
Disciplines
From Missoula Roleplayer's Club - Wiki
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Animalism
The Embrace leaves each Kindred with a Beast inside them. Those Kindred who learn Animalism have been able to come to greater understanding of their nature, and thus gain control over other beasts.
Feral Whispers
Feral Whispers grants the user the ability to communicate with animals. By locking eyes with an animal and mimicking the sound its species makes, you can converse with it. Animals without eyes or similarly simple organisms are unaffected. Information may be gathered via this power, but keep in mind that it will likely be skewed towards the target's bestial perception of the world. It costs no traits to communicate in this manner.
If the user desires, they can force the animal to follow commands via a Social challenge. Animals are lacking in the intelligence department, though, and its likely that few will be able to carry out orders that are too complex or conditional.
Beckoning
Beckoning allows the user to call animals to him. The user spends a Social trait for each animal he wishes to call, then squawks, roars, or otherwise makes a sound appropriate to the species being Beckoned. It may take some time for the critters to make their way to him. Once they arrive, they are not under his control, but will be docile towards him; they may flee if they feel threatened. At this point, Feral Whispers can be used on the animals, or they can provide blood traits. Keep in mind that to be affected, the animals must be able to hear the user's call.
Quell the Beast
Quell the Beast leaves the victim apathetic and unable to feel powerful emotions, even those that may have pushed a fellow Kindred into Frenzy.
The user must gaze into the eyes of or physically touch their target. After winning a Social challenge, the user's predatory nature is revealed to the target. Depending on the user's nature and clan, this may either sooth the target or scare them into calming down. After the target is affected by Quell the Beast, they are stripped of their ability to use Willpower points for the rest of the evening. They also gain the Negative traits Submissive x 2.
By spending a Willpower point before making the Social challenge, the user can bring a Kindred out of Frenzy. Vampires calmed in this manner do not suffer from the normal effects of this Discipline.
Subsume the Spirit
Drawing out the Beast
Auspex
Auspex hones the 5 basic senses while opening the mind to the supernatural world around it. Those who have consciously activated Auspex may shatter the illusions of Obfuscate and Chimerstry by making a Mental challenge. Note: In Broken Playground, every Auspex power costs a Blood to activate.
Heightened Senses
When a Kindred activates Heightened Senses, any or all of her five senses may be enhanced. The user's perception of affected senses is doubled. Be warned: particularly strong stimuli may overwhelm these senses. A spotlight, an explosion, or a whiff of patchouli while sight, hearing, or smell are doubled will have negative effects. The user is stunned for the duration of the turn, and must spend a Willpower point or lose the use of the affected sense for the scene.
Aura Perception
Aura Perception allows the user to see a being's aura: the vibrant, colorful halo that surrounds it. It requires the user to stare intently at the target, and make a Static Mental Challenge against the target's mental traits. If successful, the user may ask one of the following questions, which the target must answer truthfully.
- What emotions/mood are you feeling?
- What is your creature type? Are you a vampire, a werewolf, a human, or something else?
- Is any magic being used on you?
- Have you committed Diablerie within the last 3 months?
- Did you just lie to me?
If ghosts (or vampires using Psychic Projection) are suspected in the area, a character with Aura Perception may detect them by spending a Mental trait and making a normal challenge to sense its aura.
The Spirit's Touch
Spirit's Touch lets its users detect the emotional residue that others have left on items. By touching an item for a full turn and spending a Mental trait, the user can sense any particularly powerful emotions that may have been experienced in relation to that object. For each use of the power, the user can ask the Storyteller one of the following questions about the object:
- Who last touched this object?
- Was this item involved in any episode where particularly strong emotions were felt?
- What was a person feeling when they came in contact with the object?
The answers are unlikely to be straightforward. More commonly they come in vague emotional impressions or a sense of a person or place's name. Be prepared; more intense emotions may be difficult to withstand. If overcome by emotion while using this power, the user may acquire a Temporary Derangement for the rest of the evening (at the Storyteller's discretion).
Telepathy
Psychic Projection
Celerity
In the Broken Playground game, Celerity has changed. Now, for each level you activate, you gain 3 steps of movement and +1 to your chances to dodge, instead of extra actions.
Alacrity
Swiftness
Rapidity
Legerity
Fleetness
Chimersty
Ignis Fatuus
Fata Morgana
Apparition
Permanency
Horrid Reality
Dementation
Passion
The Haunting
Eyes of Chaos
Voice of Madness
Total Insanity
Dominate
Command
Mesmerism
Forgetful Mind
Conditioning
Possession
Fortitude
In the Broken Playground game, Fortitude has changed. Now, for each level you activate, the damage you take is reduced by 1.
Endurance
Mettle
Resilience
Resistance
Aegis
Melpominee
The Missing Voice
Phantom Speaker
Madrigal
Siren's Beckoning
Virtuosa
Necromancy
Obeah
Obfuscate
Cloak of Shadows
Unseen Presence
Mask of a Thousand Faces
Vanish from the Mind's Eye
Cloak the Gathering
Obtenebration
Shadow Play
Shroud of Night
Arms of the Abyss
Black Metamorphis
Tenebrous Form
Potence
In the Broken Playground game, Potence has changed. Now, for each level you activate, the damage you deal is increased by 1.





