Post by Andrei on Jun 17, 2007 14:01:17 GMT
This is when two Disciplines are mixed to produce new powers that neither Discipline could give otherwise.
Aura of Inescapeable Truth (LS1)
Required: Dominate 4, Presence 4
The Ventrue with this power can ensure only the truth is spoken in his presence. All beings who speak within earshot of the Cainite are incapable of telling a deliberate untruth while this power is active. Those who attempt to lie will choke on their own words, unable to speak. Those affected by this power may impart mistaken information if they are not aware that they are telling the truth. Once the target is no longer in the presence of the vampire, she is no longer affected. If this is used on Cainites, it affects only those of a lesser generation than its user.
Beast Meld (Cbk Gang Rev)
Required: Animalism 3, Protean 6
Gangrel this familiar with bestial nature and the malleability of form may hide themselves away in the beasts of the earth, rather than the earth itself. The vampire does not directly control or possess the animal for this period, but the animal will follow certain pre-set directions or instructions to the best of its ability. This allows the Gangrel remarkable latitude for travel, as the animal's body shields her from the rays of the sun. Like with Earth Meld, the vampire's essence is suspended mystically, but the animal's essence enshrouds her, making detection next to impossible without involved thaumaturgical rituals or similiarly arcane means.
Some Gangrel put this ability to more violent use in setting up ambushes. More than one poacher of exotic animals has been sent eternally packing when his fur-bearing prize disgorged a vengeful vampire. The animal host chosen is affected by his passenger's nature. The animal avoids bright light where possible, and becomes noticeably bold and aggressive, although it will not frenzy. Those creatures that carry Gangrel for decades become legendary and may develop supernatural characteristics; locals may speak of the puma with eerily glowing eyes, or the stag with horns of iron that families have seen for generations.
Costs 3 blood points and the animal must be one that is large enough to cover at least her smallest beast form. The vampire must set conditions for emerging from her animal host, such as "after one week," "when attacked," or "upon reaching my destination". If the animal is killed, the Gangrel is expelled from the body. Animals will not die of old age while "ridden" by a vampire, but will expire quickly after the vampire's emergence. The Gangrel does not take the damage inflicted on her host unless that damage is caused by fire. The Gangrel continues to spend one blood point at sunset as is usual.
Birth the Vozhd (Cbk Tzi Rev)
Required:Vicissitude 6, Animalism 6
While the creation of vozhd was once the sole province of koldunic ritual, Tzimisce who have mastered both fleshcrafting and control of the Beast Within can build vozhd as well. The ingredience at least 15 ghouls (20 or more is preferable). First, the Tzimisce fleshcrafts the ghoul together, forging bodies into a single entity. The Fiend feeds the corporate mass a concoction of the blood of the ghouls, creating something like a Vinculum among them. This bond in place, the Fiend uses Animalism to coalesce the Beasts of the ghouls into one insane and imperfect Beast that drives the vohzd to crush or devour everything in sight. Takes as long to create the vohzd as it does with the Koldunic ritual
Blessed Resilience (Cbk Cappadocian)
Required: Fort 8, Mortis 4
Vampires with this power have been known to rise from Final Death. Limbs and appendages reattach themselves if severed, and heads reknit themselves to necks, if need be. Anyone attempting to exterminate a Cappadocian had better be sure her victim does not command this power or she may find herself with a powerful, very long-term enemy. In the unlikely event that the vampire using this power has any blood points left, she must spend them all. Body parts must be proximate to the corpse, as they will mystically "crawl" back to the parent body. The Vampire is miraculously healed up to the "Mauled" Health Level, and hopefully crawls into some hole where she can recover. This power, when necessary, takes effect automatically and immediately, and the would-killer may freely interfere with it (if she is smart enough to see the job done). Note that catastrophic damage, such as diving into a live volcano or being deposited in a field at noon, is still fatal, and beyond the regenerative capacity of this power.
Bliss (Cbk Tor Rev)
Required: Dominate 2, Presence 3)
Any Toreador who regards a scene or work of great beauty is prone to fall into an aesthetic stupor. Those familiar with the power of Bliss can recall beauty almost as intimately as if it were before them and use this as a reservoir of inner strength. The recollection of past happiness serves as a bulwark when threated with the irrational desires, frenzies and fears of the Beast. Further, Kindred may project this sense of pleasure upon another, calming them from the throes of rage or frenzy. To use this, a Toreador needs to deliberately a trance while watching/listening to/ looking at some work of art or embodiment of beauty. The Toreador sits enthralled until the song ends, or the dance is finished, or until the piece of art is covered.
Burning Wrath (Cbk Brujah Rev)
Required: Celerity 3, Potence 3
This power's origins is lost to the Brujah, though many of its more combative members have learned the secret. Indeed, its use is very widespread, particularly among the less genteel ranks of the clan. When the Brujah activates this power, she becomes capable of striking an enemy with devasting power many times in succession--each punch or kick actually impacts the foe multiple times, all of which carry the full force of the Brujah's supernatural strength.
The blood used during this power also causes the Kindred's flesh to blush a violent crimson. In some cases, visible waves of blood-heat emanate from her body or a red mist envelops her.
Costs one blood point. All brawling damage is aggravated. This may be used multiple times in a single turn, on split actions or Celerity actions, so long as the player spends the blood.
Claw Immunity (Cbk Gang Rev)
Required: Animalism 2, Fortitude 4
Quite a number of Gangrel even of the higher generations have developed the ability to shrug off the natural claw and bite attacks of normal animals. Some vampires have claimed that it even provides some protection against Lupines in their wolf forms--no one has volunteered to go out and field test that assertion, however.
Costs two blood points and the player specifies an animal type: wolf, lion, steer, etc.
Dark Steel (LS1)
Required: Obtenebration 3, Potence 3
Where Arms of the Abyss normally allows a Lasombra to summon forth tentacles of pure shadow, this bastardized power grants those pseudopods greater strength and endurance. Cainites used to dealing with the normal manifestation of this power may find themselves fatally surprised by the use of Dark Steel instead. Costs 2 Blood points. Summons one tentacle eight feet long for every level of Obtenebration possessed (but can be controlled to say, a single tentacle) and have Strength and Dexterity twice the vampire's Obtenebration rating. The vampire can expend a blood point more, "feeding" it to the tentacle; for each point thus spent, the tentacle's rating increases by one. A Dark Steel tentacle takes damage from fire and sunlight in addition to normal attack.
Denial of Aphrodite's Favor (Cbk Ven Rev)
Required: Dominate 3, Fortitude 3
Developed centuries ago, this power protects the Ventrue from the skills at which they and the Toreador excel. While the powers of Presence may be more subtle than those of Dominate, they are no less effective. Denial of Aphrodite's Favor allows the Ventrue to protect himself from emotional manipulation with the efficacy that his generation affords him against Dominate. Once learned, this power negates the effects of Presence Levels 1 through 3 used by any Kindred of higher generation.
Doubletalk (Cbk Tor Rev)
Required: Auspex 2, Celerity 1, Obfuscate 1
Doubletalk is a trick that's been passed around among the Toreador for centuries if not millennia. As vampire powers go, it's not as impressive as calling upon unholy strength or turning into fog, but it has its uses. When a Toredor uses Doubletalk, she speaks a full sentence very quickly and softly, between words spoken normally. To most listeners, it can sound like a normal conversation placeholder like ''uh'' or ''er'' or ''hmmm''. Someone familiar with this power knows what to listen for and can hear the spoken, hidden sentence. True masters of this power can compress entire soliloquies in a single grunt. This is not one of the great, deep secrets of the clan: Some Tremere and Malkavians have also mastered the technique and can listen in or take part in conversations themselves. Nonetheless, it is quite useful to be able to have a secret conversation that seems completely innocuous to outsiders.
Elemental Stoicism (GC)
Required: Fortitude 8, Obfuscate 4
These powers must be taught. This can hold off death from the sun or fire. For every hour exposed must spend a bloodpoint. This power does not protect clothing or items carried from fire.
Flesh Wound (Cbk Gang Rev)
Required: Fortitude 2, Obfuscate 3
This disturbing ability is common among the City Gangrel of all generations, regardless of the fact that Fortitude is no longer a clan Disc for them. Using this power, the Gangrel gives the appearance of taking no damage from attacks that hurt like hell. In reality, it does hurt like hell, but the Gangrel maintains a facade of invulnerability. Particularly canny vampires may convince foes that they are, in fact, immune to bullets. Using the power in any of the Sabbat ritae, however, is asking for a beating or worse if the pack priest finds out. Costs one blood point and lasts for one scene. Any wounds or scars already present remain visible, the visible effects of any further damage are mystically omitted from the vampire's appearance--both the wounds themselves, and any logical results, such as limping or leaking blood. This power ends abruptly if the Gangrel reaches incapacitated health level, or is staked. Characters with Auspex may attempt to pierce this.
Heart's Desire (Cbk Rav Rev)
Required: Auspex 4, Chimerstry 2
With this power, a Ravnos can reach into a target's heart and create an image her greatest desire. This image always manifests as a material object. If the target desires a specific lover, she'll see a letter from that person professing his love. Note that simply creating the illusion does not automatically convince the target. This power grants the Ravnos a potential advantage, but it's up to her to make use of it. Costs a blood point. Three posts are necessary to discern the target's heart's desire and create a reasonable facsimile.
I Am Legion (Cbk Baali)
Required: Daimoinon 3, Obfuscate 2
This subtle magic allows the Baali to forge a temporary pact with a "speaking demon" or other malevolent spirit. Once the pact is sealed, the Baali's partner in mischief temporarily leaps into the vampire's body, assuming a state of limited control over its voice and movements. While the Baali is "possessed", the interloper is essentially in charge, allowing for a certain amoun of leeway when it comes to answering uncomfortable quesions. The demon can answer the questions (truthfully) that might otherwise prove difficult for the Baali to under magical, Auspex-based, or other scrutiny. The demon may answer cheerfully answer "no" to such tired questions as "Are you a Baali?" or "Do you engage in the worship of demons?" In pinch, the demon may attempt to pose as Caitiff or even mortal; "I am clanless" and "I am not a vampire" are both perfectly reasonable true statements for a non-vampiric creature to make.
Iron Heart (Cbk Brujah Rev)
Required: Potence 3, Presence 3
Some Brujah can steel themselves against the most forceful of other Kindred's will. By calling upon their physical strength and what some vampires suspect is sheer id, the Brujah can shrug off the effects of mental suggestion and supernatural force of personality. Young Kindred tell tales of bold Brujah even ignoring the attempts of princes to Dominate them--likely a use of this power. A Kindred may use this to strength the will of another. The player spends one Blood point, and the subject of his choic becomes harder to influence. Lasts one page.
Lifesong (Cbk Ven Rev)
Required: Dominate 1, Presence 1
This power allows the Ventrue to assess any single statement made by the subject and look for the essence of that subject's being beneath the words she speaks. The Ventrue needs to speak no words himself; he simply interprets the statement offered to him. With even a single success, the Ventrue can determine the subject's Demeanor from the statement. This power works only upon living creatures--Kindred lack the spark of life that colors the words they speak.
Martyr's Resilience (GC)
Required: Auspex 4, Fortitude 7 Allows the vampire to choose to absorb injuries inflicted upon anyone whose blood he has tasted. The vampire must have ingested at least one point of vitae of the subject's blood within the past year to use this and be within eyesight when injury is inflicted. This power is completely voluntarily and cannot be forced to be used even through dominate.
Mask of Cathay (Cbk Rav Rev)
Required: Animalism 3, Chimerstry 3
Ravnos in Asia have had to learn several tricks to conceal their presence among the fanatical Eastern Kindred. One of the more common techniques is the ability to appear as an asuratizayya. This mask conceals the Ravnos' nature as one of the Kindred descended from Caine. Costs one blood point.
Pater Szlachta (Cbk Tzi Rev)
Required:Proteam 4, Vicissitude 3
Some Tzimisce combine the Protean power to turn into an animal with the possibilities of Vicissitude. Forces of chaotic change surge through the Fiend's body, forces he must direct while experiencing bone-breaking pain. When the Tzimisce can bear the strain no longer, the body settles into the Pater Szlachta. Takes 2 bloodpoints. The change takes up to five posts to accomplish, during which the Tzimisce can only howl, drool vitae and writhe. The player can describe what sort of alterations he wants to make, but the process is difficult to control.
Aura of Inescapeable Truth (LS1)
Required: Dominate 4, Presence 4
The Ventrue with this power can ensure only the truth is spoken in his presence. All beings who speak within earshot of the Cainite are incapable of telling a deliberate untruth while this power is active. Those who attempt to lie will choke on their own words, unable to speak. Those affected by this power may impart mistaken information if they are not aware that they are telling the truth. Once the target is no longer in the presence of the vampire, she is no longer affected. If this is used on Cainites, it affects only those of a lesser generation than its user.
Beast Meld (Cbk Gang Rev)
Required: Animalism 3, Protean 6
Gangrel this familiar with bestial nature and the malleability of form may hide themselves away in the beasts of the earth, rather than the earth itself. The vampire does not directly control or possess the animal for this period, but the animal will follow certain pre-set directions or instructions to the best of its ability. This allows the Gangrel remarkable latitude for travel, as the animal's body shields her from the rays of the sun. Like with Earth Meld, the vampire's essence is suspended mystically, but the animal's essence enshrouds her, making detection next to impossible without involved thaumaturgical rituals or similiarly arcane means.
Some Gangrel put this ability to more violent use in setting up ambushes. More than one poacher of exotic animals has been sent eternally packing when his fur-bearing prize disgorged a vengeful vampire. The animal host chosen is affected by his passenger's nature. The animal avoids bright light where possible, and becomes noticeably bold and aggressive, although it will not frenzy. Those creatures that carry Gangrel for decades become legendary and may develop supernatural characteristics; locals may speak of the puma with eerily glowing eyes, or the stag with horns of iron that families have seen for generations.
Costs 3 blood points and the animal must be one that is large enough to cover at least her smallest beast form. The vampire must set conditions for emerging from her animal host, such as "after one week," "when attacked," or "upon reaching my destination". If the animal is killed, the Gangrel is expelled from the body. Animals will not die of old age while "ridden" by a vampire, but will expire quickly after the vampire's emergence. The Gangrel does not take the damage inflicted on her host unless that damage is caused by fire. The Gangrel continues to spend one blood point at sunset as is usual.
Birth the Vozhd (Cbk Tzi Rev)
Required:Vicissitude 6, Animalism 6
While the creation of vozhd was once the sole province of koldunic ritual, Tzimisce who have mastered both fleshcrafting and control of the Beast Within can build vozhd as well. The ingredience at least 15 ghouls (20 or more is preferable). First, the Tzimisce fleshcrafts the ghoul together, forging bodies into a single entity. The Fiend feeds the corporate mass a concoction of the blood of the ghouls, creating something like a Vinculum among them. This bond in place, the Fiend uses Animalism to coalesce the Beasts of the ghouls into one insane and imperfect Beast that drives the vohzd to crush or devour everything in sight. Takes as long to create the vohzd as it does with the Koldunic ritual
Blessed Resilience (Cbk Cappadocian)
Required: Fort 8, Mortis 4
Vampires with this power have been known to rise from Final Death. Limbs and appendages reattach themselves if severed, and heads reknit themselves to necks, if need be. Anyone attempting to exterminate a Cappadocian had better be sure her victim does not command this power or she may find herself with a powerful, very long-term enemy. In the unlikely event that the vampire using this power has any blood points left, she must spend them all. Body parts must be proximate to the corpse, as they will mystically "crawl" back to the parent body. The Vampire is miraculously healed up to the "Mauled" Health Level, and hopefully crawls into some hole where she can recover. This power, when necessary, takes effect automatically and immediately, and the would-killer may freely interfere with it (if she is smart enough to see the job done). Note that catastrophic damage, such as diving into a live volcano or being deposited in a field at noon, is still fatal, and beyond the regenerative capacity of this power.
Bliss (Cbk Tor Rev)
Required: Dominate 2, Presence 3)
Any Toreador who regards a scene or work of great beauty is prone to fall into an aesthetic stupor. Those familiar with the power of Bliss can recall beauty almost as intimately as if it were before them and use this as a reservoir of inner strength. The recollection of past happiness serves as a bulwark when threated with the irrational desires, frenzies and fears of the Beast. Further, Kindred may project this sense of pleasure upon another, calming them from the throes of rage or frenzy. To use this, a Toreador needs to deliberately a trance while watching/listening to/ looking at some work of art or embodiment of beauty. The Toreador sits enthralled until the song ends, or the dance is finished, or until the piece of art is covered.
Burning Wrath (Cbk Brujah Rev)
Required: Celerity 3, Potence 3
This power's origins is lost to the Brujah, though many of its more combative members have learned the secret. Indeed, its use is very widespread, particularly among the less genteel ranks of the clan. When the Brujah activates this power, she becomes capable of striking an enemy with devasting power many times in succession--each punch or kick actually impacts the foe multiple times, all of which carry the full force of the Brujah's supernatural strength.
The blood used during this power also causes the Kindred's flesh to blush a violent crimson. In some cases, visible waves of blood-heat emanate from her body or a red mist envelops her.
Costs one blood point. All brawling damage is aggravated. This may be used multiple times in a single turn, on split actions or Celerity actions, so long as the player spends the blood.
Claw Immunity (Cbk Gang Rev)
Required: Animalism 2, Fortitude 4
Quite a number of Gangrel even of the higher generations have developed the ability to shrug off the natural claw and bite attacks of normal animals. Some vampires have claimed that it even provides some protection against Lupines in their wolf forms--no one has volunteered to go out and field test that assertion, however.
Costs two blood points and the player specifies an animal type: wolf, lion, steer, etc.
Dark Steel (LS1)
Required: Obtenebration 3, Potence 3
Where Arms of the Abyss normally allows a Lasombra to summon forth tentacles of pure shadow, this bastardized power grants those pseudopods greater strength and endurance. Cainites used to dealing with the normal manifestation of this power may find themselves fatally surprised by the use of Dark Steel instead. Costs 2 Blood points. Summons one tentacle eight feet long for every level of Obtenebration possessed (but can be controlled to say, a single tentacle) and have Strength and Dexterity twice the vampire's Obtenebration rating. The vampire can expend a blood point more, "feeding" it to the tentacle; for each point thus spent, the tentacle's rating increases by one. A Dark Steel tentacle takes damage from fire and sunlight in addition to normal attack.
Denial of Aphrodite's Favor (Cbk Ven Rev)
Required: Dominate 3, Fortitude 3
Developed centuries ago, this power protects the Ventrue from the skills at which they and the Toreador excel. While the powers of Presence may be more subtle than those of Dominate, they are no less effective. Denial of Aphrodite's Favor allows the Ventrue to protect himself from emotional manipulation with the efficacy that his generation affords him against Dominate. Once learned, this power negates the effects of Presence Levels 1 through 3 used by any Kindred of higher generation.
Doubletalk (Cbk Tor Rev)
Required: Auspex 2, Celerity 1, Obfuscate 1
Doubletalk is a trick that's been passed around among the Toreador for centuries if not millennia. As vampire powers go, it's not as impressive as calling upon unholy strength or turning into fog, but it has its uses. When a Toredor uses Doubletalk, she speaks a full sentence very quickly and softly, between words spoken normally. To most listeners, it can sound like a normal conversation placeholder like ''uh'' or ''er'' or ''hmmm''. Someone familiar with this power knows what to listen for and can hear the spoken, hidden sentence. True masters of this power can compress entire soliloquies in a single grunt. This is not one of the great, deep secrets of the clan: Some Tremere and Malkavians have also mastered the technique and can listen in or take part in conversations themselves. Nonetheless, it is quite useful to be able to have a secret conversation that seems completely innocuous to outsiders.
Elemental Stoicism (GC)
Required: Fortitude 8, Obfuscate 4
These powers must be taught. This can hold off death from the sun or fire. For every hour exposed must spend a bloodpoint. This power does not protect clothing or items carried from fire.
Flesh Wound (Cbk Gang Rev)
Required: Fortitude 2, Obfuscate 3
This disturbing ability is common among the City Gangrel of all generations, regardless of the fact that Fortitude is no longer a clan Disc for them. Using this power, the Gangrel gives the appearance of taking no damage from attacks that hurt like hell. In reality, it does hurt like hell, but the Gangrel maintains a facade of invulnerability. Particularly canny vampires may convince foes that they are, in fact, immune to bullets. Using the power in any of the Sabbat ritae, however, is asking for a beating or worse if the pack priest finds out. Costs one blood point and lasts for one scene. Any wounds or scars already present remain visible, the visible effects of any further damage are mystically omitted from the vampire's appearance--both the wounds themselves, and any logical results, such as limping or leaking blood. This power ends abruptly if the Gangrel reaches incapacitated health level, or is staked. Characters with Auspex may attempt to pierce this.
Heart's Desire (Cbk Rav Rev)
Required: Auspex 4, Chimerstry 2
With this power, a Ravnos can reach into a target's heart and create an image her greatest desire. This image always manifests as a material object. If the target desires a specific lover, she'll see a letter from that person professing his love. Note that simply creating the illusion does not automatically convince the target. This power grants the Ravnos a potential advantage, but it's up to her to make use of it. Costs a blood point. Three posts are necessary to discern the target's heart's desire and create a reasonable facsimile.
I Am Legion (Cbk Baali)
Required: Daimoinon 3, Obfuscate 2
This subtle magic allows the Baali to forge a temporary pact with a "speaking demon" or other malevolent spirit. Once the pact is sealed, the Baali's partner in mischief temporarily leaps into the vampire's body, assuming a state of limited control over its voice and movements. While the Baali is "possessed", the interloper is essentially in charge, allowing for a certain amoun of leeway when it comes to answering uncomfortable quesions. The demon can answer the questions (truthfully) that might otherwise prove difficult for the Baali to under magical, Auspex-based, or other scrutiny. The demon may answer cheerfully answer "no" to such tired questions as "Are you a Baali?" or "Do you engage in the worship of demons?" In pinch, the demon may attempt to pose as Caitiff or even mortal; "I am clanless" and "I am not a vampire" are both perfectly reasonable true statements for a non-vampiric creature to make.
Iron Heart (Cbk Brujah Rev)
Required: Potence 3, Presence 3
Some Brujah can steel themselves against the most forceful of other Kindred's will. By calling upon their physical strength and what some vampires suspect is sheer id, the Brujah can shrug off the effects of mental suggestion and supernatural force of personality. Young Kindred tell tales of bold Brujah even ignoring the attempts of princes to Dominate them--likely a use of this power. A Kindred may use this to strength the will of another. The player spends one Blood point, and the subject of his choic becomes harder to influence. Lasts one page.
Lifesong (Cbk Ven Rev)
Required: Dominate 1, Presence 1
This power allows the Ventrue to assess any single statement made by the subject and look for the essence of that subject's being beneath the words she speaks. The Ventrue needs to speak no words himself; he simply interprets the statement offered to him. With even a single success, the Ventrue can determine the subject's Demeanor from the statement. This power works only upon living creatures--Kindred lack the spark of life that colors the words they speak.
Martyr's Resilience (GC)
Required: Auspex 4, Fortitude 7 Allows the vampire to choose to absorb injuries inflicted upon anyone whose blood he has tasted. The vampire must have ingested at least one point of vitae of the subject's blood within the past year to use this and be within eyesight when injury is inflicted. This power is completely voluntarily and cannot be forced to be used even through dominate.
Mask of Cathay (Cbk Rav Rev)
Required: Animalism 3, Chimerstry 3
Ravnos in Asia have had to learn several tricks to conceal their presence among the fanatical Eastern Kindred. One of the more common techniques is the ability to appear as an asuratizayya. This mask conceals the Ravnos' nature as one of the Kindred descended from Caine. Costs one blood point.
Pater Szlachta (Cbk Tzi Rev)
Required:Proteam 4, Vicissitude 3
Some Tzimisce combine the Protean power to turn into an animal with the possibilities of Vicissitude. Forces of chaotic change surge through the Fiend's body, forces he must direct while experiencing bone-breaking pain. When the Tzimisce can bear the strain no longer, the body settles into the Pater Szlachta. Takes 2 bloodpoints. The change takes up to five posts to accomplish, during which the Tzimisce can only howl, drool vitae and writhe. The player can describe what sort of alterations he wants to make, but the process is difficult to control.