The Masquerade Disciplines

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Diabolique

They see me rooooollin.
Disciplines


Overview:
I want to begin this section by saying the following: Disciplines are not a hard requirement for your Vampire characters. They are intended for text/roleplay enhancement purposes only. Should you choose to add them to your character, that is acceptable. Should you choose not to add them to your character, that is equally acceptable; if that is the case, however, I ask that you not incorporate them into your character sheet and/or roleplay sessions. Likewise, if you choose to give your character Disciplines, I ask that you stick to the guideline I have created.

With that said...

Disciplines:
The coinage of the term “Discipline” is credited to the Cainite scholar known as Trimeggian through his Encyclopaedia Haemovoria - and although not every vampire will necessarily use it, this denomination has become quite popular among kindred society.

The origin of the vampiric powers (modernly known as Disciplines) is unknown, however, but many believe they are gifts from Caine or Lilith, and a few Antediluvians are thought to have invented unique Disciplines that have been passed down through their childer; others believe them to be inborn powers inherent to the undead body.

Aside from their inherent immortal condition and the ability to use Vitae (blood) to regenerate wounds and improve their strength, dexterity and stamina, proficiency in a Discipline gives the vampire additional supernatural abilities of great strategic value.

Training in each of the Disciplines provides the Cainite with several related powers such as superhuman speed, strength, resilience, command over animals, shapeshifting abilities, sensory powers, the ability to dominate the minds of other creatures and many more.

Disciplines Edit

Every clan has three inherent Disciplines which they pick up more readily and do not require training to learn. Many clans also have signature Disciplines that are not widely known outside of their clan and are sometimes carefully guarded, though this varies from clan to clan. If your character has a Discipline that is not originally intended for their clan, you must specify in your character's History where they learned the ability. Disciplines can be taught to other Vampires, but this act needs to be explained in your character sheet.

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Character Creation Notes

Ghouls are given access to the first Potence ability, and one other "First Level" Discipline.

Fledgelings are granted only their base Discipline abilities.

Neonate’s are granted their base Discipline abilities, as well as 10 points to allocate.

Ancillae are granted their base Discipline abilities, as well as 15 points to allocate.

Elders are granted their base Discipline abilities, as well as 30 points to allocate.


Disciplines are earned on a “Point Scale.”

Disciplines must be earned in sequential order.
Example: In order to obtain The Spirit's Touch, you must first spend points to learn Heightened Senses and Aura Perception.

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The traditional disciplines of each clan are as follows:


The Camarilla

§ Toreador - Auspex, Celerity, Presence

§ Tremere - Auspex, Dominate, Thaumaturgy

§ Ventrue - Dominate, Fortitude, Presence

§ Brujah - Celerity, Potence, Presence

§ Gangrel - Animalism, Fortitude, Protean

§ Malkavian - Auspex, Dementation, Obfuscate

§ Nosferatu - Animalism, Obfuscate, Potence


The Sabbat

§ Lasombra - Dominate, Obtenebration, Potence

§ Tzimisce - Animalism, Auspex, Vicissitude


The Independents

§ Giovanni - Dominate, Necromancy, Potence

§ Ravnos - Animalism, Chemerstry, Fortitude

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Auspex

Heightened Senses – Cost: 1 Point.
At will, you can extend your senses beyond human norms. Your eyesight and hearing sharpen to twice your mortal limits, while your touch, smell and taste are acute enough to pick out tiny details and features with ease. Furthermore, you sometimes have flashes of insight, pre natural awareness of danger or future events


Aura Perception – Cost: 2 Points.
By watching your victim carefully, you can pick out the glowing halo or aura that surrounds all creatures. The interplay of color in this aura gives you insight in to the subject's emotions, motives and true nature. This discipline is noticeable, though, as you stare at the subject with intense concentration. This discipline also allows you to sense ghosts and astral forms. If you succeed in locating the "ghost", you are aware of the ghost's aura as a pale, flickering light with no particular form; though this is not sufficient for you to identify specific individual ghosts.


The Spirit's Touch – Cost: 3 Points.
Every being leaves traces of its thoughts and emotions wherever it goes. With this discipline, you can read these psychic impressions from objects that others have handled, or that have strong emotional events tied to them. A simple touch and a moment of concentration unlocks a flood of images and sensations, possibly giving insight into the past of the item. Note that you can only use this power on objects and places, not people, vampires, animals or other living creatures.


Telepathy – Cost: 4 Points.
Projecting your senses outward, you can pierce the shroud of reason in the minds of others, drawing forth their very thoughts. You can link your consciousness to anyone you can see, one person or vampire at a time, sending or receiving concepts that you and the target "hear" in your respective minds.


Psychic Projection – Cost: 5 Points.
While your senses are projected, your body lies in a comatose, torpor like state, unaware of its surroundings. Your psychic form does not tire from travel, nor is it hindered or injured by the material world, allowing you to pass through any physical barrier and move at the speed of thought to any place on the earth. In turn, you are completely intangible, unable to affect anything physically. Your immaterial form is tied to your material corpse through a silver cord, a sort of psychic "line" that keeps you from becoming lost in the realms of spirits. Although usually invisible to others in this state, you can, for a short time, manifest into an intangible apparition, allowing you to be seen and to speak audibly. Still intangible, you cannot be harmed by anything physical (weapons, claws, etc.) and in turn cannot pick up a weapon, nor wield one. You are a ghost, or ghost-like pure and simple.


Clairvoyance – Cost: 6 Points.
By using Clairvoyance, a Vampire can perceive distant events with using Psychic Projection. By concentrating on a familiar person, place or object, a Vampire can observe the subject's immediate vicinity while staying aware of his or her own surroundings. Visions seen through the use of Clairvoyance last only for a very short amount of time.

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Celerity

Alacrity – Cost: 1 Point.
Your reflexes are finely honed. Even as you watch others act, you can spring into action, completing your movements before they can respond. You can gain the ability to preempt any physical actions taken against you, as long as you are aware of them (face to face mugging - yes; sniper attack - no). Also, for example, if someone declares an attempt to pull out a hidden weapon and shoot at you, you can preempt that action to pull out your own gun and fire back (instead of being regulated to dodging). (The ability to use your reflexes to block or react to other's reactions)


Swiftness – Cost: 2 Points.
With shocking speed, you move faster than humanly possible. Even as others are recovering from events, you are making your next move. For example, you can swing a sword twice, run twice as far as normal, fire a gun then duck behind cover, or otherwise perform multiple feats.


Rapidity – Cost: 3 Points.
Even other Vampires are dazzled by your superhuman speed. You routinely catch dropped objects and the speed of your passing whips clothes and loose debris about. Declaring Rapidity, you can perform actions where speed is of the essence, such as dodging an attack, throwing a knife or grabbing something out of someone's hand.


Legerity – Cost: 4 Points.
Moving faster than the human eye can track, you blur across the landscape with the speed of a cheetah. Is this just a more advance form of Swiftness?


Fleetness – Cost: 5 Points.
Calling on this discipline, you burst into a whirlwind of motion. Your passing extinguishes small flames, whips up flurries of debris and confuses slower moving entities. Using Fleetness, causes you to perform all actions with the utmost speed.


Projectile – Cost: 6 Points.
Despite the fact that a Vampire with Celerity moves at incredible speeds, by some quirk of metaphysics any bullets he or she fires or knives they throw while in this state don't move any faster than they normally would. Scientifically minded Kindred have been baffled by the phenomenon for centuries, but more pragmatic ones have found a way to work around it. Projectile enables a Vampire to take his preternatural speed and transfer it into something he has thrown, fired or launched.

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Presence:

Awe – Cost 1 Point.
When you employ this power, everyone near you becomes intensely interested in you. They will pay close attention to your words and actions, although they will not necessarily agree with them. Say "Awe" in a loud, clear voice. The attention of everyone within hearing will be drawn to you for approximately the next thirty seconds, or until drawn away by something immediate and pressing (e.g. combat).


Dread Gaze – Cost: 2 Points.
The exhibition of your full vampiric powers can cause great fear and loathing. This is usually accomplished by baring teeth and claws while hissing loudly. While most vampires can perform this action, you are especially adept at it, and are capable of driving mortals insane with fear, or frightening them into submission or flight with the merest snarl.


Entrancement – Cost: 3 Points.
Entrancement is used to convince another to like you. The subject of Entrancement will be enchanted with you and desire to serve your needs. However, unlike a person controlled with Dominate powers, the subject of Entrancement retains her freedom of action and creativity. This can be both good and bad.


Summon – Cost: 4 Points.
You may demand the appearance of a person known to you. You can mentally summon your target to you, even across great distances, and the target cannot easily resist. A person who is Summoned knows where to find you and will hone in on that location flawlessly.


Majesty – Cost: 5 Points.
You are almost universally feared and respected. Unless others stop to consider their feelings about you, they are likely to treat you respectfully without conscious thought. Indeed, the very sight of you causes jaws to drop in awe and even the most courageous to fear you. You simply seem so formidable that no one would even consider crossing you, let alone challenging you physically. You will not be attacked or harmed in any way for as long as the effects of Majesty remain unresisted.


Love – Cost: 6 Points.
Similar to Entrancement, only much more compelling, this power duplicates the effects of the Blood Bond for as long as the target is in the presence of the vampire.


Rage – Cost: 6 Points.
The vampire may induce feelings of irritation and hostility in those around him. The slightest spark will generally be enough to cause arguments and fights. All vampires who are affected will frenzy.


Paralyzing Glance – Cost: 6 Points.
Victims of this are frozen with sheer terror. The vampire must make eye contact. The victim will fall into a whimpering catatonic state.

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Dominate
*Note I: Extra points must be spent for additional abilities.
*Note II: Additional abilities must be gained in sequential order.


Command the Wearied Mind – Cost: 1 Point.
With eye contact, the vampire may give a one-word command to a target. This command may only be one word, but it may be used with slight emphasis in a sentence, to hide it. This command is obeyed instantly, unless it is ambiguous, in which case temporary confusion ensues.


Mesmerize – Cost: 2 Points.
The vampire can give commands to a target, which may be as simple or detailed as desired. Eye contact must be maintained throughout the command, but is not necessary once the command has been given.
Auto: The target will not act in defiance of her nature, or her usual behavior, but she is otherwise obedient.
3 Points: The target can be made to act in ways that she otherwise wouldn’t, except in the case of self-endangering behavior.
5 Points: Nearly any command may be given.


The Forgetful Mind – Cost: 3 Points
With eye contact, the vampire can alter her target’s memories.
Auto: The vampire may cause limited memory loss lasting a day, with control over which memories are lost.
3 Points: The vampire may cause more permanent memory loss.
4 Points: The vampire may make slight alterations to her victim’s memory.
5 Points. The vampire may alter or remove an entire scene from her victim’s memory.


Conditioning – Cost: 4 Points.
The vampire may add to the number of successes she has accumulated in someone she is dominating. Once she has accumulated a number of successes from five to ten times her victim’s Self-Control, the victim will act as if dominated even in the vampire’s absense. Such a victim will continue to obey the vampire, even when not dominated, and the difficulty for all other vampires to try to dominate her is increased by two.


Possession – Cost: 5 Points
With continuous eye contact, the vampire may possess a mortal, but goes into torpor in so doing. Each success by the vampire costs the victim a willpower point. Each success by the victim gives her an extra die the next round. A botch by the vampire makes the victim permanently immune to all Dominate attempts by that vampire. The actual possession (and torpor) occurs when the victim has no willpower points.


Rationale – Cost: 6 Points.
The vampire can make a victim of Dominate believe that she is acting of her own accord. The victim will not realize that they are being Dominated at first, but prolonged use of this Discipline will begin to make the victim aware of Dominate.

Tranquility – Cost: 6 Points.
The vampire may bring another vampire out of frenzy. If she botches, the target vampire will attack her.


Chain The Psyche – Cost: 6 Points
Inflicts intense, incapaciting pain on a target who attempts to break the elder's command.


Loyalty – Cost: 6 Points.
With this power in effect, the Dominate is so strong that other vampires find it almost impossible to break. Loyalty instills no special feelings in the victim--the vampire's commands are simply implanted far more deeply than normal.


Obedience – Cost: 6 Points.
The vampire may use any Dominate power without eye contact. Touching their skin, or even clothing, is sufficient.

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Fortitude

*Note I: Extra points must be spent for additional abilities.
*Note II: Additional abilities must be gained in sequential order.


Endurance – 1 Point.
You can use your Soak against aggravated damage (acid, sun, fire). You still suffer aggravated wounds as normal, but generally suffer less damage than others would. You may endure 5 seconds of exposure to sunlight without taking damage.
2 Points: You can now endure up to 15 seconds of exposure to sunlight.


Mettle – 2 Points.
You may now heal aggravated damage at will, instead of requiring Vitae and rest. Wounds heal at the rate of one square inch per minute. In addition, you can now endure up to 30 seconds of sunlight.


Perseverance – 3 Points.
You now heal normal damage more efficiently. You heal twice as fast from aggravated damage. You may also endure up to one minute of full sunlight.


Aegis – Cost: 5 Points.
You can completely ignore one source of damage. You are protected against all the effects of an attack, such as an attempt to stake you; immune to the effects of sunlight or fire for five minutes; able to force a Diablerist to temporarily cease their assault.

If you become immune to the effects of an attack, then you cannot be harmed by that specific attack for the next five minutes. So, if you use Aegis to ignore an attack from Character A armed with an sword, you would not be protected from Character B with a sword, or Character A with an Axe, only from Character A with a sword (any sword).


Personal Armour – Cost: 6 Points.
Causes anything that strikes a Kindred who employs this to shatter on impact.


Armor of Vitality – Cost: 6 Points.
Toughens the vampire's skin to marble, breaking ordinary weapons with no blemish to the vampire's skin.

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Obfuscate


Cloak of Shadows – Cost: 1 Point.
Your ability to conceal yourself is not yet fully developed, you need some sort of cover in order to hide yourself effectively. Once undercover you must remain completely motionless in order to remain obscured. If you move, if a light is turned on which would illuminate you, or if a viewer moves to an angle at which you are directly in his line of sight, the Cloak of Shadow falls.


Unseen Presence – Cost: 2 Points.
Your powers of remaining unseen have become so potent that you can effectively cause yourself to disappear indefinitely and remain hidden even if you walk around. You are completely ignored unless someone specifically looks for you. People will move about in ways that cause them to avoid you and will even take actions to remove themselves from your vicinity. Their unconscious minds will do nearly anything to prevent their conscious mind to realize you are there.


Mask of the Thousand Faces – Cost: 3 Points.
This potent ability does not hide you from the gaze of others, but makes you appear as someone else. Your appearance does not actually change-you simply make people think they see someone else.
Auto: People could still pick you out of a police line-up.
2 Points: The character looks somewhat different; subjects describe him differently.
3 Points: The desired look is successfully broadcast.
4 Points: Appearance, movement and actions are completely different.
5 Points: The character can even appear as someone of the opposite sex.


Vanish from Mind's Eye – Cost: 4 Points.
Your power has advanced to such a degree that you may actually disappear form plain view. Even if you are standing face to face with a mortal, you may exercise this power and vanish. Those who witness such a disappearing act, especially mortals, are normally stunned with indecision for a turn. Mortals with low Willpower may actually forget that they ever saw you.


Cloak the Gathering – Cost: 5 Points.
This incredibly manipulative power allows you to extend any of your Obfuscate powers to those around you. If one character compromises the disguise or invisibility, then only she is no longer under the protection of our powers. However, if you compromise the cloak it goes down for everybody.


Cloak – Cost: 6 Points.
This allows a vampire to conceal his/her aura from anyone using Auspex powers.


Mind Blank – Cost: 6 Points.
A vampire with this power is able to shrug off telepathic contact, easily withstanding invasive probes of his mind.


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Animnalism


Feral Whispers – Cost: 1 Point.
With eye contact, the vampire may communicate with an animal, and request favors... if the animal feels like listening.


The Beckoning – Cost: 2 Points.
By making an animal call, the vampire can summon animals of a particular species who can hear his/her call. However, she can only call one species at a time. A call cannot be retracted.


Quell the Beast – Cost: 3 Points.
The vampire may steal the Beast of an animal or mortal, pacifying it. Someone who has no Beast slowly becomes more and more apathetic and incapable of creative thought, until their Beast is returned. Kindred are not effected by this power. Tzimisce call this Cowing the Beast. For Nosferatu, it is Song of Serenity, and for Gangrel, Quell the Beast.


Subsume the Spirits – Cost: 4 Points.
With eye contact, the vampire may possess an animal, but goes into something akin to torpor in so doing. This occasionally leads to the vampire retaining some instincts of the animal. The vampire can utilize some of his mental Disciplines, ie. Auspex, Presence, Dementation, Dominate, Chimerstry, Necromancy and Thaumaturgy. If the animal dies, the Kindred, the character's body falls into torpor.


Drawing out the Beast – Cost: 5 Points.
The vampire may transfer her Beast to someone else, who will frenzy instead of her. If the victim leaves while in frenzy, the vampire's Beast will be left within the victim, and she may have to go to some lengths to regain it. In the meantime, she is incapable of frenzy, and slowly becomes more and more apathetic and incapable of creative thought, until she regains her Beast. The victim is affected in the opposite way.


Songs in the Dark – Cost: 6 Points. (Nosferatu)
The vampire may summon... something. Exactly what is summoned is up to the Storyteller, but the thing should be an impressive, monstrous, large beast that is neither known by humans nor recognized by modern taxonomy.


Animal Succulence – Cost: 6 Points.
Most vampires find animal blood flat and tasteless, with little nutrition. Some Gangrel and Nosferatu, however, have refined this technique to draw much more sustenance from animals than normal Kindred can. This doesn't allow a vampire to live solely on animal blood, but it allows him to go for extended periods without blood from Kine.


Tier of Souls – Cost: 6 Points. (Tzimisce)
A vampire with this power gains more than mere sustenance from the blood she drinks. She also gains insight and even abilities from the donor. Moreover, if the being from which the vampire drinks has recently fed, she may gain a similiar awareness of that creature, etc and on.


Deep Song – Cost: 6 Points. (Ravnos)
Through the words of a song, a vampire may attempt to sway the passions of his audience.
The effects of the Deep Song last for roughly one hour, or in the case of a botch, the remainder of the night.


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Obtenebration


Shadow Play – Cost: 1 Point.
You can manipulate shadows and dim (though not extinguish) light in an area. Among other uses, (such as eliminating the vampire's shadow), this power allows the vampire to subtly manipulate the shadows around her to make herself appear more menacing.


Shroud of Night – Cost: 2 Points.
You can evoke an area of inky black darkness. The darkness obscures light and even sound; most opponents trapped within are completely blind, and those with Gleam of the Red Eyes or Heightened Senses can see only with difficulty. The darkness is normally static; you may move it about at walking speed, but only with intense concentration. Covers a 10' area, the range of this power is 50 yards. The Shroud can even be summoned in an area the vampire can't see (such as the room behind a closed door at which the vampire stands). The difficulty of that is increased and requires the expenditure of a bloodpoint.


Arms of the Abyss – Cost: 3 Points.
You can summon one to five tendrils of darkness from a shadowy area to grasp foes. Each tendril has the purposes of grasping, and can be destroyed by attacking it. The base length for each tendril is 6 feet long.


Nightshades – Cost: 4 Points.
You may evoke murky and indistinct shadowy images. They may be of you yourself, monsters or even inanimate objects. The images are completely incorporeal and attacks merely pass through them. They are normally man-sized, but can be larger with additional successes. Alternately, this power can be used to shroud and obscure the general area with a bewildering array of flitting forms, confusing and disorienting your enemies. Nightshade covers a 10-foot area.


Shadow Body – Cost: 5 Points.
You can turn your body into an oozing form of shadow. In this form, you may see in pitch darkness, slither through the tiniest of cracks, and are immune to physical harm (though you may not attack physically either). Fire and sunlight still harm you, and indeed are more painful to you in this form -- such that they are much more likely to cause you to frenzy. You may not fly, but may slither along surfaces at normal speeds.


Eyes of the Night – Cost: 6 Points.
The vampire is able to see anything that goes on within the dark force created by any another use of this Discipline. Thus, the vampire could evoke the Shroud of Night in another room and clairvoyantly scan the area. The Vampire automatically receives the Protean power Gleam of Red Eyes. Finally, as long as the vampire is not in a well-lit area, she may view her surroundings from anywhere within 50 feet of her own body just by closing her eyes and concentrating.


Shadowstep – Cost: 6 Points.
The vampire can walk through one shadow and exit another up to 50 feet away. This power as a limited form of teleportation. The vampire may use it to bypass solid walls, ascend one floor in a building, and get around other obstacles. The vampire may also use try to use this power to pull others through a shadow to him. The Vampire may do this by reaching into the shadow, grabbing the victim and pulling the victim through the shadow to his own location.


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Vicissitude


Malleable Visage – Cost: 1 Point.
The vampire may physically alter her flesh and or voice making minor alterations. Nose larger, growing webbing between her fingers, making ears pointed, etc. This is permanent unless changed; e.g. Vicissitude is used to restore the features. This can also be used to make vampire look like someone else if the changes aren't too drastic.


Fleshcraft – Cost: 2 Points.
The vampire may make more drastic changes in her own flesh, or that of another. (An unwilling victim must first be subdued.) If used to disfigure a victim, this reduces the victim’s appearance, making them disfigured and/or hard to look at.


Bonecraft – Cost: 3 Points.
The vampire may make very drastic changes in her own bone structure, or that of another. (An unwilling victim must first be subdued.) If used to disfigure a victim, their appearance becomes disfigured to the point of being unrecognizable. If used without Fleshcraft, with the intent of injury, the victim’s bones will stretch, possibly ripping the skin.

Just as you shape flesh with your touch, you can grasp and twist bone, turning it into any desired shape or moving, lengthening, bending or compressing it. Bonecraft lets you literally pull the bone through a subject's flesh, or you can use it with Fleshcraft to completely restructure a victim and/ or yourself. Using Bonecraft allows you to remake appearances just like Fleshcraft, but you can also change someone's height or body structure, reshape bone into unusual or spectacular forms, and even make bone spurs and weapons. You must grab the victim, and then twist, pull or bend the bones appropriately. If you do so without exercising Fleshcraft, each such strike causes immense damage as bones warp and tear their way through flesh. Used in conjunction with Fleshcraft, you can rebuild someone's visage completely, or you can create defensive spines or offensive bone weapons. Such alterations allows the Vampire to inflict lethal damage with otherwise unarmed attacks.


Horrid Form – Cost: 4 Points.
The vampire may transform into a horrible monster. This form is seven to eight feet tall with grotesque features, claw-like, seven fingered hands, a row of bony spines protruding from her vertebrae, a horribly deformed head, huge muscles and thick blackish-grey skin covered with a slick, black, oily residue. In this form, the vampire’s hand damage is increased due to the bony knobs and ragged nails.


Blood Form – Cost: 5 Points.
The vampire may convert her body parts to blood, which may later be used to reform the body part in question; other than the head, the body part may also be regenerated. The more coverage area being converted, the longer it will take to recover. This blood can be left in one place and used to create a Blood Bond or drank by creator. If all the blood is ingested, the vampire ceases to exist. If the blood form of one part of the body has been destroyed, then the vampire must consume and expend Vitae equal to what was originally used to regrow that part of the body.


Blood of Acid – Cost: 6 Points.
The vampire’s blood becomes highly caustic, doing acid damage upon contact, and being able to eat through wood (but not metal or glass). This is considered a permanent change. The vampire cannot be Diablerized, but can no longer embrace a mortal or create ghouls.


Body Arsenal – Cost: 6 Points.
The vampire may create non-projectile melee weapons from her flesh -- all of which do aggravated damage. These include, but are not limited to, knives, swords, clubs, whips, etc.


Skin Trap – Cost: 6 Points. (Tzimise)
This power enables the vampire to slough off a layer of his skin and use it as a fleshy snare. Victims may be bound, blinded, or even suffocated in the skin-sac. If this is used more than 3 times in succession, the vampire's skin becomes paper thin. Each time the vampire moves suddenly or violently in this state, cracks and lesions will riddle his skin.


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Protean


Gleam of Red Eyes – Cost: 1 Point.
You can see perfectly in normal darkness. Limited vision is possible even in total darkness. When this power is activated, your eyes glow an eerie red.


Wolf Claws – Cost: 2 Points.
You are able to grow an inch-long claw on each finger. These claws make excellent weapons in combat and can be used in attacks. Wounds caused by the claws are especially vicious.


Earth Meld – Cost: 3 Points.
One of the most prized powers that a vampire can possess, Earth Meld has saved the lives of countless vampires through the ages. This power enables you to make the earth a part of yourself and thus merge with it. Others viewing your use of Earth Meld will simply see you sink into the ground. You can only sink into earth. It is impossible to meld into earth through another substance.


Shadow of the Beast – Cost: 4 Points.
You may transform into either a wolf or a bat. When in the form of either creature, you benefit from all the obvious advantages, such as the increased senses of the wolf or the bat's ability to fly.


Form of Mist – Cost: 5 Points.
You possess the vampiric power of legend to transform into mist. Your very essence seems to slowly float apart when this power is employed. Many advantages are gained in mist form. You can float in any direction at walking speed, are not affected by physical attacks, and can slip through even the tiniest openings with ease.


Flesh of Marble – Cost: 6 Points.
The vampire's skin becomes hard as stone while losing none of its flexibility. It is nearly impossible to cut or stake the vampire without proper equipment or preparation.


Earth Control – Cost: 6 Points.
The vampire is no longer limited to melding with the earth but can swim through it like water.


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Chimerstry


Ignis Fatuus – Cost: 1 Point.
You can create minor, static illusions. These affect only one sense, and are undetectable to all others. Even if an illusion of touch is created, it is not really there, and thus can be passed through. You must be able to sense the illusion to create it. The illusion lasts until you can no longer sense it, or you decide to end it, or someone penetrates the illusion. The illusion cannot move.


Fata Morgana – Cost: 2 Points.
An illusion created with this power can be detected by any and all senses, as you decide when you create it. Once again, it is not really there, and can be passed through.


Apparition – Cost: 3 Points.
This power allows the illusions you create with Chimerstry to move. You can change or stop the motion, but only if you have done nothing save concentrate on the illusion since creating it.


Permanency – Cost: 4 Points.
This power allows the illusions you create with Chimerstry to continue even when you can no longer sense them. The illusion will remain until it is penetrated, or you choose to dissolve it.


Horrid Reality – Cost: 5 Points.
This power is only effective against one target at a time. The target believes completely and totally that the illusion exists. Thus, an illusory fire will burn him, and illusory wall will stop him, and an illusory bullet can wound him. This power cannot be used on yourself. Note that this cannot truly kill someone. In fact, it will disappear once the victim is truly convinced that she has not been harmed, but this can take a considerable amount of time.


Fatuus Mastery – Cost: 6 Points.
The Kindred no longer needs to sense the illusions to have them continue, though the Vampire must be within 1 mile of the illusion.


Mass Reality – Cost: 6 Points.
Allows more than one person to experience Horrid Reality. Anyone in the same general area senses it as if it were real.


Army of Apparitions – Cost: 6 Points.
A Ravnos can create an army of apparitions that move and look like the real thing. The vampire must have working knowledge of the apparition, ie, if one has never seen a cavalry charge, one cannot accurately reproduce it. Victims of the illusions will react to them as if they were real. This will continue until whatever fashion dictated by the vampire until she discontinues concentration.


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Dementation



Passion – Cost 1 Point.
This makes the victim feel more emotional about everything. Whatever the victim currently feels is doubled or tripled in intensity. The vampire has no control over exactly what the person feels. This power may even work on other vampires. This may last for one minute, one hour, one night, up to one week, depending on if used on a Human or Vampire (and age of Vampire).


Mind Tricks – Cost: 2 Points.
The vampire is able to induce hallucinations within the victim's peripheral vision. The images appear to be fully real, but they can only be seen for a second or out of the corner of the eye. The victim will have a hard time convincing others of what she sees. The vampire causing this effect has no control over what the victim sees. The unnerving effects from the use of this power can last from one to two nights. The effects occur sporadically but mostly at night, and usually when the person is alone. They usually take the form of the victim's subconscious fears.


Eyes of Chaos – Cost: 3 Points.
This unusual power allows the vampire to see another individual's true Nature. It also allows the vampire to perceive insanity and know how to bypass it when dealing with an unstable person. The vampire also possesses the ability to see patterns of insanity not immediately apparent to even the most perceptive individuals.


Confusion – Cost: 4 Points.
The vampire can make her victim feel totally disoriented just by looking him in the eye and talking to him. The victim will be aware of only bits and pieces of his memories. He will constantly feel confused and wander around in a daze. The effect lasts until either a night has passed, the victim has been released from this Discipline, or the confusing matter has been explained/resolved.


Total Insanity – Cost: 5 Points.
This power allows the vampire to drive her victim insane. The victim completely loses her sanity, taking on five Derangements. The victim must be completely focused on the vampire for this power to have any effect. Effects last one to two nights.


Kindred Spirits – Cost: 6 Points.
A Malkavian can manipulate a victim's mind and force the victim's personality to become like his own. Skin to skin contact required. Derangements and mental problems of the Malkavian will be mirrored in the victim. The effects last for as long as contact is maintained.


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Necromancy


Due to how extensive this Discipline is, it will take some time to edit and be playable.


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Thaumaturgy


Due to how extensive this Discipline is, it will take some time to edit and be playable


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