses almost useless for detecting anything. The volume of the cloud created is enough to surround the immediate area and affect the specified number of targets declared upon the activation of the power. Moving through this cloud, or attempting to function within it will impose penalties for the inability to use sight or smell. Once inhaled, a target must make a reflexive Stamina check, if they fail then they will throw up the contents of their stomach. If the subject affected is a Kindred this will be the violent expurgation of a point of Vitae. Furthermore, mortals who remain within the cloud will begin to suffer the effects of suffocation. Cost: 1 Vitae

Action: Instant Roll Results Dramatic Failure: The virulence causes the Kindreds own health to be sapped. They lose one of their own physical attributes for the scene. Failure: The target is unaffected by the blight. Success: The targets physical attributes are withered as described above. Exceptional Success: No extra effect except for high amounts of enervation.

Ashes to Ashes
The most destructive use of Necrosis allows them to visit terrible decay on living or inanimate objects. Unlike the other breaths, this one is emitted a vapor with a slight haze to it that is corrosive on contact. The target need not breath it in, only avoid it and may use their defense to do so.

When coming into contact with this cloud the target is subject to its Dice Pool: Presence + Occult + Necrosis subtract the targets corrosive effect. Flesh begins to rot, metal begins to rust and wood Stamina. snaps and decays. Each success may be treated like a point of Action: Instant damage that may be reduced by defense and armor as a normal attack (or durability in the case of objects). For every success above Roll Results this threshold the subject is inflicted with one aggravated damage. Dramatic Failure: A strong sense of nausea waves over the Kindred However, because it requires skin contact and there is only so much causing her to vomit up a point of Vitae violently. surface to be rent by the cloud, no more than the targets Size in damage may be afflicted in a single attack, reducing either a point of Failure: The Kindred fails to expel up a haze. health or structure. If the targets health or structure is reduced to Success: The Kindred creates a noxious haze for 1 minute per zero (killing a living creature) they instantly turn into a fine ash. success. Cost: 1 Vitae Exceptional Success: No additional benefit except the long Dice Pool: Strength + Atheletics + Necrosis subtract targets Defense duration. Action: Instant and contested; resistance is reflexive. Roll Results The blight laden breath literally causes its target to rot and wither. Dramatic Failure: The cloud of vapor expels around yourself This blight can be used to target living things only, and will only inflicting two points of aggravated damage. affect them with its curse for the duration of the effect, any Failure: The Kindred fails to infect his breath. deleterious effects will restore themselves upon expiry. When affecting a target each success will reduce one of the targets physical attributes, starting with the highest dot available and working its way down (in cases where there are an equal number of dots, it reduces in order of Strength, Dexterity then Stamina). This withering effect will be visible in some way as limbs wane and shrivel, or bones twist with pain. Animals and plants may also be effected by this, effect reducing an animals attributes in a similar manner but if affecting a plant, reduce its size by one for each success as it visibly shrivels to a dead wood. If successes reduce the plants size to 0, that plant is dead as it rots away. Success: The breath can inflict a number of points of damage equal to successes. Exceptional Success: Not other additional benefits except for a extra damage.

Wither

Somnolence

The discipline of Somnolence gives its users the ability to summon forth a supernatural stillness. Indeed, the Mekhets affinity to the shadows and their propensity towards espionage and assassination stems from Somnolence being the signature discipline of the clan. Cost: 1 Vitae As creatures of darkness, the Mekhet have learned with full Dice Pool: Manipulation + Occult + Necrosis subtract targets appreciation the advance that its subtle arts can bestow. It becomes Stamina easy to strike your enemies from the shadows when they cannot hear

you, or if they are in a deep state of sleep. Over the millennia, the Mekhet have learned to harness the skill of Somnolence to add to the aura of mystery and secrecy surrounding them, for it also allows them to cover up their tracks and misdirect people in certain ways. By invoking this discipline, the Kindred can effectively extend the deathly static nature of his undead condition outside of his own body. This will happen in one of two ways, it will either create an area effect with a radius centered upon the Kindreds own body, or it will transfer some form of blight of stillness upon another target through the medium of touch. In the cases of touch, the Kindred may need to apply grappling rules before being able to activate their power. In the instances of radius effects, the aura generated is roughly equivalent to 10 feet per dots possessed in the Somnolence discipline. Because of this, the discipline can be used to affect multiple targets within the same area affecting small crowds in the immediate radius for the duration of a scene. To activate in such a way as to effect multiple targets in this radius, the Kindred will suffer a negative modifier to his dice pool. Suggested Modifiers Modifier -1 -2 -3 -4 Situation Targeting one person in the area of effect. Targeting two people in the area of effect. Targeting six people in the area of effect. Targeting 20 people in the area of effect. Targeting a vast number of people in the areas affect.

activation roll. Frenzy triggered by hunger or from facing immortal peril are not affected by this discipline in the same way that mortals lethargy is overcome by danger. The predators primal instincts will automatically take over in such situations. Note, that Kindred do not get a choice as whether to resist this effect or not. The inner beast seeks any avenue to being released and will not tolerate any bar against unleashing its fury. Kindred who enter in this field of tranquility after its effect must also make a reflexive contest against the successes of the power. Cost: 1 Willpower Dice Pool: Presence + Empathy + Somnolence versus the subjects Composure + Blood Potency. Action: Instant and contested; resistance is reflexive. Roll Results Dramatic Failure: Instead of creating a calm, the Kindred invokes the fury of the beast and must test for an Anger Frenzy with a target number equal to her Blood Potency. Failure: The Kindred fails to impose her aura of tranquility onto her immediate vicinity. Success: The Kindred imposes an aura of tranquility with the effects as described above. Exceptional Success: No other mechanical benefit except for greatly reducing the target number of successes required to resist Anger Frenzy.

Paralysis

This discipline allows the Kindred to cause their preys muscles to If a new individual enters the area of effect during the effects seize up in a fashion similar to rigor mortis, thus locking them into activation they have a reflexive contested roll upon entering the position and causing effective paralysis. Subjects afflicted with its radius of effect. effect are frozen in the position they were in upon the disciplines activation. They cannot use their defense as they are incapable of Tranquility moving out of the way of incoming attacks and they are as solid and unmovable as a body can be, naturally such paralysis does not Though the Kindred are undead and their emotions only pale supernaturally suspend them in impossible positions, such as being echoes of their living past, these echoes can often be windows for suspended in mid air, or remaining upright if the position is not the beast to raise tempers and take control. Tranquility allows the stable, such positions will tumble to the ground, potentially vampire to exude an aura of calmness that sedates themselves and inflicting bashing damage. While paralyzed, subjects are aware of those near by. their surroundings as their senses function normally. Like Mortals that are affected by Tranquility will have their emotional Tranquility, if the target becomes injured, the psyche of the target responses reduced to a state akin to that of the vampiric state of will normally overpower the debilitating effects of the discipline. If undeath. That is, their emotions becoming a pale echo of their the target suffers lethal damage or is reduced to wound penalties normal mode. As a direct result of this, mortals affects become from bashing, they may expend a willpower point to cancel the apathetic or lethargic, potentially losing interest in their current effect. If they suffer aggravated damage or is being targeted with a objectives or ambitions. This lethargy does not afflict them in the coup-de-grace move, the effect is cancelled instantaneously. face of danger, as far more primal responses deeply ingrained in the To activate this effect, the kindred must select a target and touch human psyche overpower the use of this power. them before imposing Paralysis upon them. The touch can be part For kindred, the effect is slightly different. In muting the vampires of a light glance, or activated on the turn of a physical attack. already pale emotions. They become listless and the Kindred lose Cost: 1 Vitae many of the primal urges and irritations that the Beast can use to invoke Frenzy. All affected Kindred can reduce the target number of Dice Pool: Strength + Larceny + Somnolence subtract targets successes needed to resist Anger frenzy by one per success of this Stamina

Action: The Kindred must spend an instant action to touch the target, however this type of action can be anything that results in touch (including an attack). If this touch is successful then the kindred can reflexively activate this power with the above roll. Resistance is reflexive.

injury. If the slumbering victim is dealt a point of bashing damage, she rolls Wits to notice the injury and if successful wakes up. If the target is dealt lethal damage she is roused the next turn.

When affecting Kindred, this discipline causes a slightly different effect, since Kindred do not actually sleep in the same manner as mortals. Instead when affected they are placed into a fugue like state Roll Results similar to the state of inactivity they suffer from being awake in the Dramatic Failure: The blood backfires on the target causing him to day. In game terms, affected Kindred have a maximum dice pool to go into Rigor Mortis himself, seizing up for a number of turns equal their actions equal to their humanity, as though they were awake to his Blood Potency. during the day. Failure: The Kindred fails to affect the target. To activate this effect, the kindred must select a target and touch Success: The target becomes paralyzed for a number of turns equal them before imposing Soporific Kiss upon them. The touch can be part of a light glance, or activated on the turn of a physical attack. to the successes. Exceptional Success: No other effect except longer durations of Cost: None for mortals, 1 Vitae for targeting Kindred. paralysis. Dice Pool: Strength + Larceny + Somnolence versus Resolve + Blood Potency

Hush

This discipline allows the vampire to exude an aura of unnatural quiet. Wherever they walk they are accompanies by an eerie silence that overshadows everything. Open mouths utter nothing, and foot falls are deadened. Targets affected are unable to make any sound within the area of effect. Not only are people affected, but electronic recording equipment is unable to detect any sounds either. Many Mekhet utilize this ability to kill their prey in secret silence.

Action: The Kindred must spend an instant action to touch the target, however this type of action can be anything that results in touch (including an attack). If this touch is successful then the kindred can reflexively activate this power with the above roll. Resistance is reflexive. Roll Results

Dramatic Failure: The discipline user rolls her Humanity, if she The effect lasts for the entire scene, but will come to an automatic fails she falls to an inactive state as though it were daytime. termination with the sunrise. Failure: The Kindred fails to affect the target. Cost: 1 Vitae Success: The target is affected as described above. Dice Pool: Presence + Subterfuge + Somnolence versus Stamina + Exceptional Success: If the target is a mortal, they must receive 3 Blood Potency points of bashing damage, or 2 points of lethal damage before they can be roused. If the target is a Kindred then they must first roll Action: Instant and contested; resistance is reflexive. Humanity to resist inactivity as though the sun had just risen, failure Roll Results places the Kindred into an inactive slumber. Dramatic Failure: The effects turn in upon the Kindred and he is struck deaf. Though he thinks the aura of silence is active it is only Catatonia he who cannot hear any noise. The greatest power of the discipline of Somnolence allows the Kindred to literally send their target into a deep repose without Failure: The effect fails to quiet any noise. dreaming. Their minds and bodies are thrown into a suspended Success: The Kindred imposes an aura of silence with the effects as animation, from which they are denied contact with the outside described above. world, the target senses or experiences nothing of what is around them. However, like most Somnolence powers, it affects Kine and Exceptional Success: The duration of the effect lasts until sunrise. Kindred differently due to their difference states of being. When Soporific Kiss this discipline affects a mortal, it sends them into a deep comatose state, for Kindred it sends them into a temporary state of Torpor. In Through the use of this power a Kindred can send their target into a order to affect their target, the Kindred must make physical contact deep state of fatigue. Essentially, this gift causes the target to be with them first, so grapple rules may apply. afflicted with the restful repose of the grave, drawing them into a soporific state. The duration of this soporific state lasts for an entire A mortal inflicted coma is indistinguishable from a natural one. They will produce no significant brain activity and will not respond scene. to external stimuli. The duration of a mortal coma caused by this When this power is used upon a mortal it causes them to fall into a discipline is equal to a number of weeks equal to the successes deep and dreamless sleep. The figure is essentially comatose and gained on the disciplines activation roll. However, like other levels becomes oblivious to the outside world. While they are in this state of Somnolence extreme danger may provoke the targets survival they can not be roused by any environmental stimulus short of instinct to over-ride the effects of the Discipline. If the target suffers

a number of wounds equal to 5 her Stamina, or goes into wound penalties, the effect ends. If the Discipline successfully affects a Kindred, then the Kindred is placed into a temporary torpor. The minimum duration of this torpor equals 10 their humanity in days. While in this torpor a Kindred does not dream like she would in a normal torpor and her memories remain unchanged. The Kindred can maintain this dreamless state for a number of weeks equal to the successes of the activation roll, when this duration expires she will slip into a normal torpor that will last its natural duration based upon the targets Humanity and Blood Potency. Any time before expiry, but after the minimum duration the Kindred may spend a point of Vitae to rise, thus ending the effect. This controlled form of torpor offers a few advantages. It is a way to lay in rest and conserve Vitae. It may be useful to lay low for a few weeks, such as when a Kindred that must travel long distances. Cost: 1 Vitae Dice Pool: Manipulation + Subterfuge + Somnolence subtract the targets Resolve. Action: Instant and contested; resistance is reflexive. Roll Results Dramatic Failure: No other effect over a standard failure. Failure: The target fails to be affected by the effect. Success: The target falls into a comatose state for the duration described. Exceptional Success: Not other additional benefits except for a longer duration.

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