| --Disiplines Extras : | |||
Obtenebration
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Retest: Occult | ||
| 1 Shadow Play | Spend a Blood to take control of nearby shadows and narrate their effects. They can make you more Intimidating (+2 Social traits), or hide you (+2 to Stealth or dodging ranged attacks), or even strangle mortals (with 3 or less Physical traits), who will choke to death on darkness if they lose their last health level in this way. Effects last for one hour or until you dispel them. |
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| 2 Shroud of Night | Spend a Blood to create a cloud of inky darkness, three metres in diameter, which extinguishes all light but fire, and muffles sound. Those trapped inside the shroud suffer -3 to all challenges (-1 with Gleam of Red Eyes, or Heightened Senses). The darkness can move along at a walking pace if you concentrate upon it, and mortals with 5 or less physical traits may be strangled. The shroud may be “cast” anywhere within 25 metres of you, even out of your line of sight, and focused on a person, a item, or a space. Lasts for one hour or until you dispel it. | ||
| 3 Arms of the Abyss | Expend “x” social traits to create “2x” tentacles of darkness, all of which start two metres long, with 3 physical traits, and four health levels. By spending blood, you can give a pair of tentacles +1 Physical trait, or add a metre to their length. The arms of shadow can attack, grab, hold, even type or dial the phone. They last a scene or until you dispel them or you fall into unconsciousness. You may perform other actions while your tentacles act, and they benefit from all Potence you possess. | ||
| 4 Black Metamorphosis | Spend a Willpower point to infuse your shadowy tentacles with devastating power. They each begin with your # of Physical traits, and have five health levels each. By spending a blood ALL tentacles now grow by a metre, or gain +1 Physical trait. They all share your Potence, and receive an extra action at the end of the combat round (as if using Celerity: Swiftness). | ||
| 5 Tenebrous Form | Spend 3 Blood and a round of concentration to become an inky, oozing mass of shadows, able to spill under doors, through cracks in walls, or along any solid surface (even defying gravity as you spill up a wall or spread in a pool of blackness across the ceiling). Only fire, sunlight, or magic can effect you in this form, and you are immune to all other Physical, and most Mental and Social attacks (though Presence work as normal). You may invoke other Obtenebration powers when in your Tenebrous Form, and access Auspex, Obfuscate and Dementation powers if you have them. To return to your humanoid form takes another round of inaction (and concentration). | ||
| Quietus | Retest: None | ||
| 1 Silence of Death | Spend a Blood. Create a zone of Silence, 2 metres in all directions centered on you. No sound can enter or exit this zone. | ||
| 2 Scorpion’s Touch | Spend a Blood and spit this corrosive trait onto anybody within three metres. Win a Physical challenge and they take 1 aggravated wound (retest with Firearms). You can also do this by touch instead of spit, retesting with Brawl. (P vs.P) | ||
| 3 Dagon’s Call | Touch a victim (which may require a P vs. P challenge). Anytime in the next three hours, you can spend a Willpower to cause your victim an aggravated wound. Up to three Willpower may be spent to cause 3 Agg wounds, and you victim suffers from debilitating pain (and cannot act) for one round per wound caused. | ||
| Vicissitude | Retest: None | ||
| 1 Malleable Visage | Spend a Blood and engage in a static Mental challenge vs. 7 traits to replicate the face of another, forming flesh to mimic your target exactly. This disguise lasts until dawn, and may be done on the self or a willing (or unwilling) target. The mask causes one regular wound and may be healed immediately. Retest with Crafts: Body Crafting. Expend a Willpower point and the mask lass until the next new moon. | ||
| 2 Fleshcraft | Flesh becomes putty in your hands, and you can twist it into scars, smooth it of blemishes, or even alter pigmentation. Spend a Blood and you may add (or remove) a Social trait (up to 3 with consecutive applications). These changes are permanent until fixed with another application of this discipline (or reconstructive surgery). You may also use this power to add or remove a single Health level to your subject (increasing or decreasing the vitality of their skin), or add or remove up to 25 lbs of weight per application. Retest with Crafts: Body Crafting or Brawl as appropriate. | ||
| 3 Bonecraft | You can now tear through the skin and bend bone to your will. Spend a Blood to add or remove a Physical trait in your victim. This is extremely painful, and causes two wounds with each application of this discipline. You may alter the height of your victim, cause lasting deformities, bone like armour, spikes, or even paralysis pending on how you twist the structure of the body. All effects are permanent until fixed and up to 5 Physical traits in total may be added or removed. Social traits based on appearance may also fluctuate pending on the desired effect of the Tzimisce. Retest with Crafts: Body Crafting or Brawl as appropriate. | ||
| Serpentis | Retest: None | ||
| 1 Eyes of the Viper | Spend a Blood and win a Social challenge against your victim to cause paralysis by your spinning, golden gaze. You must concentrate on your target, but may move slowly so long as you keep looking towards the victim, who must remain frozen. Attacking the target breaks the paralysis, but the first round of combat they may only bid defensive actions. Retest with Leadership. (S vs. S) | ||
| 2 Tongue of the Asp | Spend a Blood and a round of concentration to grow your tongue into an obscene three feet of length. It takes on a forked quality and its razor=like edges cause Aggravated wounds to kindred. You may also drink double the blood, two points each round from a vessel while causing the usual ecstasy of the Kiss.. The tongue lasts until you will it away or dawn, whichever comes first. | ||
| 3 Skin of the Adder | Spend a Blood and a round of concentration, and your body becomes scaled and distinctly serpentine. You can fit through any area large enough to accommodate your head, cause 2 Aggravated wounds on a successful bite, and drink as per the Tongue of the Asp. You also gain a free retest in any Physical challenge, moving quickly, and protected somewhat with the reptilian hide. This form is a clear violation of the Masquerade and lasts until the Setite wills or sunrise. | ||
| 4 Form of the Cobra | Spend a round of concentration and a Blood to transform yourself (and clothes and handheld carried items) into the form of a large serpent. You receive a bite that is lethal to mortals and ghouls, and may use any Discipline that does not require hands or speech. You can fit through small holes or pipes, and gain +2 Physical traits. | ||
| 5 Heart of Darkness | On a night of the new moon you may operate on yourself or another kindred in an elaborate Egyptian ritual which cuts forth the heart of the target, making it immune to staking. The Heart if often kept in a Canopic Jar, and if the heart itself is staked or burnt, the kindred suffers normally. Victims suffer three wounds with the removal of the heart, and thereafter receive a free retest on avoiding Frenzy (becoming much calmer without the seat of emotion). They effectively lose all Empathy and Empathic traits as well. |
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| Thanatosis | Retest: Occult | ||
| 1 Hag’s Wrinkles | Spend a Blood to open up a pocket in your flesh. You can open up to 6 such pockets, and hide small items within your flesh. You may also use this power to make your skin look old and wrinkled, effectively changing your appearance to that of old crone. | ||
| 2 Putrefaction | Spend a Blood, and your touch becomes corrosive. You spread fungus and decay and festering wounds with a touch, subtracting 2 Social traits from your target for the rest of the night with each application of this power. P vs. P. The target takes one wound per attack or suffers a round of dizziness, your choice. | ||
| 3 Ashes to Ashes | Spend a round in concentration while your form shifts into a pile of ashes. You are now immune to fire and sunlight, but you cannot move or interact with others. Spend a Blood to reform into your normal state, which also takes a round of transformation. | ||
| 4 Withering | Spend a Willpower and touch another to cripple a limb. P vs. P. Your target takes one wound, loses 1 Physical trait, 1 social trait, and the use of the limb for the rest of the night. Target the head (with two simple tests), and your victim also loses 2 Mental traits and cannot use Potence, Protean, Celerity, or Quietus for the rest of the evening. Obviously, if you target two arms or both legs, the victim cannot attack very well or run. | ||
| 5 Necrosis | Spend 2 Blood and pull the skin off another, rotting it in one long strip. The target takes loses 1 Physical and 1 social trait, and takes an Aggravated wound. If you peel off another’s face they lose all Social traits except Intimidating and Commanding. | ||
| Akhu | (Setite Thaumaturgy): | ||
| The Path of the False Heart | Retest: Empathy or Persuasion | ||
| 1 Contradict | Spend a Blood and lock eyes on your target. Win a Social Challenge to influence the target’s behavior into doing the opposite of what is intended. If somebody was going to turn left, their body moves right, a kiss becomes a slap, a yes vote turns to no. Even Dominate may be countered (assuming the Command comes from an equal or lesser generation). The victim does not know why they did what they did but any others present may notice the slits in the users eyes and hypnotic gaze upon the victim. (S vs. S) | ||
| 2 Disfigurement | Like the Obfuscate power of Mask of 1000 Faces you may alter facial appearances, but instead of using it on yourself you target another, and alter their features. You may give 1 or remove up to 3 Social traits, and can mimic another identity with a static Mental challenge against 7 traits. This power lasts one hour per Blood point spent by the caster on invocation, and the caster must rub the blood onto a mirror. If the mirror breaks the victim’s face returns to normal. (M vs. S) | ||
| 3 Change of Heart | Spend a Blood to shift the mood or plans of a victim, who goes from liking to hating, comfort to annoyance, or pro to con on a given topic. You must stick a pin into your skin above the heart, take one wound and defeat your victim in a Social Challenge. The effects last for fifteen minutes or so. (S vs. S) | ||
| The Path of the Dry Nile | Retest: Empathy or Persuasion | ||
| 1 Beauty Fades | Spend a Blood to quell the beauty in a performance or piece of artwork. The viewer affected by this power finds little pleasure in the work. This power can instantly break a Toreador from the Beauty Trance without causing animosity towards the user. (S v M) | ||
| 2 Trust Withers | Spend a Blood to sabotage the sanity of another. You must place a blue Faience Amulet on your victim or in his haven. For the next fortnight the victim is paranoid and sees everybody else as Untrustworthy. Those united through the Blood Bond or the Vinculum are not effected by this power. (S v M). | ||
| 3 Love Dies | Spend a Willpower to sabotage a relationship. You must place a blue Faience Amulet on your victim or in his haven and specify which relationship you are targeting. For the next fortnight feelings of love are replaced by animosity and jealousy. Families are torn asunder, and divorce or even murder often follow the use of the discipline as the depth of emotion is replaced by its opposite in loathing. This power even counters the Blood Bound or Vinculum. (S v M) | ||
| The Path of the Duat | Retest: Occult | ||
| 1 A Sending of Serpents | Spend a Blood and speak your victim’s proper name to make them hallucinate. Over the next hour they will see a total of seven serpents, though others present see nothing. Each serpent tries to strike the target (attacking with 3 Physical traits). If the target wins or ties the hallucination does no damage (but the victim clearly just reacted to something). For each serpent that wins its attack, the victim loses one Mental trait for the remained of the night. (M vs. M) | ||
| 2 Darkness of the Duat | Spit a Blood onto a victim and speak its proper name. Until sunrise your victim is blinded (and loses all Physical ties). (P vs. M). | ||
| 3 Suffocation of the Tomb | Spit a Blood onto a victim and speak its proper name. Until sunrise your victim is mute, feels claustrophobia and has trouble breathing (mortals may die as a result of this power). (P vs. M) | ||
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