Discipline List
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Discipline List
This is every non-bloodline specific Discipline from the Core book. More will be added from the other sources as time goes on. They're all allowed in this game, I was just too tired to do more after compiling this much.
Animalism
Feral Whispers (•)
Instant: Manipulation + Animal Ken + animalism
The kindred with this ability has learned to understand the lesser creatures that surround her, and to speak with them and make herself understood. Because this requires initial eye contact, animals that cannot see cannot be effected.
Obedience (••)
Instant: Presence + Animal Ken + animalism - animals Composure
The kindred’s connection with his own feral nature now allows him to command beasts, no longer need he beg, threaten or cajole animals into doing his will. He demands and they obey as best they can. Requires eye contact as feral whispers.
Call of the Wild (•••)
Cost 1 vitae
Instant: Presence + Animal Ken + Animalism
The kindred is so fully in tune with her own beast that she an call out in a feral voice, that beckons all creatures of a specific type any animal of that sort within a given area is compelled to respond.
Subsume the Lesser Spirit (••••)
Cost 1 vitae
Instant: Manipulation + Animal Ken + Animalism
By locking eyes with an animal, a vampire may psychically enter the creatures body and possess it as though it were his own, the animals own mind and instincts are completely subsumed, allowing the kindred free reign to take whatever actions he chooses. The vampires own body falls into a torporlike state.
Lashing the Beast (•••••)
Cost 1 vitae
Instant: Manipulation + Empathy + Animalism Vs. Composure + Blood Potency
The vampire’s connection with the Best is so powerful that she can manipulate not only the lesser creatures around her but her own beast and that of other kindred. This is not overt corol as with Obedience or Dominate Discipline. Rather the kindred learns to rouse the Beast’s instincts, inspiring it.
Auspex
Heightened Senses (•)
Instant:Typically none. (Wits + Composure + Auspex)
When the power is activated, all of the vampires senses sharpen to a razor’s edge, effectively doubling both range and clarity of all stimuli received.
Aura Perception (••)
Instant: Intelligence + Empathy + Auspex - Subject’s composure
With this mystic power, a vampire can open his perceptions to the psychic auras that surround all sentient creatures.
Aura Signifiers:
Afraid- Orange
Aggressive- Purple
Angry- Bright Red
Bitter- Brown
Calm- Light Blue
Compassionate- Pink
Conservative- Lavender
Depressed- Gray
Desirous/Lustful- Deep Red
Distrustful- Light Green
Envious- Dark Green
Generous- Rose
Happy- Vermilion
Hateful- Black
Idealistic- Yellow
Innocent- White
Love struck- Bright Blue
Obsessed- Bright Green
Sad- Silver
Spiritual- Gold
Suspicious- Dark Blue
Confused- Shifting
Daydreaming- Flickering
Diablerist- Black Veins
Dominated- Muted
Frenzied- Rapid Shifting
Vampire- Pale colors
Shape Shifter- Vibrant
Ghost- Intermittent
Magic Use- Sparkles
The Spirits Touch (•••)
Instant: Wits + Occult + Auspex
The Kindred’s Powers of perception have progressed to the point that he can pick up psychic impressions from objects by simply handling them for a moment or two.
Telepathy (••••)
[/I]Cost: None for mortals, 1 willpower unless willing
Instant: Intelligence + Socialize + Auspex - Subject’s Resolve[/I]
At this level of advancement of one’s extrasensory perceptions, a vampire may project his consciousness into a nearby individual’s mind.
Twilight Projection (•••••)
Cost: 1 willpower
Instant: Intelligence + Occult + Auspex
Commonly seen as the pinnacle of auspex achievement, this power allows a vampire to project her perceptions out of her physical body. Her senses take on an existence their own, traveling the material world like a specter.
Celerity
(• to •••••)
Cost: 1 Vitae per turn
Reflexive
Tales and legends of vampires ascribe them inhuman speed, the ability to move faster than the eye can see, Celerity adds to the initiative of during the turn which it is active. Sped increases by itself again for each dot of celerity and multiply that number by his speed.
Dominate
Command (•)
Contested: Intelligence + Intimidation + Dominate Vs. Resolve + Blood Potency
Once he has established eye contact, the vampire issues a single, one-word command that must be obeyed instantly. The order must be clear and straight forward — freeze, jump, run, stop, fall, cough, blink, and so forth.
Mesmerize (••)
Contested: Intelligence + Expression + Dominate Vs. Resolve + Blood Potency
The Source of many legends of the vampire’s hypnotic gaze, Mesmerize allows the kindred to implant a false thought or suggestion into the subject’s subconscious mind. Mesmerize can deliver complex and long-term commands.
The Forgetful Mind (•••)
Extended: Wits + Persuasion + Dominate – Resolve
A Vampire with this power can literally delve into a subject’s mind, stealing or reshaping memories at whim. Simple alterations, such as blurring brief and recent memories, are simple enough. More comprehensive alterations are possible albeit substantially more difficult.
Conditioning (••••)
Cost: 1 willpower per roll
Contested and extended: Wits + Subterfuge + Dominate Vs. Resolve + Blood Potency, 6-15+ successes
Through constant veiled whispers, subtle hints and frequent sustained manipulation, a vampire can slowly render a particular victim substantially more suggestible. Each success represents one week of mental manipulation.
Possession (•••••)
Cost: 1 willpower
Contested: Intelligence + Intimidation + Dominate Vs. Resolve
By this point, the kindred need not rely on spoken commands and limited understanding. Once the kindred has crushed the victim’s will, she literally takes over the body, inhabiting it and controlling it as easily as she does her own.
Majesty
Awe (•)
Instant: Presence + Expression + Majesty
This power makes the user seem exponentially more charismatic and magnetic than he normally is. Whatever the vampire says, people are likely to lend serious credence to his position and views.
Revelation (••)
Cost 1 Vitae
Contested: Manipulation + Expression + Majesty Vs. subjects composure + Blood Potency
The allure and reassurance of a kindred with this power is enough to make others forego caution and share their compassionate words or heartfelt look from the vampire can break down a person’s prudence and fear, inspiring a desire to share deep feelings or dark secrets.
Entrancement (•••)
Contested: Manipulation + Expression + Majesty Vs. subjects composure + Blood Potency
This power is perhaps the closest thing that majesty gets to serious command over the thoughts of another. Its power warps the emotional state of the subject, making him a willing servant of the vampire. Subjects retain their sense of identity and free will, believing that they are acting on their on volition.
Summoning (••••)
Cost 1 vitae
Contested: Manipulation + Persuasion + Majesty Vs. subject’s composure + Blood Potency
This potent power allows the vampire to call any individual he knows personally to his side. The summoned individual knows whos presence he travels and may pause to make arrangements before departure, if necessary.
Sovereignty (•••••)
Cost 1 Willpower per scene
Instant: Presence + Intimidation + Majesty Vs. subjects Composure + Blood Potency
Sovereignty is considered “always active” during scenes in which it is activated. People can speak freely around the vampire as long as they don’t try to criticize him, any one wishing to attack the vampire, however must overcome the sovereignty to do so.
Nightmare
Monstrous Countenance (•)
Contested: Presence + Intimidation + Nightmare Vs. subject’s Composure + Blood Potency
The true face of a vampire is frightening thing, indeed— made all the more terrifying by the assistance of this power. When a kindred activated this power. Subjects will flee the vampire’s presence, using all available means.
Dread (••)
Cost 1 Vitae
Contested: Manipulation + Empathy + Nightmare Vs. subject’s Composure + Blood Potency
Gloom, Disquiet and uncertainty creeps into the hearts of people around the vampire. Any one within 3 yards per willpower dot that the vampire posses can be effected. One contested roll may be made reflexively for a crowd. Those who loose suffer –2 on all actions, and cannot spend willpower.
Eye of the Beast (•••)
Cost 1 Vitae
Contested: Presence + Empathy + Nightmare Vs. subject’s Composure + Blood Potency
The vampire reveals the inner core of the kindred's being. The victim is paralyzed with fear, incapable of moving or taking any action. If a victim is attacked or molested the victim will spend the remainder of the scene trying to flee the creature.
Shatter the Mind (••••)
Cost 1 Willpower
Contested: Manipulation + Empathy + Nightmare Vs. subject’s Composure + Blood Potency
The vampire confronts a subject with her greatest fear, Victims loose their next action and reels from the vision which she is confronted. Her defense still applies, but she cannot dodge. All other actions are performed at a –1 and looses one willpower point, suffer from a mild derangement.
Mortal Fear (•••••)
Cost 1 Willpower
Instant: Presence + intimidation + nightmare – subject’s Composure
The Vampire is able to inspire fear as a weapon unto its self. A victim is so thoroughly and intensely frightened by the vampire that he suffers physical damage. He ages prematurely, even other vampires can be effected, the subject must be able to see the vampire employing this power.
Obfuscate
Touch of Shadow (•)
Instant: Wits + Larceny + Obfuscate
This level of Obfuscate allows the vampire to conceal small items, either in her grasp or on her person. If she is skilled enough, even a thorough search fails to turn up a hidden object.
Mark of Tranquility (••)
Dice Pool: This power involves no roll, and is considered “always on”
The kindred masters the art of hiding himself to such a degree that he may subvert some of the stains that undeath leaves upon his soul. A vampire who knows this power can mask his kindred nature from onlookers, leaving them without the impression of the predator’s taint.
Cloak of Night (•••)
Instant: Intelligence + Stealth + Obfuscate
Cloak of night allows a vampire to literally fade from sight, becoming completely invisible to observers. The process of fading away is subtle but its effect on witnesses might not be. Mortals are likely to panic and flea. Successful use of cloak of night renders the character invisible until he does something to draw attention to himself.
The Familiar Stranger (••••)
Contested: Wits + Subterfuge + Obfuscate Vs. Subject’s Resolve + Blood Potency
This power allows the character to assume the image of whomever the subject most expects to see under the circumstances in which they meet. The character has no immediate knowledge of what aspect he is perceived to have, unless the target gives the identity away through verbal or behavioral clues.
Cloak the Gathering (•••••)
Instant: Intelligence + Stealth + Obfuscate
A vampire can hide one extra individual per dot of obfuscate she posses, not counting her self. While under the effects of this power, each individual must obey the rules of cloak of night.
Protean
Aspect of the Predator (•)
Instant: This power involves no roll to invoke
The most basic ability of this discipline allows a vampire to project a supernatural mien of savage predatory ferocity. A character is not subject to the usual relationships of blood potency upon meeting an unknown kindred for the first time. If the characters blood potency is lower than that of the unknown kindred it is treated as equal.
Haven of Soil (••)
Cost 1 Vitae
Instant: This power involves no roll to invoke
A vampire can blend his form with soil. While so interred, the character is immune to threat from the sun’s rays, or to any physical attack as his corporeal form is actually merged with that of the substance itself.
Claws of the Wild (•••)
Cost 1 Vitae
Reflexive: This power involves no roll to invoke.
Upon activation of this power, the vampires nails grow into long, fearsome talons. These ferocious weapons offer a +1 bonus to attack pools in unarmed close combat, and inflict aggravated damage.
Shape of the Beast (••••)
Cost 1 Vitae
Instant:This power involves no roll to invoke.
A kindred can take the shape of an ordinary animal, most commonly a bat or a wolf. While in this form, the vampire retains his mind and temperament. Every 3 experience spent on this ability allows the character transform into additional animal forms.
Body of Spirit (•••••)
Cost 1 Vitae
Instant: This power involves no roll to invoke. The full change takes one action to complete.
The pinnacle of most vampires achievement in the transfiguring art, this power enables a kindred to transform his entire body into a fine mist. As a small cloud of vapor, the character can float along above the round at his normal speed.
Animalism
Feral Whispers (•)
Instant: Manipulation + Animal Ken + animalism
The kindred with this ability has learned to understand the lesser creatures that surround her, and to speak with them and make herself understood. Because this requires initial eye contact, animals that cannot see cannot be effected.
Obedience (••)
Instant: Presence + Animal Ken + animalism - animals Composure
The kindred’s connection with his own feral nature now allows him to command beasts, no longer need he beg, threaten or cajole animals into doing his will. He demands and they obey as best they can. Requires eye contact as feral whispers.
Call of the Wild (•••)
Cost 1 vitae
Instant: Presence + Animal Ken + Animalism
The kindred is so fully in tune with her own beast that she an call out in a feral voice, that beckons all creatures of a specific type any animal of that sort within a given area is compelled to respond.
Subsume the Lesser Spirit (••••)
Cost 1 vitae
Instant: Manipulation + Animal Ken + Animalism
By locking eyes with an animal, a vampire may psychically enter the creatures body and possess it as though it were his own, the animals own mind and instincts are completely subsumed, allowing the kindred free reign to take whatever actions he chooses. The vampires own body falls into a torporlike state.
Lashing the Beast (•••••)
Cost 1 vitae
Instant: Manipulation + Empathy + Animalism Vs. Composure + Blood Potency
The vampire’s connection with the Best is so powerful that she can manipulate not only the lesser creatures around her but her own beast and that of other kindred. This is not overt corol as with Obedience or Dominate Discipline. Rather the kindred learns to rouse the Beast’s instincts, inspiring it.
Auspex
Heightened Senses (•)
Instant:Typically none. (Wits + Composure + Auspex)
When the power is activated, all of the vampires senses sharpen to a razor’s edge, effectively doubling both range and clarity of all stimuli received.
Aura Perception (••)
Instant: Intelligence + Empathy + Auspex - Subject’s composure
With this mystic power, a vampire can open his perceptions to the psychic auras that surround all sentient creatures.
Aura Signifiers:
Afraid- Orange
Aggressive- Purple
Angry- Bright Red
Bitter- Brown
Calm- Light Blue
Compassionate- Pink
Conservative- Lavender
Depressed- Gray
Desirous/Lustful- Deep Red
Distrustful- Light Green
Envious- Dark Green
Generous- Rose
Happy- Vermilion
Hateful- Black
Idealistic- Yellow
Innocent- White
Love struck- Bright Blue
Obsessed- Bright Green
Sad- Silver
Spiritual- Gold
Suspicious- Dark Blue
Confused- Shifting
Daydreaming- Flickering
Diablerist- Black Veins
Dominated- Muted
Frenzied- Rapid Shifting
Vampire- Pale colors
Shape Shifter- Vibrant
Ghost- Intermittent
Magic Use- Sparkles
The Spirits Touch (•••)
Instant: Wits + Occult + Auspex
The Kindred’s Powers of perception have progressed to the point that he can pick up psychic impressions from objects by simply handling them for a moment or two.
Telepathy (••••)
[/I]Cost: None for mortals, 1 willpower unless willing
Instant: Intelligence + Socialize + Auspex - Subject’s Resolve[/I]
At this level of advancement of one’s extrasensory perceptions, a vampire may project his consciousness into a nearby individual’s mind.
Twilight Projection (•••••)
Cost: 1 willpower
Instant: Intelligence + Occult + Auspex
Commonly seen as the pinnacle of auspex achievement, this power allows a vampire to project her perceptions out of her physical body. Her senses take on an existence their own, traveling the material world like a specter.
Celerity
(• to •••••)
Cost: 1 Vitae per turn
Reflexive
Tales and legends of vampires ascribe them inhuman speed, the ability to move faster than the eye can see, Celerity adds to the initiative of during the turn which it is active. Sped increases by itself again for each dot of celerity and multiply that number by his speed.
Dominate
Command (•)
Contested: Intelligence + Intimidation + Dominate Vs. Resolve + Blood Potency
Once he has established eye contact, the vampire issues a single, one-word command that must be obeyed instantly. The order must be clear and straight forward — freeze, jump, run, stop, fall, cough, blink, and so forth.
Mesmerize (••)
Contested: Intelligence + Expression + Dominate Vs. Resolve + Blood Potency
The Source of many legends of the vampire’s hypnotic gaze, Mesmerize allows the kindred to implant a false thought or suggestion into the subject’s subconscious mind. Mesmerize can deliver complex and long-term commands.
The Forgetful Mind (•••)
Extended: Wits + Persuasion + Dominate – Resolve
A Vampire with this power can literally delve into a subject’s mind, stealing or reshaping memories at whim. Simple alterations, such as blurring brief and recent memories, are simple enough. More comprehensive alterations are possible albeit substantially more difficult.
Conditioning (••••)
Cost: 1 willpower per roll
Contested and extended: Wits + Subterfuge + Dominate Vs. Resolve + Blood Potency, 6-15+ successes
Through constant veiled whispers, subtle hints and frequent sustained manipulation, a vampire can slowly render a particular victim substantially more suggestible. Each success represents one week of mental manipulation.
Possession (•••••)
Cost: 1 willpower
Contested: Intelligence + Intimidation + Dominate Vs. Resolve
By this point, the kindred need not rely on spoken commands and limited understanding. Once the kindred has crushed the victim’s will, she literally takes over the body, inhabiting it and controlling it as easily as she does her own.
Majesty
Awe (•)
Instant: Presence + Expression + Majesty
This power makes the user seem exponentially more charismatic and magnetic than he normally is. Whatever the vampire says, people are likely to lend serious credence to his position and views.
Revelation (••)
Cost 1 Vitae
Contested: Manipulation + Expression + Majesty Vs. subjects composure + Blood Potency
The allure and reassurance of a kindred with this power is enough to make others forego caution and share their compassionate words or heartfelt look from the vampire can break down a person’s prudence and fear, inspiring a desire to share deep feelings or dark secrets.
Entrancement (•••)
Contested: Manipulation + Expression + Majesty Vs. subjects composure + Blood Potency
This power is perhaps the closest thing that majesty gets to serious command over the thoughts of another. Its power warps the emotional state of the subject, making him a willing servant of the vampire. Subjects retain their sense of identity and free will, believing that they are acting on their on volition.
Summoning (••••)
Cost 1 vitae
Contested: Manipulation + Persuasion + Majesty Vs. subject’s composure + Blood Potency
This potent power allows the vampire to call any individual he knows personally to his side. The summoned individual knows whos presence he travels and may pause to make arrangements before departure, if necessary.
Sovereignty (•••••)
Cost 1 Willpower per scene
Instant: Presence + Intimidation + Majesty Vs. subjects Composure + Blood Potency
Sovereignty is considered “always active” during scenes in which it is activated. People can speak freely around the vampire as long as they don’t try to criticize him, any one wishing to attack the vampire, however must overcome the sovereignty to do so.
Nightmare
Monstrous Countenance (•)
Contested: Presence + Intimidation + Nightmare Vs. subject’s Composure + Blood Potency
The true face of a vampire is frightening thing, indeed— made all the more terrifying by the assistance of this power. When a kindred activated this power. Subjects will flee the vampire’s presence, using all available means.
Dread (••)
Cost 1 Vitae
Contested: Manipulation + Empathy + Nightmare Vs. subject’s Composure + Blood Potency
Gloom, Disquiet and uncertainty creeps into the hearts of people around the vampire. Any one within 3 yards per willpower dot that the vampire posses can be effected. One contested roll may be made reflexively for a crowd. Those who loose suffer –2 on all actions, and cannot spend willpower.
Eye of the Beast (•••)
Cost 1 Vitae
Contested: Presence + Empathy + Nightmare Vs. subject’s Composure + Blood Potency
The vampire reveals the inner core of the kindred's being. The victim is paralyzed with fear, incapable of moving or taking any action. If a victim is attacked or molested the victim will spend the remainder of the scene trying to flee the creature.
Shatter the Mind (••••)
Cost 1 Willpower
Contested: Manipulation + Empathy + Nightmare Vs. subject’s Composure + Blood Potency
The vampire confronts a subject with her greatest fear, Victims loose their next action and reels from the vision which she is confronted. Her defense still applies, but she cannot dodge. All other actions are performed at a –1 and looses one willpower point, suffer from a mild derangement.
Mortal Fear (•••••)
Cost 1 Willpower
Instant: Presence + intimidation + nightmare – subject’s Composure
The Vampire is able to inspire fear as a weapon unto its self. A victim is so thoroughly and intensely frightened by the vampire that he suffers physical damage. He ages prematurely, even other vampires can be effected, the subject must be able to see the vampire employing this power.
Obfuscate
Touch of Shadow (•)
Instant: Wits + Larceny + Obfuscate
This level of Obfuscate allows the vampire to conceal small items, either in her grasp or on her person. If she is skilled enough, even a thorough search fails to turn up a hidden object.
Mark of Tranquility (••)
Dice Pool: This power involves no roll, and is considered “always on”
The kindred masters the art of hiding himself to such a degree that he may subvert some of the stains that undeath leaves upon his soul. A vampire who knows this power can mask his kindred nature from onlookers, leaving them without the impression of the predator’s taint.
Cloak of Night (•••)
Instant: Intelligence + Stealth + Obfuscate
Cloak of night allows a vampire to literally fade from sight, becoming completely invisible to observers. The process of fading away is subtle but its effect on witnesses might not be. Mortals are likely to panic and flea. Successful use of cloak of night renders the character invisible until he does something to draw attention to himself.
The Familiar Stranger (••••)
Contested: Wits + Subterfuge + Obfuscate Vs. Subject’s Resolve + Blood Potency
This power allows the character to assume the image of whomever the subject most expects to see under the circumstances in which they meet. The character has no immediate knowledge of what aspect he is perceived to have, unless the target gives the identity away through verbal or behavioral clues.
Cloak the Gathering (•••••)
Instant: Intelligence + Stealth + Obfuscate
A vampire can hide one extra individual per dot of obfuscate she posses, not counting her self. While under the effects of this power, each individual must obey the rules of cloak of night.
Protean
Aspect of the Predator (•)
Instant: This power involves no roll to invoke
The most basic ability of this discipline allows a vampire to project a supernatural mien of savage predatory ferocity. A character is not subject to the usual relationships of blood potency upon meeting an unknown kindred for the first time. If the characters blood potency is lower than that of the unknown kindred it is treated as equal.
Haven of Soil (••)
Cost 1 Vitae
Instant: This power involves no roll to invoke
A vampire can blend his form with soil. While so interred, the character is immune to threat from the sun’s rays, or to any physical attack as his corporeal form is actually merged with that of the substance itself.
Claws of the Wild (•••)
Cost 1 Vitae
Reflexive: This power involves no roll to invoke.
Upon activation of this power, the vampires nails grow into long, fearsome talons. These ferocious weapons offer a +1 bonus to attack pools in unarmed close combat, and inflict aggravated damage.
Shape of the Beast (••••)
Cost 1 Vitae
Instant:This power involves no roll to invoke.
A kindred can take the shape of an ordinary animal, most commonly a bat or a wolf. While in this form, the vampire retains his mind and temperament. Every 3 experience spent on this ability allows the character transform into additional animal forms.
Body of Spirit (•••••)
Cost 1 Vitae
Instant: This power involves no roll to invoke. The full change takes one action to complete.
The pinnacle of most vampires achievement in the transfiguring art, this power enables a kindred to transform his entire body into a fine mist. As a small cloud of vapor, the character can float along above the round at his normal speed.
Last edited by Claymore on Sun Oct 18, 2009 5:05 pm; edited 2 times in total
Re: Discipline List
Resilience
(• to •••••)
Cost: 1 Vitae per scene
Reflexive: Resilience Is unlike other disciplines in that it is not actively rolled.
Legends abound of vampires who are able to withstand even the most brutal punishment to their unloving form. Each dot of resilience increases the characters stamina by one fore the scene win which the discipline is active, this bonus also increases the characters health dots during the scene.
Vigor
(• to •••••)
Cost: 1 Vitae per scene
Reflexive: Vigor Is unlike other disciplines in that it is not actively rolled.
Nearly every vampire legend across the globe expresses the preternatural strength possessed by the undead. Each dot of vigor increases the characters strength by one while the discipline is active.
Cruac Sorcery
Unlike other Disciplines, Cruac Sorcery is purchased in the form of individual rituals, not just levels. The level of this Discipline dictates the level of the rituals your character can perform. Each purchase of a new level of this discipline comes with one ritual of that same level.
Pangs of Proserpina (•)
Cost 1 Vitae: Manipulation + Occult + Cruac Vs. targets Composure + Blood Potency
The sorcerer causes feelings of intense hunger in a subject, who must be within sight. The afflicted subject feels the desire to eat or feed. The victim will avail himself to any available sustenance available, short of cannibalism or drinking of blood (for a mortal). Kindred might attack nearby vessels or fellow vampires, if their hunger is sever enough to make them frenzy.
Rigor Mortis (•)
Cost 1 Vitae: Manipulation + Occult + Cruac Vs. targets Composure
With the power of this ritual, a vampire may temporarily interrupt the reanimating effect of vampiric vitae, rendering a kindred immobile as the stiffening of muscles common to dead bodies takes hold. The number of dice by which the victims next physical dice pool is penalized. This applies only to dice pools for physical actions, and does not affect physical resistances.
Cheval (••)
Cost 1 Vitae: Manipulation + Occult + Cruac Vs. targets Composure
This ritual allows the performer to ride the senses of his subject. The subject must be within direct sight when the ritual is performed, but the subject can stray from the caster to any distance thereafter. At any time he wishes for the duration of the effect, the performer may see or hear through the subject.
The Hydra’s Vitae (••)
Cost 1 Vitae: Manipulation + Occult + Cruac
By invoking this ritual, the performer protects himself from would-be diablerists and from those who would otherwise feast on his blood. This ritual transforms the sorcerer’s vitae into a kind of poison. Kindred who drink it suffer one point of lethal damage for every vitae consumed. The blood returns to normal when it leaves the kindred’s body.
Deflection of Wooden Doom (•••)
Cost 1 Vitae: Manipulation + Occult + Cruac
The performer invokes a mystic protection against attempts to impale her heart with a steak. Steaks used in this manner rot or disintegrate as wielders attempt to use them against the performer. This power cannot be used to protect others, this ritual fades at sundown on the subsequent night, though may be performed immediately thereafter.
Touch of the Morrigan (•••)
Cost 1 Vitae: Manipulation + Occult + Cruac
The caster performs this ritual and channels his righteous ire into a tangible force. If the performance roll is successful, the user’s mere tough becomes deadly. The sorcerer must then touch a subject with his open palm. Contact inflicts an amount of lethal damage equal to the successes gained on the activation roll. Cannot be delivered through a punch or other unarmed close combat attack.
Blood Price (••••)
Cost 1 Vitae: Manipulation + Occult + Cruac Vs. targets Composure + Blood Potency
The sorcerer mystical claims one third of the vitae that a subject imbibes. The subject must be within sight when the ritual is performed. Every time the subject feeds, a third of the vitae he consumes is denied him and transfers invisibly to the sorcerer, regardless of either's location, this vitae is neutral.
Willful Vitae (••••)
Cost 1 Vitae: Manipulation + Occult + Cruac
The performer makes herself immune to the vinculum and blood addiction when another kindred’s vitae is consumed. After this ritual is performed, if another vampire’s blood is taken in the same night, no step is taken toward vinculum with the provider of the blood, and no addiction to blood forms for the character. Of course, the blood donor has no idea that the recipient is immune.
Blood Blight (•••••)
Cost 1 Vitae: Manipulation + Occult + Cruac Vs. targets stamina + Blood Potency
This potent ritual taints the blood of its target, weather mortal or vampire. Number of success deal lethal damage to the target . Vampires also lose the equivalent of vitae in his system.
Feeding the Crone (•••••)
Cost 1 Vitae: Manipulation + Occult + Cruac
When the performer calls upon the power of the crone herself, and a vitae is spent, the vampires mouth transforms into a maw of wicked, gnashing teeth. The vampire need not perform a grapple attack in order to bite a victim; the attack is made directly. The number of success achieved on the activation roll is added as bonuses to the attack roll, these teeth are so vicious that feeding cannot occur when they are Bourne.
Theban Sorcery
Unlike other Disciplines, Theban Sorcery is purchased in the form of individual rituals, not just levels. The level of this Discipline dictates the level of the rituals your character can perform. Each purchase of a new level of this discipline comes with one ritual of that same level.
Blood Scourge (•)
Cost 1 Vitae and 1 Willpower: Intelligence + Academics + Theban Sorcery
For Each dot that the character possesses in Theban sorcery, hey mat create a stinging whip of vitae with which to scourge his foes. An attack with the weapon has a dice pool equal to the characters strength + weaponry + number of lashes created, and inflicts lethal damage, the weapon lasts for a number of turns equal to the successes on the invocation roll.
Vitae Reliquary (•)
Cost one object and 1 Willpower: Intelligence + Academics + Theban Sorcery
The character takes an ordinary object and stores an amount of vitae in it that may be called upon later . The amount of vitae that can be stored in the object is the number of successes the player achieves on the invocation roll, although the caster may infuse the object with less if he chooses.
Curse of Babel (••)
Cost An animal or persons tongue and 1 Willpower: Intelligence + Academics + Theban Sorcery - Subject’s Resolve
This ritual leaves a victim speaking in tongues, unable to communicate. Even his written word is rendered nonsensish. The number of successes determines the duration of the ritual: one hour per success or until the next sunrise, whichever comes first. The subject must be within earshot when this ritual is performed.
Liars Plague (••)
Cost An Insect’s Carapace 1 Willpower: Intelligence + Academics + Theban Sorcery - Subject’s Resolve + Blood Potency
The character curses her subject so that if he speaks any lies over the course of the scene, beetles swarm from his mouth.
Blandishment of Sin (•••)
Cost a Scrap of paper and 1 Willpower: Intelligence + Academics + Theban Sorcery - Subject’s Resolve + Blood Potency
The Subject of this power suffers increased damage the next time any harm is inflicted on him. That wound is upgraded one degree of damage. Thus, bashing damage becomes lethal, lethal becomes aggravated. (Aggravated wounds do not increase to any other sort)
Malediction of Despair (••••)
Cost lock of hair from the subject and 1 Willpower : Intelligence + Academics + Theban Sorcery - Subject’s Resolve + Blood Potency
The Sorcerer curses his subject with regard to a specific action. Next time the subject engages in that action, her normal dice pool is not rolled. A chance roll is made instead. A player may spend a willpower and roll composer + resolve. If this roll yields more successes than were achieved during the invocation then the curse does not come to pass.
Gift of Lazarus (••••)
Cost a Communion wafer and 1 Willpower
Instant: Intelligence + Academics + Theban Sorcery
A successful invocation of this ritual brings the dead back to a semblance of life, though a pale echo at best. The length of time in nights that the creature remains animate equals the number of successes on the Theban sorcery roll to create it.
Stigmata (••••)
Cost A crucifix and 1 Willpower
Instant: Intelligence + Academics + Theban Sorcery - Subject’s Stamina
The Victim of this ritual must be within sight when it is cast. He bleeds from the wrists, feet, and side, the traditional five wounds of Christ. Mortals suffer one point of lethal damage per turn from blood loose, while kindred loose one vitae each turn.
Transubstantiation (•••••)
Cost A drop of liquid gold and 1 Willpower
Instant: Intelligence + Academics + Theban Sorcery - Subject’s Stamina + Blood Potency
The Character transforms one substance into another. It can be water into blood, for example or a tree branch into a snake. Or a person into salt. The object becomes a perfectly normal, mundane version of whatever it is.
Wrathful Judgment (•••••)
Cost eye or hand of the caster and 1 Willpower
Instant: Intelligence + Academics + Theban Sorcery - Subject’s Stamina
This ritual metes out divine punishment by turning a Kindred’s own vitae into fire. The sorcerer charges the ritual with multiple willpower points, each point of will power invested can deal one point of aggravated damage to the subject and consumes one vitae.
Coils of the Dragon
Each purchase for this discipline is treated as the next level of an out of clan discipline, regardless of the tier level. The Tier level dictates only the order in which the Coil must be purchased, not the XP Price. For example, having three Tiers in one Coil, followed by the purchase of the first Tier in another, the XP value would be 28, not 7.
The Coil of Blood
Blood Seeps Slowly (•)
The Dragon’s undead body doesn’t demand as much Vitae to animate itself as do those of other, less enlightened kindred. The player need spend only one vitae for his character to wake for a number of nights equal to the vampires resolve. So a kindred with Resolve of 2 looses a vitae every other night for rising.
Blood of Beasts (••)
No mater what the vampire’s Blood Potency is, she can take sustenance from animals and humans.
Perspicacious Blood (•••)
The Character gains three vitae for every two vitae she takes from a human, and receives double vitae consumed from kindred or other supernatural vessels.
The Coil of Banes
Conquer the Red Fear (•)
The Character gains +2 bonus to resist fear frenzy triggered by fire or sunlight. Fear frenzies triggered by other stimuli occur as normal.
Surmounting the Daysleep (••)
The player can spend a willpower point for the character to remain awake for an entire day without penalty (though the character must still take precautions to remain out of the sunlight and “waking” the next night still costs a vitae) dice pools during the day are still limited by humanity (see p. 184, V:TR) if the character does sleep and disturbed add three dice to the players wakeup roll.
Sun’s Forgotten Kiss (•••)
Sunlight at twilight and dawn causes only bashing damage to the Dragon, rather than aggravated. After the sun has fully risen, however, its rays cause aggravated damage as usually.
The Coil of Beast
Chastise the Beast (•)
The player spends a willpower point for his character to resist a frenzy of any kind automatically. The player may choose to roll Resolve + Composer as usual for his character to resist frenzy, spending the willpower only if the roll fails.
Lure the Beast (••)
“Riding the wave” des not cost a willpower point, and it requires a base of only three successes, not five. All other rules still apply.
Exhaust the Beast (•••)
The Character may spend an hour per night in frenzy (usually doing so under controlled conditions such as in a locked room or far from mortals). For the rest of the night, the character does not enter frenzy unless she wishes to do so, no mater how strong the trigger is.
(• to •••••)
Cost: 1 Vitae per scene
Reflexive: Resilience Is unlike other disciplines in that it is not actively rolled.
Legends abound of vampires who are able to withstand even the most brutal punishment to their unloving form. Each dot of resilience increases the characters stamina by one fore the scene win which the discipline is active, this bonus also increases the characters health dots during the scene.
Vigor
(• to •••••)
Cost: 1 Vitae per scene
Reflexive: Vigor Is unlike other disciplines in that it is not actively rolled.
Nearly every vampire legend across the globe expresses the preternatural strength possessed by the undead. Each dot of vigor increases the characters strength by one while the discipline is active.
Cruac Sorcery
Unlike other Disciplines, Cruac Sorcery is purchased in the form of individual rituals, not just levels. The level of this Discipline dictates the level of the rituals your character can perform. Each purchase of a new level of this discipline comes with one ritual of that same level.
Pangs of Proserpina (•)
Cost 1 Vitae: Manipulation + Occult + Cruac Vs. targets Composure + Blood Potency
The sorcerer causes feelings of intense hunger in a subject, who must be within sight. The afflicted subject feels the desire to eat or feed. The victim will avail himself to any available sustenance available, short of cannibalism or drinking of blood (for a mortal). Kindred might attack nearby vessels or fellow vampires, if their hunger is sever enough to make them frenzy.
Rigor Mortis (•)
Cost 1 Vitae: Manipulation + Occult + Cruac Vs. targets Composure
With the power of this ritual, a vampire may temporarily interrupt the reanimating effect of vampiric vitae, rendering a kindred immobile as the stiffening of muscles common to dead bodies takes hold. The number of dice by which the victims next physical dice pool is penalized. This applies only to dice pools for physical actions, and does not affect physical resistances.
Cheval (••)
Cost 1 Vitae: Manipulation + Occult + Cruac Vs. targets Composure
This ritual allows the performer to ride the senses of his subject. The subject must be within direct sight when the ritual is performed, but the subject can stray from the caster to any distance thereafter. At any time he wishes for the duration of the effect, the performer may see or hear through the subject.
The Hydra’s Vitae (••)
Cost 1 Vitae: Manipulation + Occult + Cruac
By invoking this ritual, the performer protects himself from would-be diablerists and from those who would otherwise feast on his blood. This ritual transforms the sorcerer’s vitae into a kind of poison. Kindred who drink it suffer one point of lethal damage for every vitae consumed. The blood returns to normal when it leaves the kindred’s body.
Deflection of Wooden Doom (•••)
Cost 1 Vitae: Manipulation + Occult + Cruac
The performer invokes a mystic protection against attempts to impale her heart with a steak. Steaks used in this manner rot or disintegrate as wielders attempt to use them against the performer. This power cannot be used to protect others, this ritual fades at sundown on the subsequent night, though may be performed immediately thereafter.
Touch of the Morrigan (•••)
Cost 1 Vitae: Manipulation + Occult + Cruac
The caster performs this ritual and channels his righteous ire into a tangible force. If the performance roll is successful, the user’s mere tough becomes deadly. The sorcerer must then touch a subject with his open palm. Contact inflicts an amount of lethal damage equal to the successes gained on the activation roll. Cannot be delivered through a punch or other unarmed close combat attack.
Blood Price (••••)
Cost 1 Vitae: Manipulation + Occult + Cruac Vs. targets Composure + Blood Potency
The sorcerer mystical claims one third of the vitae that a subject imbibes. The subject must be within sight when the ritual is performed. Every time the subject feeds, a third of the vitae he consumes is denied him and transfers invisibly to the sorcerer, regardless of either's location, this vitae is neutral.
Willful Vitae (••••)
Cost 1 Vitae: Manipulation + Occult + Cruac
The performer makes herself immune to the vinculum and blood addiction when another kindred’s vitae is consumed. After this ritual is performed, if another vampire’s blood is taken in the same night, no step is taken toward vinculum with the provider of the blood, and no addiction to blood forms for the character. Of course, the blood donor has no idea that the recipient is immune.
Blood Blight (•••••)
Cost 1 Vitae: Manipulation + Occult + Cruac Vs. targets stamina + Blood Potency
This potent ritual taints the blood of its target, weather mortal or vampire. Number of success deal lethal damage to the target . Vampires also lose the equivalent of vitae in his system.
Feeding the Crone (•••••)
Cost 1 Vitae: Manipulation + Occult + Cruac
When the performer calls upon the power of the crone herself, and a vitae is spent, the vampires mouth transforms into a maw of wicked, gnashing teeth. The vampire need not perform a grapple attack in order to bite a victim; the attack is made directly. The number of success achieved on the activation roll is added as bonuses to the attack roll, these teeth are so vicious that feeding cannot occur when they are Bourne.
Theban Sorcery
Unlike other Disciplines, Theban Sorcery is purchased in the form of individual rituals, not just levels. The level of this Discipline dictates the level of the rituals your character can perform. Each purchase of a new level of this discipline comes with one ritual of that same level.
Blood Scourge (•)
Cost 1 Vitae and 1 Willpower: Intelligence + Academics + Theban Sorcery
For Each dot that the character possesses in Theban sorcery, hey mat create a stinging whip of vitae with which to scourge his foes. An attack with the weapon has a dice pool equal to the characters strength + weaponry + number of lashes created, and inflicts lethal damage, the weapon lasts for a number of turns equal to the successes on the invocation roll.
Vitae Reliquary (•)
Cost one object and 1 Willpower: Intelligence + Academics + Theban Sorcery
The character takes an ordinary object and stores an amount of vitae in it that may be called upon later . The amount of vitae that can be stored in the object is the number of successes the player achieves on the invocation roll, although the caster may infuse the object with less if he chooses.
Curse of Babel (••)
Cost An animal or persons tongue and 1 Willpower: Intelligence + Academics + Theban Sorcery - Subject’s Resolve
This ritual leaves a victim speaking in tongues, unable to communicate. Even his written word is rendered nonsensish. The number of successes determines the duration of the ritual: one hour per success or until the next sunrise, whichever comes first. The subject must be within earshot when this ritual is performed.
Liars Plague (••)
Cost An Insect’s Carapace 1 Willpower: Intelligence + Academics + Theban Sorcery - Subject’s Resolve + Blood Potency
The character curses her subject so that if he speaks any lies over the course of the scene, beetles swarm from his mouth.
Blandishment of Sin (•••)
Cost a Scrap of paper and 1 Willpower: Intelligence + Academics + Theban Sorcery - Subject’s Resolve + Blood Potency
The Subject of this power suffers increased damage the next time any harm is inflicted on him. That wound is upgraded one degree of damage. Thus, bashing damage becomes lethal, lethal becomes aggravated. (Aggravated wounds do not increase to any other sort)
Malediction of Despair (••••)
Cost lock of hair from the subject and 1 Willpower : Intelligence + Academics + Theban Sorcery - Subject’s Resolve + Blood Potency
The Sorcerer curses his subject with regard to a specific action. Next time the subject engages in that action, her normal dice pool is not rolled. A chance roll is made instead. A player may spend a willpower and roll composer + resolve. If this roll yields more successes than were achieved during the invocation then the curse does not come to pass.
Gift of Lazarus (••••)
Cost a Communion wafer and 1 Willpower
Instant: Intelligence + Academics + Theban Sorcery
A successful invocation of this ritual brings the dead back to a semblance of life, though a pale echo at best. The length of time in nights that the creature remains animate equals the number of successes on the Theban sorcery roll to create it.
Stigmata (••••)
Cost A crucifix and 1 Willpower
Instant: Intelligence + Academics + Theban Sorcery - Subject’s Stamina
The Victim of this ritual must be within sight when it is cast. He bleeds from the wrists, feet, and side, the traditional five wounds of Christ. Mortals suffer one point of lethal damage per turn from blood loose, while kindred loose one vitae each turn.
Transubstantiation (•••••)
Cost A drop of liquid gold and 1 Willpower
Instant: Intelligence + Academics + Theban Sorcery - Subject’s Stamina + Blood Potency
The Character transforms one substance into another. It can be water into blood, for example or a tree branch into a snake. Or a person into salt. The object becomes a perfectly normal, mundane version of whatever it is.
Wrathful Judgment (•••••)
Cost eye or hand of the caster and 1 Willpower
Instant: Intelligence + Academics + Theban Sorcery - Subject’s Stamina
This ritual metes out divine punishment by turning a Kindred’s own vitae into fire. The sorcerer charges the ritual with multiple willpower points, each point of will power invested can deal one point of aggravated damage to the subject and consumes one vitae.
Coils of the Dragon
Each purchase for this discipline is treated as the next level of an out of clan discipline, regardless of the tier level. The Tier level dictates only the order in which the Coil must be purchased, not the XP Price. For example, having three Tiers in one Coil, followed by the purchase of the first Tier in another, the XP value would be 28, not 7.
The Coil of Blood
Blood Seeps Slowly (•)
The Dragon’s undead body doesn’t demand as much Vitae to animate itself as do those of other, less enlightened kindred. The player need spend only one vitae for his character to wake for a number of nights equal to the vampires resolve. So a kindred with Resolve of 2 looses a vitae every other night for rising.
Blood of Beasts (••)
No mater what the vampire’s Blood Potency is, she can take sustenance from animals and humans.
Perspicacious Blood (•••)
The Character gains three vitae for every two vitae she takes from a human, and receives double vitae consumed from kindred or other supernatural vessels.
The Coil of Banes
Conquer the Red Fear (•)
The Character gains +2 bonus to resist fear frenzy triggered by fire or sunlight. Fear frenzies triggered by other stimuli occur as normal.
Surmounting the Daysleep (••)
The player can spend a willpower point for the character to remain awake for an entire day without penalty (though the character must still take precautions to remain out of the sunlight and “waking” the next night still costs a vitae) dice pools during the day are still limited by humanity (see p. 184, V:TR) if the character does sleep and disturbed add three dice to the players wakeup roll.
Sun’s Forgotten Kiss (•••)
Sunlight at twilight and dawn causes only bashing damage to the Dragon, rather than aggravated. After the sun has fully risen, however, its rays cause aggravated damage as usually.
The Coil of Beast
Chastise the Beast (•)
The player spends a willpower point for his character to resist a frenzy of any kind automatically. The player may choose to roll Resolve + Composer as usual for his character to resist frenzy, spending the willpower only if the roll fails.
Lure the Beast (••)
“Riding the wave” des not cost a willpower point, and it requires a base of only three successes, not five. All other rules still apply.
Exhaust the Beast (•••)
The Character may spend an hour per night in frenzy (usually doing so under controlled conditions such as in a locked room or far from mortals). For the rest of the night, the character does not enter frenzy unless she wishes to do so, no mater how strong the trigger is.
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