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DISCIPLINES

many dots are in each persons intelligence attribute.

Pyroscopy
Pyroscopy refers to the art or practice of casting and understanding fire in relation to intellect and the mind. The caster affects all type of fire from flames to the heat in the body, and in the process gains insight to the mind of others.

Appease the Flame


The caster and the flame become mutual friends allowing the caster to touch any flame without suffering any pain. The casters mind becomes a force that protects not only him, but the clothes and items in his possession, he also gains insight into the cause of the flame. Cost: 1 Willpower Dice Pool: No roll required. Action: Instant

Sensory
With this ability the caster has the ability to see heat signatures. It also allows the caster to measure out how intelligent people are. Cost: No Cost Dice Pool: Intelligence + Investigation + Pyroscopy Action: Instant Dramatic Failure: The character misreads intelligence. Failure: Nothing happens. Success: The caster gains insight of all heat signatures within a small radius, as well as an approximate idea of how intelligent each person is. Dramatic Success: The caster gains insight of all heat signatures within a large radius and knows precisely how

Burn
The caster uses his blood to turn his body to into a major conductor of heat. All who touch him or touched by him suffer aggravated damage and the caster gains insight into the persons vice. His clothes are not affected unless there is a failure. Cost: 1 Vitae Dice Pool: Intelligence Pyroscopy Action: Instant

Occult

Dramatic Failure: The caster loses control of blood and loses one extra

vitae of blood. His clothes become enflamed and the character suffers one aggravated. Failure: His clothes begin to burn. Success: The casters body becomes the perfect conductor and remains so for the rest of the scene suffering only the aggravated at activation. His body becomes a flaming red causing social penalty. Dramatic Success: The casters body becomes so focused he doesnt suffer any aggravated penalties.

Dramatic Success: The range is doubled.

Ignite
With this level of mastery things just, light on fire on command. Items enflame and things burn, drops of memory leave the soul of a person on fire. The discipline must be focused on one thing, and the command must be tailored to the object. Cost: 1 Willpower Dice Pool: Intelligence + Expression + Pyroscopy Action: Instant Dramatic Failure: Burns out his blood and the caster loses the ability to perform this discipline until the next sunset. Failure: Nothing happens. Success: The object/person lights on fire dealing aggravated. If human/supernatural, then a memory is stolen. Dramatic Success: No additional bonuses.

Fire Dance
The caster and the Flame become partners with this level of Pyroscopy. The intensity and size of the flames can be commanded with mere thought. The caster must decide beforehand whether they want the fire to die out or ignite. Cost: 1 Vitae Dice Pool: Intelligence Pyroscopy Action: Instant

Crafts

Dramatic Failure: The flames think in the opposite direction. Failure: Nothing happens. Success: The caster has the ability to manipulate the flame.

Touch
Empathy connects beings through emotion. Touch uses empathy to connect through a more intimate physical

level. Touch is a discipline that allows the user and the subject to connect creating false feelings, as well as gain insight through the power of contact. All effects are useless without the characters skin first touching the subject in one way or the other. Oddly enough, the drawback to this ability is the overall feeling of detachment.

Success: The subject begins to feel as if they forgot something, keeping them distracted for 10 minutes per each success. The character as a result suffers -1 penalty to all mental rolls. Dramatic Success: -2 penalty to all mental rolls instead.

Feel the Breeze


With a simple handshake, one can gain a memory of the subject. The subject feels an eerie connection but cannot pinpoint the exact cause. Cost: No Cost Dice Pool: No Roll Required Action: Reflexive

Gust in Hand
Everyone is good at something. For a moment, the character borrows the subjects greatest skill. Cost: 1 Vitae Dice Pool: Wits Touch Action: Instant

Investigation

Distant Storm
Certain things irk you for no apparent reason. Sometimes you just want to remember the thing it is that you forgot. In this case its nothing at all. Cost: No Cost Dice Pool: Manipulation + Subterfuge + Touch versus Subjects Resolve Action: Instant Dramatic Failure: The character creates an immediate aura of distrust between him/her and the subject. Failure: Nothing happens.

Dramatic Failure: The character gains no skill and the subject becomes incredibly uneasy. Failure: Nothing happens. Success: The subject gets +1 modifier to all rolls regarding the skill obtained per scene. The character temporarily forgets his greatest skill. Dramatic Success: The subjects current skills are not affected.

Forgotten Kiss
You meet people all the time. This is a skill that allows you to be forgotten.

Cost: No Cost Dice Pool: Manipulation + Persuasion + Touch versus Subjects Intelligence Action: Instant Dramatic Failure: The character will remain on that persons mind. Failure: Nothing happens. Success: The character is forgotten, but when seen, the subject might feel something towards the character, even if they cant exactly pinpoint it. Dramatic Success: The character is completely forgotten.

Dramatic Success: They subject also suffers a -1 penalty to all future rolls within the scene.

Mind and Mist


Some things are clear. This isnt one of them. Mind and Mist clouds all logic, ensnares the senses, and downright mystifies even the strongest personalities. It is a great discipline for those who do not wish to be seen or wish to avoid danger.

Winded Knee
Something is unsettling about this touch. The character begins to feel as if theyre losing air. They collapse on the ground clutching on for dear life. Cost: 1 Willpower Point Dice Pool: Manipulation + Occult Touch versus subjects Resolve Action: Instant

Clouded Judgment
The subject loses the will to make clear decisions, which often leads to hesitation or simply lack of action. Cost: No Cost Dice Pool: Manipulation + Empathy + Mind and Mist versus Subjects Resolve Action: Instant Dramatic Failure: The subject becomes even more adamant in his decision. Failure: Nothing happens. Success: The subject loses the will to make a clear decision and hesitates. Dramatic Success: The subject completely decides against the action he originally planned for.

Dramatic Failure: The character feels a burning sensation causing lethal damage. Failure: Nothing happens. Success: The subject begins to feel as if they are losing air and feel a disturbing cold sensation. They are stunned for two rounds.

Clarity
Certain things are clearer than others. This ability allows the user to make clear decisions as well see through certain matter such as fog, smoke, or fire. Cost: 1 Willpower Point Dice Pool: No Roll Action: Instant

Every once in a while your wanders, and you happen to dream. This discipline does just This ability can only be activated not seen.

mind daythat. when

Cost: 1 Vitae Dice Pool: Manipulation + Stealth + Mind and Mist versus Subjects Resolve Action: Instant Dramatic Failure: The Subject notices you. Failure: Nothing happens. Success: The subject becomes lost in thought suffering perception penalties. Dramatic Success: The penalties are doubled.

Misty Eye
This useful skill allows the character to disappear in front of the subjects eyes. Upon necessary eye contact, the character can pull off the illusion that he/she has become fog, giving the character plenty of time to run or do anything else. Cost: 1 Vitae Dice Pool: Manipulation + Subterfuge + Mind and Mist versus Subjects Wits Action: Instant Dramatic Failure: The character freezes in place. Failure: Nothing happens. Success: The character seemingly disappears before the Subjects eyes. Dramatic Success: No additional bonuses.

Fog
A major fog takes over the entire scene. Extra penalties include lack of hearing and some might even go in a daze. Those who manage to pass the Wits test dont suffer the extra penalties. Cost: 1 Willpower Point Dice Pool: Manipulation + Occult + Mind and Mist versus individual subjects Wits Action: Instant

Lost In Thought

Dramatic Failure: The Character becomes engulfed in his own fog becoming deaf, blind, and dazed. Failure: Nothing happens. Success: All the subjects in the area take a Wits test. Thos who pass are only blinded. Those who fail lose hearing. Dramatic Success: Those who fail suffer from a daze and are blind and deaf after a turn of being in a daze.

Dramatic Success: The subject begins to see things in a very obvious way.

Gaucherie
With this power, there comes many a mishap. People trip, accidentally drop their gun, and things dont seem to work. Cost: No Cost Dice Pool: Manipulation + Expression + Misfortune versus Subjects Composure Action: Instant Dramatic Failure: The character becomes extremely clumsy for the scene, suffering -1 to all rolls. Failure: Nothing happens. Success: The subject accidentally trips, drops a gun. The player has the freedom here, but it is ultimately up to the storyteller. Dramatic Success: More successes means, more accidental opportunities. For example, you can be specific and say they trip over their shoelace and drop their gun.

Misfortune
Life has a sense of humor. It plays mean tricks on people and lets face it, sometimes youre just hit with a string of bad luck. A discipline made for the mischievous, Misfortune always targets one person.

Superstition
The person begins to see things they are superstitious about. Cost: No Cost Dice Pool: Manipulation + Intimidation + Misfortune versus Subjects Resolve Action: Instant Dramatic Failure: The character becomes uneasy. Failure: Nothing happens. Success: The subject begins to see oddities in a very subtle way.

Embarrassment
Everyone gets embarrassed. But with this discipline, only they can see it. Funny thing though, they think every one can too. Cost: 1 Vitae

Dice Pool: Manipulation + Empathy + Misfortune versus Subjects Resolve Action: Instant Dramatic Failure: The effects take form on the character instead. Failure: Nothing happens. Success: The subject becomes embarrassed. What the subject sees or becomes is entirely up to the storyteller. Dramatic Success: No additional bonuses.

Dramatic Failure: The subject succeeds in the intended action, and heres the irony, that sucks for you. Failure: Nothing happens. Success: Fate turns the tables and irony is established. The higher the success the greater the reversal (though, no one has died as a direct result of this discipline) Dramatic Success: It costs you nothing.

Irony
A difficult discipline to grasp, Irony allows the character to find out a negative plot that a subject is planning and instead imposes this plot on him/herself through a seemingly accidental course. To put it simply, a subject trying to knife the character will oddly enough find that very knife through their own gut. A person trying to weasel information from someone using dominate ends up revealing information theyre not supposed to reveal. Cost: 1 Willpower Point Dice Pool: Intelligence + Expression + Misfortune versus Subjects Resolve Action: Instant

Bad Luck
It seems that the subject just cant do anything right. Cost: 1 Vitae Dice Pool: Manipulation + Occult + Misfortune versus subjects Composure Action: Instant Dramatic Failure: Next action is a dramatic failure. Failure: Nothing happens. Success: For each success, there is one action of dramatic failure for the subject. Dramatic Success: No additional bonuses.

Mobility
Mobility is the ability of maneuverability, evasion, and fast paced action. It

allows the user to borrow certain animalistic feats in order to move better. It is a great physical discipline that is way too out of the ordinary to be socially accepted, use with great care.

This discipline allows the character to leap 7 feet in height. Cost: 1 Vitae Dice Pool: No Roll Action: Instant

Flying Squirrel

This allows the user to use their feet as their hands and vice versa. Infinite handstands and driving with your feet are examples of the monkey feet discipline. Cost: No Cost Dice Pool: No Roll Action: Reflexive/Instant

Monkey Feet

The character is able to bend any part of his body. He gains a moment of peak human performance in terms of flexibility.

Bend as Snake

The user goes on all fours and gains the athletic prowess of cat.

Feline Prowess

Cost: 1 Vitae Dice Pool: Manipulation + Athletics + Mobility Action: Instant Dramatic Failure: You break something. Ouch. Failure: Nothing happens. Success: Your body becomes as flexible as a snakes allowing full control of all bending and wrapping. Dramatic Success: Your body bends more than usual allowing you to pull of matrix like maneuvers.

Cost: No Cost Dice Pool: Dexterity + Athletics + Mobility Action: Instant Dramatic Failure: The character collapses into the ground. Failure: Nothing happens. Success: The character successfully mounts on all fours and gains a +2 speed bonus. Dramatic Success: The character gains a +4 speed bonus.

This is a bizarre ability that allows you to deform any part of your body by breaking the rules of all biology. Your head turns 360 degrees. Your arm bends the other way. Coupled

Deformity

with the other disciplines, become untouchable.

you

can

Action: Instant Dramatic Failure: You cannot use discipline for the remainder of scene. Failure: Nothing happens. Success: Each success grants sentence. Dramatic Success: No additional nuses. this the

Cost: 1 Willpower Point Dice Pool: Resolve + Occult + Mobility Action: Instant Dramatic Failure: Your body becomes stuck in a deformed position until the next sunset. You also suffer one aggravated. Failure: Nothing happens. Success: You deform a part of your body. Each success adds a body part. Dramatic Success: No additional bonuses.

one bo-

Subtitle
This discipline allows the character to translate unknown languages that are spoken. Words appear mystically from the speakers mouth creating text in front of the characters eyes. Cost: 1 Vitae Dice Pool: Academics + Intelligence + Chat Action: Instant Dramatic Failure: The subtitles are in an incomprehensible language. Failure: Nothing happens. Success: The character successfully translates what the speaker is saying. Dramatic Success: The character gains a temporary language until the next sunset.

Chat
Communication is an essential aspect of life. With this discipline the character becomes the perfect liaison for all communication. This is a discipline about people and does no good for the person who isnt somewhat social.

Instant Message
This allows the user to send an instant message to a subject. The subject only hears the message and nothing else. Cost: No Cost Dice Pool: Presence + Expression + Chat

Correction
The user is allowed to correct one line. The power only affects the last line said. Correction erases the

memory of last line and can only be used once per scene. Cost: 1 Willpower Point Dice Pool: No Roll Action: Instant

verse back and forth without speaking. Discipline lasts for half an hour. Cost: 1 Vitae Dice Pool: Wits + Socialize + Mobility Action: Instant Dramatic Failure: You cant chat until the next sunset. Failure: Nothing happens. Success: All targets converse through the mind. Dramatic Success: No additional bonuses.

Private Messenger
Sometimes you want a little privacy and this gives it to you. You select a number of targets and all sounds are tuned out. It works in reverse as well, because no one can hear what you two (or three or four, etc) are saying. Cost: 1 Vitae Dice Pool: Manipulation + Socialize + Mobility Action: Instant Dramatic Failure: Everyone is somehow attracted to the fact that youre speaking. Failure: Nothing happens. Success: Each success grants you more targets. Dramatic Success: No additional bonuses

Cheirourgia
This eerie discipline allows the user to manipulate their skin as if it were a piece of clothing. Through mystical occult surgery the character can manipulate his skin, remove parts of it, or completely abandon it.

The Mask
The character takes his face off. On will, he thinks of a new face that instantly grows on. His original face which is in hand disintegrates into ashy dust. After an hour (or scene) his face starts to take form. Eye color, hair, skin tone is not affected. Cost: No Cost

Chat-room
Similar to instant messaging, however, you can connect the minds of various targets and allow them to freely con-

Dice Pool: Manipulation Cheirourgia Action: Instant

Occult

Dramatic Failure: You walk around for an hour with no face. Any bashing done to your face is lethal. Failure: Nothing happens. Success: You are successful. Dramatic Success: You can change back at will.

lethal weapon that is not much bigger than a knife. Dramatic Success: The range of the weapon size increases allowing you to have a whole arm as sword.

Shedding
At the expense of a willpower point, the character can shed. This allows the character to heal three bashing, two lethal, or one aggravated. Healing takes an hour. Cost: 1 Willpower Point Dice Pool: No Roll Action: Instant

Sharpen the Skin


This discipline allows you to manipulate any part of your skin to become sharp. Your finger tips become extremely durable knives. Your knuckles become the texture of razor-sharp brass knuckles. Your whole hand becomes the edge of a sword. The choice is yours. You must specify which part of your body you want to use. Cost: 1 Vitae Dice Pool: Wits Cheirourgia Action: Instant

Seal
Using your hands a mystical device, you can cover any open area with skin. You can blind a person, prevent a person from hearing, or stop breathing. Cost: 1 Vitae Dice Pool: Dexterity Cheirourgia Action: Instant

Weaponry

Medicine

Dramatic Failure: The designated body starts to bleed. One additional blood point is lost. Failure: Nothing happens. Success: The character can transform the designated part of his body into a

Dramatic Failure: You cannot use this discipline until the next sunset. Failure: You fail to grab the intended target. Success: You successfully cover an open area.

Dramatic Success: comes stunned.

The

subject

be-

Dead Case
You have achieved a new level of mysticism with this skill. Your inner body leaves your skin creating a perfectly empty shell. The shell maintains all the actions while your inner body controls it directly from Twilight. The empty shell has half your health (which it cant further heal) and none of your disciplines. Once it dies, your newfound body and you return. If it doesnt die, you return to it whenever you are ready. Cost: 1 Vitae Dice Pool: Wits + Occult + Cheirourgia Action: Instant Dramatic Failure: You die. Not literally. Your empty shell lays waste while your inner body gets stuck in twilight. Your body doesnt find its way back until the next sunset. Failure: Nothing happens. Success: You successfully remove your inner body from the shell. Dramatic Success: The empty shell has all your health.

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