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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.

Prowess

Might

Vigor

Intensity

Puissance

Presence

Awe

Dread Gaze

Entrancement

Summon

Majesty

Protean

Eyes of the Beast

Feral Claws

Earth Meld

Shape of the Beast

Mist Form

Quietus

Serpentis

Thanatosis

Thaumaturgy

Vicissitude