Difference between revisions of "Crimson Dusk Disciplines"

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=Powers=
 
=Powers=
 
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[[Crimson Dusk - Animalism]]
==Animalism==
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A vampire’s Beast is not just a facet of his predatory nature,
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but a predator in and of itself — and it’s at the top of the food
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chain. A vampire can slip the leash of his Beast just a little
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to overpower weaker animals, forcing his will on them. Most
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Animalism powers affect predators and scavenging animals. In
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a city, the Kindred can call on feral cats and dogs, pigeons and
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crows, foxes, and more rats than anyone wants to think about.
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Rural vampires can summon bats, wolves, mountain lions, and
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even bears — any animal that feasts on the flesh of another.
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===Feral Whispers===
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Cost: 5
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A vampire can only command those who can understand him. So it is with beasts as well as men. A vampire
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using Feral Whispers overpowers the animal’s instinctive
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reactions and forces it to understand. He can ask questions of
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a creature and it must respond as best it can, and with a further
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slight nudge, he can compel it to obey him. A canny vampire
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can use magpies and crows to spy on his victims from above,
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or command a gangster’s mastiffs to savage their owner.
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The vampire talks to the animal, either using human words
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or, much more frequently, by making animal sounds of his
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own. He can command groups of animals, such as a flock of
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birds or a swarm of rats, as long as he is close enough that the
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animals can all hear her, and he can see all of them.
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Activation Cost: None
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Dice Pool: Manipulation + Animal Ken + Animalism Mastery
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Action: Instant
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Duration: Scene, command can persist up to a night.
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Roll Results
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Dramatic Failure: The animal misunderstands the vampire’s
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command, giving false information when the vampire asks, or
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obeying a twisted version of the vampire’s command.
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Failure: The animals fear the Beast, fleeing from a superior
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predator.
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Success: The vampire can communicate with an animal,
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asking it what it has perceived. Most animals can remember
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what has happened over the last night. Animals relate what they
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have encountered through the lens of their own perceptions —
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dogs answer in terms of smell and hearing, while birds relate
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what they could see. The vampire can also give the victim a
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simple command, equivalent to what the animal could do on
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its own, such as “attack him,” “follow her then return here,”
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“chew through these cables.” The command doesn’t normally
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persist for more than a night, but the vampire can add simple
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contingencies such as forcing the beast to go to ground if
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noticed, or to return once the command is complete.
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Exceptional Success: The animal is exceptionally obedient to the
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vampire, improvising to follow the spirit of the Kindred’s command.
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===Raise the Familiar===
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Cost: 10
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True beasts cannot be Embraced. They have never had the
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necessary Humanity. With this power, though, the vampire
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can complete the process halfway. By feeding a drained animal
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some of his Vitae, a vampire can infuse it with a fragment of the
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Kindred’s twilight life. It looks as it did when it died, though
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if appropriate, it might gain retractable fangs like a vampire.
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But the fangs are a lie — its true tragedy is that it cannot
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transubstantiate blood into Vitae. If it was wounded in death,
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it retains signs of the injuries, but its body functions fully. A
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coyote crushed by an SUV has a tire track running across it
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but no crushed bones, and a crow with a busted wing has bone
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jutting out of the wound but can still fly.
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It doesn’t act like a normal animal — it doesn’t hunt for
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food, nor is it spooked by loud noises. It sleeps throughout the
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day, but becomes active at night. A human observing such an
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animal might be able to tell something’s wrong, but only the
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most grievous wounds usually make them take the time to look.
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Activation Cost: 1 Vitae
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Requirement: Feed 1 Vitae to the corpse (included in cost)
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Dice Pool: None
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Action: Instant
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Duration: (Blood Potency * animal’s Stamina) nights
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The vampire feeds one point of Vitae to the animal’s corpse.
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The animal returns to a semblance of life for a number of
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nights equal to (Blood Potency * animal’s Stamina). Once he
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has raised a beast, a vampire can feed it more Vitae; each point
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ensures the animal’s continued existence as though the vampire
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had just raised it.
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The raised creature gains a semblance of intelligence and
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a certain low cunning, enough to follow complex orders that
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most animals could not understand, and to interpret the spirit
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of commands rather than the letter. Treat the familiar as having
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one dot of Intelligence.
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Infused with Vitae, the familiar takes bashing damage from
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attacks like a vampire, and does not fall unconscious or bleed
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out. The animal does not decompose.
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The Vitae burning within the animal’s dead veins forges
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a sympathetic link between it and the vampire. The vampire
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can use Feral Whispers on his familiar at any time, over any
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distance, communicating silently or issuing commands at
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any range. Though he must still roll to see if his familiar
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interpreted his command, the animal does not resist.
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===Summon the Hunt===
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Cost: 15
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The vampire infuses some of his Vitae with the essence of his
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prey, making it irresistible to other predators and scavenging beasts.
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Wherever he spills his blood — on the ground, over an object, or
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even splashing it on another person — the animals he calls will try
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to consume it. His blood only loses potency once the summoned
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animals destroy whatever he poured it over or once the sun rises, at
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which point the Vitae burns away as though it were never present.
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He can focus his Beast’s call on one kind of creature, for example
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summoning just birds or rats. Prey animals in the affected area
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rightly shy away, afraid of the power of a vampire’s Beast.
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Activation Cost: 2 Vitae
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Requirement: Spill 1 Vitae upon the target (included in cost).
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Dice Pool: Presence + Animal Ken + Animalism Mastery
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Action: Instant
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Duration: One night, or until the item marked with blood
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is destroyed.
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Roll Results
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Dramatic Failure: The animals follow the Beast’s call, but
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lash out against the vampire in fear.
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Failure: Animals within the Discipline’s range feel their
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normal fear of the Kindred and stay well away.
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Success: The vampire chooses when spilling the Vitae whether
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to summon all predators and scavengers, or whether to restrict
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himself to one kind of animal. All animals that match her
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request within (successes) city blocks in the city, or (successes
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* 100) yards (successes * 90 meters) in the country respond to
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his call. Once they taste the spilled Vitae, the vampire can
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imprint a command as though he had used Feral Whispers
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on the animal. All animals receive the same command, but it
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persists even while the vampire slumbers; the animals follow
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his command for one night per success.
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Exceptional Success: Animals that taste the vampire’s blood
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follow his command with single-minded zeal. They do not stop
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to eat or sleep, deriving sustenance from the taste of Vitae alone.
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===Feral Infection===
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Cost: 20
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The vampire floods the area with his predatory aura, infecting
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everything around him with the ravings of her Beast. The scent
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of his blood inspires rage in animals, and can drive men mad,
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especially those who have recently touched his blood. Other
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Kindred witnessing the effects of Feral Infection recognize the
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Beast unchained, likening the victims’ actions to their own
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moments of frenzy. The vampire using this Discipline can exert
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a measure of control over his victims’ madness, focusing his
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own Beast against some victim he wants to crush, or a goal
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he wants to conquer.
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Activation Cost: 2 Vitae
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Requirement: Spill 1 Vitae upon the ground (included in
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cost).
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Dice Pool: Presence + Intimidation + Animalism Mastery
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Action: Instant
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Duration: Scene
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Roll Results
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Dramatic Failure: The vampire loses hold of his Beast, and
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it smashes past him. He is provoked to frenzy, though with a
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–2 die modifier on the roll to resist.
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Failure: Affected animals display odd behavior — chasing
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their tails, or attacking their own limbs — but nothing drives
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them into a rage.
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Success: Any animal that can smell the vampire’s blood
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enters a state of feral rage. It lashes out, attacking the nearest
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victim without a thought for its own safety. Once the victim
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is unconscious or dead, the animal feeds on his flesh. If the
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vampire wishes, he can direct the mob of frenzied creatures
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towards a single target or goal. He can’t give complex
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instructions or a direct command, but can point out targets to
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attack or the direction to move.
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Humans and supernatural creatures must make a reflexive
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(Resolve + Composure – vampire’s successes) roll to resist the
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vampire’s predatory Aura. If the victim has touched or imbibed
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the vampire’s blood within the last night, they suffer a –3
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die penalty. A failed roll puts the victim under the vampire’s
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command. Vampires and werewolves frenzy, their victims
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dictated by the Kindred who provoked them. Humans and
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other supernatural creatures fall into an atavistic state where
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they must attack the target, or move towards it if they can’t
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reach it. If the vampire does not set a command, his victims
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turn upon one another. A supernatural creature can spend a
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point of Willpower to ignore the vampire’s commands, though
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he remains frenzied.
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Exceptional Success: Unleashing his Beast sates it
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temporarily. The vampire gains the Sated Condition (p. 305).
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===Lord of the Land===
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Cost: 25
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The vampire marks his territory with Vitae, in much the
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same way that animals use urine or feces. He must encircle his
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territory in a ring of Vitae, claiming it as his own — assuming he
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has driven off any prior residents. When encircling the territory,
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he must walk the whole border. Some Kindred open wounds
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on their hands and arms and walk at a stately pace, dripping
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a slow stream of thick blood behind them. Others run wild,
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smearing blood and bodily fluids on surfaces like a feral beast.
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Once he has established his territory, the vampire is privy to
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everything that happens within it. He can command animals,
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summon or banish people, and provoke other vampires to leave
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his lair. Most vampires establish their territory in small places,
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like a brownstone or small public garden. A powerful vampire
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might claim a whole public park or castle, but he must make
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sure that nothing interrupts his claim — more than one vampire
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has discovered that his territory is already claimed by an angry
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pack of werewolves halfway through claiming it.
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Cost: 3-9 Vitae and 1 Willpower
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Requirement: The vampire must walk a circuit around his new
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territory while marking it with Vitae. Three Vitae is enough to
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secure a small house or garden, six can secure a city block, while
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nine is enough to claim a castle. She must make sure that the
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area contains no other vampires; many Kindred prefer to evict
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all supernatural denizens. While the Discipline will still function
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if her territory contains werewolves or other monsters, they will
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suffer the effects — and will deduce that the vampire is to blame.
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Dice Pool: None
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Action: Instant
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Duration: One week per dot of Blood Potency, longer if the
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vampire remains in his territory.
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The vampire marks his territory. It remains empowered for at
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least one week per dot of Blood Potency, though the effects of
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this Discipline only end when the vampire leaves his territory
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after the duration. Rumors speak of ancient vampires lying in
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torpor whose territories remain active to this day.
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A vampire’s territory scares off most creatures. Animals
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and wild beasts won’t enter, and will fight to escape if forced
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inside, unless otherwise affected by the vampire’s powers.
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Humans and supernatural creatures, including other vampires,
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must succeed at a reflexive Composure + Blood Potency roll
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to enter — or to stay in the area once it is created. Unless they
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roll an exceptional success, the feeling of overwhelming dread
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inflicts a –3 die penalty on all actions. For Kindred, simply
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being in another vampire’s territory is provocation to frenzy,
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and rolls to resist suffer a –2 die penalty. If a vampire explicitly
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invites someone into his territory — or uses Feral Whispers or
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Summon the Hunt in the case of animals — they do not suffer
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these penalties. Ghoul animals are also exempt.
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When the vampire is within his territory, he can feel when a
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person or animal crosses into his territory; if an invader is a vampire,
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he knows his general Blood Potency. He always has a rough idea of
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where everyone is within his domain, and only supernatural means
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such as Disciplines can cut through his awareness — triggering a
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Clash of Wills. As the undisputed master of his territory, a frenzying
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creature cannot attack the vampire, nor may they spend Willpower
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to resist his commands delivered through Feral Infection. Any
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commands given by Feral Whispers last indefinitely, or until the
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animal leaves the vampire’s territory. Finally, the vampire can snatch
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the senses of any animal he has raised with Raise the Familiar within
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his territory, and use that animal to deliver commands using Feral
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Whispers to other creatures.
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Revision as of 16:14, 27 December 2015

The following lists of discipline powers replace those listed in the book where appropriate. Prerequisites only exist when specifically noted. Disciplines have three parts: mastery, powers and devotions.

Mastery

Mastery is a pool of dice that is added to every dice pool related to using the discipline, unless otherwise noted. Mastery is treated like an attribute, so it is limited by blood potency. It is purchased and improved completely separately from powers and devotions.

Devotions

Devotions are special abilities for kindred with mastery in two (or more) disciplines. As long as both disciplines meet the listed requirements the devotion may be purchased. Devotions have no mastery unless noted otherwise.

Powers

Crimson Dusk - Animalism