BloodAmalgamDisciplines

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Animalism


Feral Whispers</i>

Cost: N/A
Type: Permenant
Duration: Permenant
Min. Survival: 2
Min. Essence: 2
Prereqs: None

This Discipline allows the Kindred the ability to communicate with animals of the natural variety, whispering to them mentally or even calling out to them in a tongue they find appealing. The ability is permanent, and after learning this discipline, the vampire will always have the capability of speaking with animals… so long as they are associated in some way with night, darkness, predation or death. A vampire would find it difficult to speak with a kitten, but not a panther. Likewise, natural creatures will not be offended by the vampire… they will regard him as kin.

Animals are easily manipulated and intimidated, so, with a manipulation + survival roll at difficult 1 the vampire can compel most animals to perform actions which are not dangerous. Animals have self-preservation instinct and are unlikely to kill or risk themselves unless they feel it is absolutely necessary to do so. Kindred’s with Feral Whispers are no longer offensive to animal, but animal spirits still find the vampire quite offensive and will do what they can to expose him to their charges.


<i>Call of the Wild</i>

Cost: Free
Type: Simple
Duration: Instant
Min. Survival: 3
Min. Essence: 2
Prereqs: Feral Whispers

This discipline allows a vampire to summon creatures which may be useful to him. A vocal component is necessary, required in the form of some sort of howl, hiss or moan. For the remainder of the scene, animals will arrive which fit the description of those creatures the vampire sought.

Call of the Wyld only affects animals within earshot, rolling on the table below with charisma + survival.

1 Successes – One Animal Responds 2 Successes – A quarter of the animals within earshot respond 3 Successes – Half the animals respond 4 Successes – Most of the Animals Respond 5 Successes – All of the animals respond


<i>Tongue of the Wyld-Touched</i>

Cost: Free
Type: Permenant
Duration: Permenant
Min. Survival: 3
Min. Essence: 3
Prereqs: Call of the Wild


This Discipline functions as per the Feral Whispers ability, save that it allows the vampire to speak with animals who bear wyld taint or might otherwise be considered ‘unnatural’ such as gryphons. Unfortunately, the Vampire cannot summon these creatures.


<i>Ride the Wyld Mind</i>

Cost: 2 motes
Type: Simple
Duration: Until Released
Min. Survival: 4
Min. Essence: 3
Prereqs: Tongue of the Wyld-Touched

Vampire control over an animal can eventually advance to the point where the Vampire can entirely supplant the control the creature has of its body, usurping that form for his or herself. The Vampire can lose himself, at times, within the mind of the animal he possesses… embodying bestial traits even after leaving the mind of it.

1 Success – Cannot use Discipline 2 Success – Can use Auspex 3 Success – Can also use Presence 4 Success – Can also use Dominate 5 Success – Can also use Thaumaturgy, Obtenebration

Leaving the body of an animal requires a temperance roll. With one success, the vampire will retain command of his mind. If the vampire fails, he may roll once a day thereafter until he gains the one success, but until that time he will be unable to think in human terms and will relate to his world like an animal. Entering into the body of a supernatural animal increases the difficulty of the initial possession by the essence of that animal. The temperance roll difficulty is unaffected.


- Drawing out the Beast -

Cost – 1 Frenzy

Duration – Until Finished

Type - Reflexive

Minimum Survival - 4

Minimum Essence - 4

Prerequisites – Ride the Wyld Mind


This power is one of the few ways that a vampire might be able to escape the primal beast within him. Unfortunately, this comes at a cost… that Beast must be unleashed on another individual or animal within range, filling them with the frenzied emotions the Vampire experiences.


-Charisma + Survival - 1 – The character transfers the beast, but he releases it upon a friend or somebody in the forefront of his mind. 2 – The character is stunned by the effort and may not act next turn, but transfers the beast. 3 – The character is completely successful.

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Auspex

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- Heightened Senses -

Cost - Free

Duration – Until Finished

Type - Reflexive

Minimum Awareness - 2

Minimum Essence - 2

Prerequisites - None

This effect functions as per the Abyssal Charm, Fivefold Sensory Exercise, on page 196 in Exalted: The Abyssals. Unlike that version, this power costs nothing to activate, yet it can work against the vampire…

Bright lights or bright noises can cause the vampire to roll stamina + resistance against stun as if she had been hit soundly.

- Soul Sight - Cost - Free

Duration - Instant

Type - Simple

Minimum Awareness - 2

Minimum Essence - 2

Prerequisites – Heightened Senses

As the Abyssal Charm, Passion-Unveiling Glance, except that it is free.

- Supernal Senses - Cost - 1 Motes

Duration - Scenelong

Type - Simple

Minimum Awareness - 3

Minimum Essence - 3

Prerequisites –Soul Sight

The power duplicates the effects of the Solar Charm Keen (Sense) Technique, except, in relation to all senses. This power takes a single mote to activate.

- Telepathy - Cost - 1 Willpower

Duration - Instant

Type - Simple

Minimum Awareness - 4

Minimum Essence - 3

Prerequisites –Supernal Senses

The ability to read the mind of another is a valuable asset, as is the ability to speak to another in absolute silence with a tongue that any can understand. This Discipline grants both these things. Invoking this power to speak to another quietly requires no roll; using it to pry in the mind of another for secrets, is more complicated.

The difficulty of this roll is equal to the essence of the subject. Successes are spent to acquire secret information on a case by case basis. Though this power has no outward sign and can only rarely be detected by those with essence sensing, it is costly to activate, requiring a single willpower point and three motes.

- Anima Walk - Cost - 5 Motes

Duration - Scenelong

Type - Simple

Minimum Awareness - 5

Minimum Essence - 4

Prerequisites – Telepathy

By rolling Perception + Occult, the vampire may escape her body and travel while in an incorporeal form. While in such a form, she is essentially a demanifested spirit, though she may return to her body at any time. Vampires undergoing the Anima Walk can move at the speed of thought, and manifest as per normal for a single turn by spending the requisite motes of energy. If she scores three successes or more on the roll, she will be able to use Auspex powers normally.

Vampire damaged while in an astral form replace health levels with willpower. If reduced to zero willpower, they are forced to return to the body of origin immediately and are wounded such that they cannot astral project again for one week per point of damage taken beyond the willpower track.

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Celerity

Each turn, a vampire with Celerity may spend a single bloodpoint to gain another scenelong extra action. The vampire may only purchase many actions as she has points in Celerity. Vampires who have high essence may be able to purchase multiple extra actions at once if they are willing to pay the cost. These extra actions may are considered independent, and they may be split normally, unlike many other extra action charms. The number of dots a vampire claims cannot exceed her essence.

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Dominate

--- - Observance of the Spoken Word - Cost - Free

Duration - Instant

Type - Simple

Minimum Presence - 2

Minimum Essence - 2

Prerequisites – None

By intruding upon a subjects waking mind, the vampire may force her to obey a one word command momentarily. The roll required is manipulation + presence, and the difficulty is the willpower of the subject.

- Murmer of the False Will - Cost - Free

Duration - Instant

Type - Simple

Minimum Presence - 3

Minimum Essence - 2

Prerequisites – Observance of the Spoken Word

The Kindred can impose false thoughts and revelations upon another mind. This subtle power may even be employed within casual conversation, by placing emphasis on certain words or augmenting various phrases with supernatural command. The imposed inspiration may be acted upon immediately, or worldly events may recall recall it later. Eye contact is required while the command is imposed.

The Kindred’s Commands cannot force a subject to harm herself or betray her true nature. Only one idea may be inspired in a subject at a time. If two competing vampires are attempting to compel the same victim, the first command implanted takes prescedence. Roll manipulation + presence, difficulty equal to the targets willpower. The number of successes determines how well the suggestion is implanted. At fewer than three success, the subject cannot be forced to do anything that seems strange to her. At five successes or more, she may be compelled to do anything save violate her nature or harm herself.

- Reveler’s Memory - Cost - Free

Duration - Instant

Type - Simple

Minimum Presence – 3

Minimum Essence - 3

Prerequisites – Murmer of the False Will

A vampire can steal and recreate the memories of another. A subject’s mind can be altered only slightly to eliminate memories of meeting or even being fed upon by the vampire, or alternately, the vampire can utterly undo the victim’s awareness of his self, life and virtues.

Fortunately for the subject, the power is not always completely effective. The victim may remember being bitten, but believe it to have been an animal in the woods. Other times, a victim might recall her altered experiences through a trigger such as an odor or a spoken phrase. If another’s memories are known to have been altered by use of this power, the Kindred can restore them. The Solar Charm, ‘Memory Reweaving Technique’, can instantly repair damage done by this charm. Unfortunately, this charm can also be used to undo the damage caused by Memory Reweaving Technique, albeit less effectively. Each success counts as a single piece of irrefutable evidence.

Roll Wits + Socialize, then consult the table below. This power can only affect those with an essence score less than that of the Kindred.

1 Success Memory loss lasts a day 2 Successes May remove but not alter memory 3 Successes May make slight alterations to memory 4 Successes May alter or remove entire scenes from memory 5 Successes Whole period of a lifetime may be reconstructed.

- Countenance of the Predator - Cost - Free

Duration - Instant

Type - Simple

Minimum Presence - 4

Minimum Essence - 3

Prerequisites – Reveler’s Memory

With this power, a vampire can stun a target into submission with little more than a glance. Upon catching sight of his prey, the vampire must roll manipulation + presence at a difficulty of the willpower of the target. Each success will paralyze the target for a single turn in addition to stripping her of willpower point equal to the excess. This will make future rolls easier, which makes this ability quite dangerous.

- Gaze of the Dominator - Cost - Free

Duration - Instant

Type - Simple

Minimum Presence - 5

Minimum Essence - 4

Prerequisites – Countenance of the Predator

Having stripped a mortal of all willpower, a vampire can enter her body and use her as a pawn. The victim must have no willpower remaining and must be mundane, with an essence total of one. If these conditions are met, the vampire can rather easily inhabit her body and use it as her own.

If the vampire dies while within the body, she will be stunned for the remainder of the night. The vampire rolls Charisma + Presence. Each success allows the vampire to use one particular discipline power. In order to use disciplines which are advanced, the vampire must purchase the prerequisite powers with successes.

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Fortitude

Each point of this Discipline represents a single level of damage that is automatically ignored from any attack. Against attacks which use fire, sunlight or other vampire Banes, Fortitude only raises soak by 1 level per dot possessed. The number of dots a vampire claims cannot exceed her essence.

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Obfuscate

--- - Cloak of Shadows - Cost - Free

Duration – Until Movement

Type - Simple

Minimum Stealth - 2

Minimum Essence - 2

Prerequisites – None

This Discipline functions as per the Solar Charm ‘Invisible Statue Spirit’ in all ways, save, that the vampire must have some hiding space available to her… no matter how improbable.

- Unseen Presence - Cost – Free

Duration - Scenelong

Type - Simple

Minimum Stealth - 3

Minimum Essence - 2

Prerequisites – Cloak of Shadows

This discipline functions as per the Solar Charm, ‘Easily Overlooked Presence’ (Page 201), except that it is free.

- Mask of a Thousand Faces - Cost – 3 Motes

Duration – Until Cancelled

Type - Simple

Minimum Stealth -3

Minimum Essence - 3

Prerequisites – Unseen Presence

This discipline functions as per the Solar Charm, ‘Flawlessly Impenetrable Disguise’ (page 199), except that it costs three motes to activate.

- Vanishing from the Mind’s Eye - Cost – 4 Motes

Duration - Instant

Type - Reflexive

Minimum Stealth - 4

Minimum Essence - 3

Prerequisites – Mask of a Thousand Faces

This discipline functions like ‘Splinter in the Mind’s Eye’ (Page 210, E:tA) except that it costs four motes and cannot be enhanced in any way by the expenditure of more essence.

- Escaping the Manacles of Perception - Cost – 5 Motes

Duration - Scenelong

Type - Reflexive

Minimum Stealth - 5

Minimum Essence - 4

Prerequisites – Vanishing from the Mind’s Eye


This Discipline functions like the Abyssal Charm ‘Unseen Wisp Method’, except that it costs five motes and the duration of the charm is scenelong.

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Obtenebration

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- Shadow Play - Cost - Free

Duration - Instant

Type - Simple

Minimum Occult - 2

Minimum Essence - 2

Prerequisites – None

The vampire can manipulate shadows, shroud areas, dim ambient illumination, and play other tricks of the light. Among other things, this allows the vampire to warp or erase her own shadow, cloak herself or make her silhouette more intimidating.

The vampire must spend a blood point to evoke the power, and then, all difficulties for intimidation and stealth based rolls are reduced by one. If this reduces difficulty to zero, the vampire succeeds automatically. Additionally, this power is very disconcerting to mortals and animals. Whenever this power is used in a mortal’s vicinity, the mortal must make a courage roll or reduce all die pools by one due to creeping unease.

- Nocturne - Cost - Free

Duration - Instant

Type - Simple

Minimum Occult - 3

Minimum Essence - 2

Prerequisites – Shadow Play

This charm functions like the Ghost charm ‘Black Breath of the Abyss’, except for that only the vampire who evokes it can see within this black mass. The cost is also reduced to nothing, unless the vampire wishes to snuff out fires within the cloud, at which point she must spend one willpower per fire.

- Arms of the Abyss - Cost - Free

Duration - Instant

Type - Simple

Minimum Occult - 3

Minimum Essence - 3

Prerequisites – Nocturne

This charm summons forth ‘tentacles’ from the void, of solid shadow. A manipulation + occult roll is made, at difficulty two… each success enables one tentacle to be evokes. A tentacle is six feet long and has strength and dexterity scores equal to the vampire’s rating in Obtenebration; motes may be spent to increase these parameters. Each blood point increases strength by one, dexterity by one or length by six feet. A tentacle does strength + 1 clinch damage, has four health levels and takes damage from fire and sunlight.

- Nightshades - Cost - Free

Duration - Instant

Type - Simple

Minimum Occult - 4

Minimum Essence - 3

Prerequisites – Arms of the Abyss

This power is identical to the Ghost charm ‘Painting the Sunset Picture’, except that it can be used at no cost to the Vampire.

- Tenebrous Form - Cost – 3 Motes

Duration – Three Turns

Type - Simple

Minimum Occult - 5

Minimum Essence - 4

Prerequisites – Nightshades

This power costs three motes to evoke and imparts benefits identical to those given by the ‘Belt of Shadow Walking’ on page 80 of the Night Book. In essence, the vampire becomes a shadow. All perception + awareness rolls to perceive her are increased to difficulty two. She can slide into the smallest of cracks. In well-lit regions, the vampire maybe noticed with a perception + awareness roll at difficulty 3. The vampire can only be attacked with sorcery, charms or weapons made from the five magical materials.

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Potence

Each point of potence counts as an automatic success on all damage rolls. Note, this is not a ‘converted’ success… it is additional. Each point of Potence also adds one to the amount of blood the Vampire can drain in a single turn, while biting. The number of dots a vampire claims cannot exceed her essence.

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Presence

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- Awe - Cost - Free

Duration - Instant

Type - Simple

Minimum Presence - 2

Minimum Essence - 2

Prerequisites – None

This power is identical to the Solar charm, ‘Majestic Radiant Presence’, except that it costs nothing to evoke.

- Dread Gaze - Cost - Free

Duration - Instant

Type - Simple

Minimum Presence - 3

Minimum Essence - 2

Prerequisites – Awe

This power is identical the the Solar Anima power for the Dawn Caste, save that it can only affect a single target and costs nothing to use. Invoking it is a simple action.

- Entrancement - Cost – 1 Mote

Duration - Scenelong

Type - Simple

Minimum Presence - 3

Minimum Essence - 3

Prerequisites – Dread Gaze

This power is identical to the Abyssal Charm, ‘Irresistible Succubus Style’, except that it provides no appearance benefit and costs only one mote to use. Victims who sight the vampire must make a temperance roll, or become entranced.

- Voice of Sanguine Command - Cost – Three Motes, 1 Willpower

Duration - Instant

Type - Simple

Minimum Presence - 4

Minimum Essence - 3

Prerequisites – Entrancement

This power allows the vampire to call out to anybody they have ever met, at any distance. The summoned one comes, perhaps not knowing why, as fast as he is able. He knows exactly how to find the summoner, though not until he is about to take each step. If the vampire moves between calls, the summoned one goes to the new location. He is coming to the vampire, not following order to meet the Kindred at a specific place.

Roll charisma + socialize. The difficulty for this roll is generally one, but if the target is a stranger, the difficulty increases to 3.

1 Success – Target Approaches, but slowly and hesitantly 2 Successes – The Target approaches reluctantly and is easily thwarted by obstacles. 3 Successes – The Target approaches with all reasonable speed. 4 Successes – Target comes with haste, overcoming any obstacles in his way. 5 Successes – Target rushes to the character, doing anything to get to him.

- Majesty - Cost - Free

Duration – Until Cancelled

Type - Simple

Minimum Presence - 5

Minimum Essence - 4

Prerequisites – Voice of Sanguine Command

This Discipline is exactly the same as the Solar charm Majestic Radiant Presence (Page 175), except that it costs nothing to activate.

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Protean

--- - Witness in the Darkness - Cost – 1 Mote

Duration - Instant

Type - Simple

Minimum Athletics - 2

Minimum Essence - 2

Prerequisites – None

By spending a bloodpoint, the vampire may cause her eyes to glow. While this unnatural manifestation is evident, the Vampire may see perfectly in any darkness. Reverting to normal costs nothing, but also takes a simple action.

- Talons of the Beast - Cost – 1 Mote

Duration - Instant

Type - Simple

Minimum Athletics - 3

Minimum Essence - 2

Prerequisites – Witness in the Darkness

This Charm allows the vampire to sprout claws, for a single blood point. Another blood must be spent to retract them. The stats of the claws are - +2 Speed / + 2 Accuracy / +2 Damage / + 1 Defense.

- Interred in the Earth - Cost – 1 Mote

Duration – Until Waking

Type - Simple

Minimum Athletics - 3

Minimum Essence - 3

Prerequisites – Talons of the Beast


This charm is identical to the Abyssal charm, Sheltering Internment Prana, found on page 186 of Exalted: The Abyssals, except that it costs only a single mote to use and does not require any further expenditure for long-term submersion.

- Form of the Beast -

Cost – 1 Mote

Duration – Three Turns

Type - Simple

Minimum Athletics - 4

Minimum Essence - 3

Prerequisites – Interred in the Earth

For a single blood point, the vampire may turn into either a bat or a wolf. This transformation takes three turns.

- Form of Mist -

Cost – 1 Mote, or 3 motes for instant

Duration - Instant

Type - Simple

Minimum Athletics - 5

Minimum Essence - 4

Prerequisites – Form of The Beast

For a single blood point, the vampire may assume a form of mist. While in this form, she is invulnerable to all physical harm. They may float at a brisk pace and may slip under doors, down flues and through sack-clothed windows. Furthermore, sunlight inflicts one fewer die of damage vampires on vampires in mist form. Three blood points can accomplish this transformation instantly.