Vampire The Masquerade: New Bloods OOC

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Vampire The Masquerade: New Bloods OOC

Postby MelissaB » Sun Nov 29, 2015 4:15 pm

The Basic Idea
Spoiler (click to show/hide):

To stop wasting of time and reading long lists to find out if this RP is for you I've left this here to give you a better idea beyond the title. This game will be based off the world of Vampire the Masquerade. To those that heard of it and/or liked the games/pen and paper I won't need to explain everything too much to give you an idea into the world, to the rest of you. The game is set in the modern world with gothic punk elements to the setting as vampires/ghosts and other hunters of the night linger. The game starts with all players being newly embraced by their sire(being turned into a vampire) and brought forth into the world of betrayal, backstabbing and political manipulation that is the vampire way of life as they seek to keep their existence from humans hidden as well as improve their own power and standing among their peers. As vampires you are immortal lifeless corpses than must feed on fresh human blood to survive(animals as well if you can suffer to stoop that low) and as you progress from newly sired beings into vampires of their own merit your abilities and mastery of your vampire talents and even your own body increases as you rise in the ranks and standing within the vampire community.

All players will select a clan and base their CS around that clan except for one that while an option will be subject to my direct approval and I request the CS is sent to me in a PM separate from this thread before it may be posted here. This is due to the nature of the clan meaning more is required of me and the player to make that Clan playable and we will need to reach an understanding before it can ever be considered. The rest of the clans have guidelines certain weaknesses and different abilities open to them. Now while I appreciate artistic flare and unique off the wall ideas for how a character is created if you character is so far out from the norm for their clan to accept i will refuse your character until the reason why I refused is corrected. There are no accidental vampires. When creating a character I will want you in your bio/background to explain who your character was before they were sired as I will need to this to determine if your character is acceptable or not I'm not asking for an essay one to two paragraphs is enough it will also determine who sired you and what sect you were find yourself in.

There will be more in depth Lore on the world the vampire clans and the vampire sects in there own little spoilers but please bear in mind your character as a newly created vampire will know -none- of this. The vampire race is hidden from human knowledge and such secrecy is in fact enforced by death. If you were to know of it as a human before you were sired, you'd be dead not a vampire.(certain clans will have exceptions to this rule due to their nature) The lore is to give you an in depth insight into the world, the people in it and how your character would fit in with your chosen clan and which sect I throw you in.


The Night Beckons


The last thing you recall was a scream right before untold pleasure filled your mind and body even as your life was drained away into nothing all you could imagine was feeling just a second more, awaking with new fuller senses, everything around you as if a film was taken off the world and allowed you to experience it more vividly in all it's glory, Smelling scents you weren't ever aware of and hearing sounds so distant yet so clear you wonder how you never heard them before. That is when you notice a calling in the other side of the room, someone watching you closely and with an expectant look, their body hidden though you vaguely recall them from the time you were screaming before pleasure blinded your mind.


The Story begins

As newly sired vampires you awaken into the night of monsters under your sire's guidance or lack there of as the case may be, where you will be taught and used to further their goals and the goals of others until you become stronger and wise enough to search and expand your own powers beyond your own body as your mastery over yourself increases, Delve deep into the night's mysteries and find out who is using you and who is an ally you can trust before your unlife is taken and used before it ever had chance to flourish. Your goal is to learn the ways, avoid detection and grow in power and standing among your kindred while obeying the same laws that bind them.


Vampire Sects

The Camarilla
Spoiler (click to show/hide):

The Camarilla holds up the Traditions as the highest authority, with a figure known as the Prince acting as the ultimate authority to both interpret and enforce those laws in each domain. First and foremost, the Camarilla sees its role as maintaining the Masquerade, but in domains with accomplished Kindred, the conflicts between them regularly bring the rest of the Traditions into consideration as well. The Camarilla considers itself a well-heeled Sect of genteel vampires, and the term Kindred originates with it, in the idea that all members of the Camarilla are peers in the same august organization. Of course, the social hierarchy of the Camarilla is an elaborate construct, and vicious interpersonal politics and ancient grudges shape the nightly affairs of the “Ivory Tower.”


The Sabbat

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The Sabbat holds an apocalyptic outlook, believing that the time for Gehenna is nigh, and the Ancients will soon rise from their graves and devour their errant get. It has little regard for the Traditions other than immediate self-preservation, and its domains are hellish urban warzones where people may well have seen vampire activity but simply chalk it up to the weirdness and horror of the World of Darkness. The Masquerade (or “The Silence of the Blood,” as they call it) is tenuous in Sabbat domains, and much of its poor relationship with the Camarilla owes to its recklessness and shortsighted brand of fiery fanaticism. The Sabbat believes that ultimately, vampires must assert their place over the mortal world instead of hiding from it, if they are to survive the fangs of their creators. Part fanatical death worshippers, part millennial doomsday cult, the“Sword of Caine” is neither subtle nor tolerant.


The Anarchists

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The Anarch Movement is localized and sporadic, without any real central organization outside the individual cities where it establishes itself. In fact, the Camarilla considers the “Anarchs” under its own purview. The central tenet of the Anarchs is that rule by elders is an outmoded concept, and that Kindred domains should be governed by merit, with a fundamental respect for the individual Kindred. Effectively, the Movement seeks to redistribute the power in domains from the hands of the old elite into a more equitable arrangement. While this may seem modern and reasonable, that’s not how Kindred society works in most domains, and those who already benefit from consolidated power find the idea laughable at best and treasonous at worst. As well, many Anarchs style themselves as revolutionaries, willing to do whatever it takes to strip power from the corrupt old guard who hoard it. These are no utopian domains of happy Kindred-kine relationships. These are petty kingdoms ruled by individual undead lords of whatever territory they can seize.


Generations
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Among vampires, the notion of Generation is a concept that describes how distant one is from the First Vampire. When a Kindred Embraces, her childe rises from death one Generation higher than she — one more Generation removed from Caine. The Clan founders comprised the Third Generation, their progeny became the Fourth Generation, their childer became the Fifth Generation, and so on and so forth up through the distant Thirteenth Generation prevalent in the modern nights. This explanation creates confusion of its own, however. “Third Generation” ostensibly means that these Antediluvians were three Generations away from Caine, but the prevailing mythology names only two. If Caine himself isn’t “zero Generation,” what is he one Generation removed from? Generation determines a great deal about Kindred potential. Mastery of certain Disciplines relies upon a certain threshold of Generation, for example, as does the ability to store vast quantities of blood within the vampire’s body. Some ancient Kindred need to feed only when the desire takes them, so great are their reserves of vitae

Along with advanced Generation comes a price, however. Generation equals raw power potential, and those of higher Generation seek the power of their elders. By slaking one’s thirst on the heart’s blood of a vampire of lower Generation — drinking the vampire’s soul in a transgression known as diablerie — a Kindred can lower her own Generation. Naturally, the elders hate and fear diablerie (though it would surprise many neonates and ancillae to discover how many elders attained their own Generational potency by destroying their own sires and elders). Also known as Amaranth, diablerie is the greatest crime a Kindred can commit against another vampire. … At least in some circumstances. In others, diablerie is not only permitted but encouraged. For example, a Prince who declares a Blood Hunt often decrees that those who diablerize the outcast will be pardoned. Further, in the Sabbat and in certain Anarch domains, diablerie is an acceptable (and even honored) method of promotion and advancement. After all, if a vampire lets himself be diablerized, well, he must have been too weak to use that power effectively.
Generation-----------Max.Trait Rating--------Blood Pool Max.--------Blood Points/Turn
Third -------------------------10-----------------------???-------------------------???
Fourth-------------------------9------------------------50-------------------------10
Fifth---------------------------8------------------------40--------------------------8
Sixth---------------------------7------------------------30--------------------------6
Seventh------------------------6------------------------20--------------------------4
Eighth--------------------------5------------------------15--------------------------3
Ninth---------------------------5------------------------14--------------------------2
Tenth--------------------------5-------------------------13-------------------------1
Eleventh-----------------------5-------------------------12-------------------------1
Twelfth------------------------5-------------------------11-------------------------1
Thirteenth---------------------5------------------------10--------------------------1


Vampire Clans

Assasmites

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Appearance: Older Assamites often come from Middle Eastern and North African cultures, though more and more young Assamites come from a wider demographic. In traditional environments, the Assamites prefer garb appropriate to religious or Clan custom. When in public, however, Assamites wear whatever the locals do, allowing them to fulfill their contracts without anyone noticing anything amiss. An Assamite’s skin grows darker with age (as opposed to other vampires, whose skin gets paler); particularly ancient Assamites are almost ebony in complexion.

Sect: For the most part, the Assamites tend to be independent, letting the Sects hire them to operate on their own terms. That said, some Assamites believe an allegiance with the Camarilla or the Sabbat would allow the entire Clan to stand more strongly.

Haven: Assamites often share communal havens with others of their local cell, remote structures that allow the Assassins to watch the larger domain from a distance. These havens are generally well appointed, but not so lavish that the whole place can’t be moved on short notice. Individual Assamites also tend to keep personal hideouts of a much more humble nature, for when they need a place to lay low.

Background: Those Embraced into Clan Assamite tend to fall into two distinct types: The “provincial” members of the Clan fit whatever their locality is, and can blend seamlessly in with the people around them. The higher-profile “jet-setters” transcend cultures, bolstered by their ability to handle interpersonal and intellectual challenges

Clan Disciplines: Celerity, Obfuscate, Quietus

Clan Weaknesses: Due to the Tremere blood-curse, should an Assamite consume the blood of another Kindred, she suffers one automatic level of unsoakable lethal damage per blood point imbibed. The would-be diablerist gains no benefits (including Generation reduction) if he survives the process. In addition, Assamites must tithe some of the profits from their contracts to their sires or superiors (generally around 10 percent of all such earnings).


Brujah

Spoiler (click to show/hide):

Appearance: Many Brujah affect styles and mannerisms that reflect an attitude of rebellion. Multicolored hair, shaven heads, spikes, rivets, fetish gear, and t-shirts with bold slogans might appeal to a Brujah. While not every Brujah wears the “uniform,” the Rabble often enjoy adorning themselves in outfits intended to provoke. Some young Brujah prefer mobile devices as their tools of resistance, and can summon a riot at the touch of a screen.

Sect: For all its rebellion, Clan Brujah generally considers itself a member of the Camarilla. Young Rabble sometimes look to the wildness of the Sabbat, but elders assert that the Ivory Tower provides a fine structure against which to rage.

Haven: Brujah may feel kinship to a city, but they rarely develop such ties to individual locations. Thus, at any given time, a Brujah probably has a half-dozen or more hideouts, safehouses, and flats available. These are often shabby and ill-kept until the Brujah needs them. Brujah havens might also have mortals who follow the Brujah’s ideology or his cult of personality. This works out fine: It never hurts to have a spare vessel in an emergency.

Background: As creatures of passion, Brujah often Embrace without really thinking much about it, and their childer tend to be a disparate lot. Sometimes, the Rabble Embrace those who share a similar outlook or enthusiasm for a cause as the prospective sire. Other times, they inflict the Embrace on those of opposite ideology, cursing a rival with vampirism as punishment.

Clan Disciplines: Celerity, Potence, Presence

Clan Weaknesses: The same passions that inspire Brujah to greatness or depravity, left unchecked, can send them into incandescent rages: The difficulties of rolls to resist or guide frenzy are two higher than normal.


Followers of Set

Spoiler (click to show/hide):

Appearance: Many older Setites hail from the North African and Mediterranean ethnicity native to the Serpents’ historical territory, but they freely Embrace from among the mortals of their adopted homes. Some long-standing Setite temples are tied to locations where “Egyptian” Serpents might seem out of place, but where some aspect of serpent mythology is present, as in Mesoamerica or even far-flung Nordic locales, and thus draw their membership from local populations. Red hair is considered a mark of Set’s favor.

Sect: Externally, none of the Sects will have the Followers of Set. Internally, the Setites sometimes describe themselves in terms of both Sect and Clan. They have no real impetus to join either the Camarilla or Sabbat, and their goals are different from those of the Anarchs

Haven: Where their hidden temples stand, the Setites make their havens, either individually or communally. These may be anything from “churches” with never-before-heard-of denominations or they may be outright cults that have to hide their existences. The secretive Serpents sometimes hide individual havens in places where other Kindred don’t often go, such as insular ethnic neighborhoods, abandoned domains, “the rough part of town,” and so forth. Some Setites also haven in secret mystical places that have value to the Clan, guarding them from outsiders

Background: Prospective childer for the Followers of Set often spend some time involved with a Setite cult, so they’re indoctrinated in the mysteries of the Clan before becoming one of its Kindred. They may come from any cultural origin, though many are outsiders, loners, or otherwise marginalized by society, which is often what led them to the forbidden fruits offered by the cult of Set in the first place.

Clan Disciplines: Obfuscate, Presence, Serpentis

Clan Weaknesses: Given their origins in darkness, the Serpents react negatively to bright light: Add two health levels to damage caused by exposure to sunlight. Setites also lose one die from dice pools for actions taken in bright light (police spotlights, stage lights, flares, etc.)


Gangrel

Spoiler (click to show/hide):

Appearance: Personal presentation is often not high on the list of many Gangrel priorities, and a Gangrel’s appearance is often more a matter of circumstance than it is of active decision. The Clan’s weakness can contribute a great deal to their appearance, as does an extended unlife in the places where they make their havens, which are frequently short of modern conveniences

Sect: The Gangrel at least nominally belong to the Camarilla, but the Clan has always had a vocal faction that spurns membership in any Sect. They claim that political games and social structures do nothing for the primal Gangrel.

Haven: Gangrel often lair where they can, taking refuge when the sun threatens to rise. Those who do maintain permanent havens often lean toward the utilitarian: Everything from a cave to a covered alley to an illegal squat may serve as a Gangrel haven, usually with little demarcating them as any sort of personal territory (until it’s too late for the unfortunate interloper).

Background: Gangrel sire childer like they seek prey: after long hunts during which the prospective childe doesn’t even know she’s being followed. Creating a fledgling means sharing limited resources, so each sire childe relationship is unique and significant. Outlanders Embrace because they choose an individual, not out of whim or recklessness. Those who earn their attention are hardy, whether physically or emotionally

Clan Disciplines: Animalism, Fortitude, Protean

Clan Weaknesses: Every time a Gangrel frenzies, she acquires a temporary animal characteristic (which may replace an existing temporary one). A patch of fur, a brief torpor after feeding, or skittishness around crowds — all of these may mar an Outlander after frenzy. Characteristics acquired in Gangrel frenzies need not only be physical – they can be behavioral as well. Players should work with the GM to determine what new animal trait is acquired (whether the frenzy involved the fight-or-flight impulse may be relevant). Over time, or in an exceptional situation, a particular animal feature may become permanent, with the next frenzy adding a new feature. A good guideline is to require each frenzy-gained trait to have some effect grounded in system terms (such as the temporary reduction of Social Attribute dots or a permanent loss of Humanity).


Giovanni

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Appearance: Outwardly, Giovanni dress with subtlety and taste. Much of the Clan comes from the original mortal family, and have not only olive Italian complexions, but some amount of inherited family features. Those outside the immediate family often appear “of a type,” and in the traditional garb of their regional family branch.

Haven: The family wealth of the Giovanni is evident in their havens, which may take the form of villas or lavish estates. The Necromancers often have valuables invested in their havens as well, such as galleries of fine art or displays of jewelry. Many Giovanni also maintain secondary havens, where they may have elaborate necromantic crypts or just flats where they can lie low if necessary.

Background: Giovanni of the main family branch have usually spent some amount of time as a ghoul in a practice known as the Proxy Kiss. During this time, the Kindred-to-be learns about the treacherous and jealous reality of the vampire family. She learns ambition and an unhealthy dose of duplicity, in addition to the family history and customs. Giovanni rarely see much of the outside world on their own terms during the Proxy Kiss period, and often become insular and alienated, while at the same time eager to stand out among the other family ghouls.

Clan Disciplines: Dominate, Necromancy, Potence

Clan Weaknesses: The Kiss of a Giovanni vampire causes excruciating pain in mortal vessels who receive it. If the Giovanni isn’t careful, her vessel may die of shock and agony before being wholly exsanguinated. When a Giovanni feeds upon a mortal, she does twice as much damage as the Kiss of another vampire would inflict. For example, if a Giovanni takes one point of blood from a mortal vessel, that victim would suffer two health levels of damage. As a result, they tend to use blood banks and other means of feeding that don’t fight as much.


Lasombra

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Appearance: The Lasombra are frequently attractive. Whether through the Spanish, Italian, and Moorish stock associated with the Clan, or due to more cosmopolitan modern backgrounds, the Keepers cut a striking figure. Their dress is often conservative or religious, drawing on years of ceremony and faithful ritual. Rare is the Lasombra who cannot at least manipulate shadows to affect a dramatic entrance or enigmatic pose.

Sect: The Sabbat would be very different without the influence of the Lasombra, and they remain its most prominent Clan. Young Lasombra often make auspicious starts as Sabbat Ducti or Priests, leading their fellows by charging into the fray or demonstrating mastery of the Beast.

Haven: The obligation of their leadership leads many young Lasombra to maintain communal havens with other members of their pack. Wealthier Keepers and those who predate the Sect often maintain their own havens, whether sinister penthouse suites or sprawling Old World villas.

Background: Prospective sires of Clan Lasombra seek both erudition and ambition in their potential childer. As such, many Lasombra come from professional backgrounds, and display outgoing and even aggressive personalities. Merit in their sires’ eyes takes fledgling Lasombra far, and the Keepers do not hesitate to cull their ranks of flawed, lazy, or boorish childer.

Clan Disciplines: Dominate, Obtenebration, Potence

Clan Weaknesses: Lasombra vampires cast no reflections. Whether in a mirror, in a body of water, on a polished surface, or in the rear-view of a taxicab, the image of the Keeper does not reflect.


Malkavian(GM approval only*)

Spoiler (click to show/hide):

Appearance: While Malkavians can come from any culture, the madness following the Embrace tends to lead them to extremes of self-presentation. Malkavians may appear disheveled, injured, or simply dirty. They could still be wearing the same clothes from the night of their Embrace or they may have stolen clothes from a laundromat or a department store during a fit of confusion or fugue. Of course, Malkavians are just as likely to be meticulous and exacting in their appearance, trying obsessively to appear as normal as possible.

Sect: In their moments of lucidity, the Malkavians offer their unorthodox perspectives and Devil’s advocacy to the Camarilla, offering their visions and unique insights to cut through the webs of deceit. Princes and Primogen tolerate the Lunatics to varying degrees, but the Clan as a whole has always been a supporter of the Ivory Tower.

Haven: Consistency is rare among Malkavians. Quite simply, they establish havens where they think to, where they can, and where they can recall. A significant number of Malkavians have literally no home, spending each night where exhaustion or the sun’s rays leave them. Others may permanently have the presidential suite in a posh hotel, a squat in the Barrens, the dispensary at a county jail, or a broom closet in a historical landmark.

Background: Malkavians Embrace with all the caprice one would assume from them. Lunatic childer come from all economic and cultural strata, though most have some sort of hard-luck story or black secret behind them that caused their sire to take note. Truly damaged Malkavians who are unaware of the meanings of their actions may not even be aware that they have sired childer, which makes for very difficult entry into Kindred society for these castoffs, many of whom end up among the Caitiff.

Clan Disciplines: Auspex, Dementation, Obfuscate

Clan Weaknesses: All members of Clan Malkavian suffer from a permanent, incurable derangement. They may acquire and recover from other derangements, and may spend Willpower to ameliorate the effects of the derangement for a scene, but they can never recover from their original derangement(*and this is why)


Nosferatu

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Appearance: Physical horror is the lot of the Nosferatu, and their unsettling deformations are countless. No two Nosferatu share the exact same malformation, and the Clan is a freakshow of snarled limbs, fanged protrusions, hellish countenances, serpentine spines, ruined faces, spasmodic appendages, and even features not usually seen on the mortal stock from which the Nosferatu are drawn. The Sewer Rats often hide these disfigurements under shapeless robes and rags, but some exult in the discomfort their presence causes, and don’t bother disguising them. They may even emphasize them.

Sect: Clan Nosferatu belongs at least nominally to the Camarilla, though many of its members become Autarkis or support the Anarchs rather than navigating the Ivory Tower’s vicious social labyrinth. Some even contend that the Nosferatu need the Camarilla, because without them they have no buyers in their economy of secrets.

Haven: Nosferatu Kindred often make their havens far from the scorn and spite of other vampires. Whether they construct warrens in the sewers suggested by their nickname or they sculpt a sprawling nightmare-nest in the spire of a condemned church, Sewer Rats value secrecy and distance from rivals in their havens. Nosferatu of humbler means may well squat in an abandoned tenement or a disused alley. So long as it’s away from other Kindred, it’s a good haven.

Background: The Sewer Rats mostly fit into one of two categories. Some Nosferatu Embrace the damaged, flawed, outcast, or vile, feeling some degree of kinship with them. Other Embrace spitefully, dragging the beautiful or privileged into an immortal hell of disfigurement and monstrosity.

Clan Disciplines: Animalism, Obfuscate, Potence

Weaknesses: All Nosferatu have an Appearance score of zero, and they may never improve it. Cross it off the character sheet. Dice pools that use the Appearance Trait are inherently difficult for these hideous Kindred.


Ravnos

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Appearance: Young Ravnos often come from Eastern European Romani stock, with a relative paucity of “non-gypsy” gadje in the ranks. What few elders of the Clan may remain are presumed to come from Indian or Middle Eastern origins. Given that the Clan is widely spread and holds no traditional central domain, no consistent look can be said to be predominant, and any mendicant Kindred might be of Ravnos origin.

Sect: Clan Ravnos often has a difficult time heeding the rigorous order of many Camarilla cities, and has no inherent love for the violence of the Sabbat. Thus, the Deceivers find themselves independent for lack of a more suitable option.

Haven: Many Ravnos take to the road instead of establishing permanent havens, dwelling temporarily among itinerant communities, at roadside rest stops, or even in vehicles. When a Deceiver does put down roots in a domain, his permanent haven is often away from high-profile Kindred territories. Havens in ethnic ghettos, industrial outskirts, and isolated geography are safest and most easily cultivated for the Ravnos.

Background: The Ravnos are scattered and suspicious, and those childer who don’t have the tendency toward self-sufficiency don’t last long. In many cases, a Ravnos will either never sire, or sire for companionship or safety, with little concern for how well a childe will fare as a vampire. Ravnos rarely seek out childer actively, instead drawing from those whose paths they cross on any given night. As such, the hardluck drifter reputation tends to follow the Deceivers

Clan Disciplines: Animalism, Chimerstry, Fortitude

Weaknesses: A turbulent history makes the Ravnos slaves to their vices. Each Ravnos has a penchant for some sort of vice — lying, cruelty, or theft, for example. When presented with the opportunity to engage in that vice, the Ravnos must indulge it unless her player succeeds on a Self-Control or Instincts roll

Toreador

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Appearance: Almost to the last, they are attractive in some way, whether the traditional beauty of a runway model or the dangerous allure of something more predatory. The Degenerates augment their physical beauty with a sense of personal style, which may take the form of expensive couture, avant-garde street wear, or classical fashions designed to emphasize their appealing qualities. This isn’t to say that ugly Toreador don’t exist. Indeed, those gifted with less physical beauty often go that much further with their choice of accouterments.

Sect: The Camarilla would not have survived in the nights following the Anarch Revolt without substantial participation from the Toreador, and they remain among its most ardent supporters.

Haven: The Degenerates spare no expense in appointing their havens in luxury, often with many original works of art. It is a point of pride among Toreador to have an unconventional (and thus memorable) haven with modern comforts; thus, many have striking lofts and penthouses, while the bolder among them renovate or repurpose everything from abandoned aquariums or deconsecrated churches to rooftop gardens or converted warehouse-galleries in fashion-forward neighborhoods. Share a communal haven? How déclassé.

Background: Many Toreador hail from high-society or “bohemian” backgrounds. Indeed, many are themselves artists or influential among local art scenes or other subcultures. Actors, singers, musicians, sculptors, poets, playwrights, authors, and creative folk of any stripe may well find a home in the Clan, as do those who serve as patrons to (or travel in the entourages of) those artistic types.

Clan Disciplines: Auspex, Celerity, Presence

Weaknesses: When a Toreador experiences something truly remarkable — a person, an object of art, a lovely sunrise — the player must make a Self-Control or Instincts roll. Failure means that the Kindred finds herself enthralled by the experience. The dazzled Toreador cannot act for the duration of the scene aside from commenting on or continuing their involvement with whatever has captured their attention. If the experience no longer affects her (whether by moving, being destroyed, or whatever is appropriate to the situation), the captivation ends. Enraptured Toreador may not even defend themselves if attacked, though being wounded allows them to make another Self-Control or Instincts roll.


Tremere

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Appearance: Tremere often have two distinct presentations: a traditional and severe public aspect and a much more eldritch mien better suited to wielding their blood sorceries. When out in public or at Kindred events, the Tremere favor conservative suits and dresses and muted tones. When in their chantries or convening with others of their Clan, they often prefer robes decorated with subtle occult symbols or garb with various folds and pockets for their bizarre ritual ingredients.

Sect: Clan Tremere considers itself one of the pillars of the Camarilla. It is rumored that they once performed a ritual that all but eradicated those of the Clan not loyal to the Ivory Tower (and thus the Tremere’s pyramidal hierarchy).

Haven: Many Tremere rely on a central chantry the Clan maintains in cities where it has a notable presence. More solitary Warlocks develop private havens, with all of the trappings one might expect from an occult scholar, from libraries to alchemical laboratories to moonlit balcony observatories and even more sinister oubliettes where vivisected “research subjects” bleed according to experimental Tremere-controlled stimuli.

Background: The Tremere draw from a fairly narrow pool of potential acolytes. Those who have an awareness of the supernatural, who are driven to succeed, who seek answers that elude less inquisitive individuals, yet who also have the discipline to heed the edicts of the hierarchy make good Tremere. This isn’t to say that individualists don’t have room in the Clan; rather, those who go their own way may well find themselves leading a chantry — or greeting the sun if their interests don’t align with those of the pyramid.

Clan Disciplines: Auspex, Dominate, Thaumaturgy

Weaknesses: Tremere dependency on blood is even more pronounced than that of other Kindred. It takes only two draughts of another vampire’s blood for a Tremere to become blood bound instead of the normal three — the first drink counts as if the Tremere had taken two drinks.. The elders of the Clan are well aware of this, and seek to impart loyalty to the Clan by forcing all neonate Warlocks to drink of the (transubstantiation) blood of the seven Tremere elders soon after their Embrace.


Tzimisce

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Appearance: Given their ability to manipulate their physical appearance with Vicissitude, Tzimisce look however they want, and they often want to provoke or frighten. Some prefer extreme modifications and experimentation with their bodies that leave them looking only vaguely humanoid. Others seek to redefine and even transcend the limits of their forms, rebuilding themselves in the images of angels, monsters, nightmares , and things even less recognizable.

Haven: Young Tzimisce are often Sabbat Priests or Ducti ,and prefer to maintain communal havens with their packs. They encourage the pack to live in fearsome locations, such as beneath a hospital or morgue, or in the dank recesses of a mausoleum. Elders of the Clan sometimes have ancestral holdings in the Old World, and the image of the vampire on the craggy mountain in a crumbling castle owes much to Tzimisce lords. Rarely are these ancient holdings kept to any modern standards of comfort, but their lords are strangely hospitable to invited guests (and terribly intolerant of uninvited bores).

Background: Elder Tzimisce, particularly those of the still-landed nobility in hoary old domains, may have family lines from which they Embrace, or they may restrict their occasional siring to the terrified villages suffering in thrall beneath their estates. New World and younger Tzimisce aren’t as discriminating and are more practical. Indeed, many Tzimisce fledglings are little more than shock troops, Embraced and warped to the limits of their frames to cause revulsion and revel in bloodshed until put down.

Clan Disciplines: Animalism, Auspex, Vicissitude

Weaknesses: The Tzimisce are inextricably tied to their domains of origin, and must rest in the proximity of at least two handfuls of “native soil” — earth from a place important to her as a mortal, such as the soil from her birthplace or the graveyard where she underwent her Embrace. Each night spent without this physical connection to her land limits all of the Tzimisce’s dice pools to one-half, cumulatively, until she has only a single die in her pool. The penalty remains until she rests for a full day amid her earth once more.



Ventrue

Spoiler (click to show/hide):

Appearance: The Ventrue favor conservative clothing and reserved presentation, unless they’re making a point about power or money. Ventrue Princes may well wear a circlet or carry a scepter as symbols of office, while young Blue Bloods display their own achievement via suits, ties, dresses, and accessories that are easily overlooked singularly but add up to a stunning total effect. If a Ventrue has so much as a hair out of place, it’s because he spent all night running down the Society of Leopold and demanding the Sabbat menace retreat.

Sect: To hear the Ventrue tell it, the very idea of the Camarilla originated with them. Every other Clan realized what an invaluable proposition it was and flocked to their banner.

Haven: A Ventrue’s haven displays both her great power and distinguished tastes. Opulent, grandiose, even baroque — these may all apply to Ventrue havens. They shun the gaudy displays of other Kindred, and their style tends less to the avant-garde than it does to the classical and traditional. To the Blue Bloods, a well-maintained haven is an extension of oneself, and for someone to see it in less than flawless state implies weakness, distraction, or even madness.

Background: Anyone who has “made something of herself” may attract the attention of the Ventrue, who judge their childer based on their prominence and success even before they start to groom them for the Embrace. Socialites, moneyed family, corporate wunderkinds, military leaders, and even untested newcomers who show great promise are keenly valued among the Blue Bloods.

Clan Disciplines: Dominate, Fortitude, Presence

Weaknesses: The Ventrue have rarefied tastes, and they find only one specific type of mortal blood palatable and vital for them. When a player creates a Ventrue character, he should decide with the GM what specific type of blood suits the character, and this choice is permanent. Blood of other types (even animals) simply offers the vampire no blood pool increase, no matter how much he consumes — he simply vomits it back up. This refined palate may be very narrow or very broad — say, the blood of younger sisters, or virgins, Vampiric blood is exempt from this restriction.
Last edited by MelissaB on Sun Nov 29, 2015 5:36 pm, edited 1 time in total.
A succubus. Poor misunderstood young ladies... they just want a little bit of love, little bit of death. Just like the rest of us -Gnarl

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MelissaB
 
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Re: Vampire The Masquerade: New Bloods OOC

Postby MelissaB » Sun Nov 29, 2015 4:16 pm

Feeding
Spoiler (click to show/hide):

What you feed off gives you certain amount of blood back which can be used to speed up healing or refill your blood pool which is needed to use your vampire disciplines. Also if your blood pool runs out you will need to make a frenzied check or turn into the savage killing machine that lurks within losing all control of your actions should you fail the roll. the values are below

Vampire= 10+(however much extra blood their generation can hold)
Werewolf=20
Average human=10
Child=5
Cow=5
Dog=2
Cat=1
Plasma bag=1
Bird=1/2
Bat/Rat=1/4



Progression
Spoiler (click to show/hide):

Along with earning XP to improved your character you can also progress as a vampire. A vampire's generation is a direct link to how powerful they can become and only by draining the blood of a vampire of the generation above you can you increase your own, effectively making you a more pure vampire. Such an act is deemed illegal by the Camarlla where as others openly accept it as a honest way of progressing. Either way if you manage to defeat and drain the heart's blood of your elder you are improved, your stats gain higher caps and your blood and health will also increase making you a stronger tougher killer of the night. Your powers will also have new heights to which they can ascend.



Mechanics and Rules:
Spoiler (click to show/hide):

Rolling is done by me via d10 dice. for every rank or point in a stat and skill you gain a dice to roll. against the difficulty of the task or action. e.g. I have 3 str and 2 brawl to strike with the unarmed feat I roll 5 dice against the difficulty check.

Difficulty is always a number between 2 and 10 (but generally between 3 and 9). Each time you score that number or higher on one of your dice, you’re considered to have gained a success. For example, if an action’s difficulty is a 6 and you roll a 3, 3, 8, 7 and 10, then you’ve scored three successes. The more you get, the better you do. You need only one success to perform most actions successfully, but that’s considered a marginal success. If you score three or more, you succeed completely. Also, a result of a 10 is always a success, no matter the difficulty number

Failure
If you score no successes on a roll, your character fails his attempted action: He misses his punch. The file is encrypted too well. The Prince doesn’t believe her alibi. Failure, while usually disappointing, is not so catastrophic as a botch

Botches
Bad luck can ruin anything. One more basic of a roll is a “botch.” Whenever one of the dice comes up as a 1, it cancels out a success. Completely. Take the die showing 1 and one of the dice showing a success and set them aside. In this manner, an otherwise successful action may be reduced to failure. Occasionally, truly bad fortune strikes. If none of your dice comes up a success, and one or more dice are dice showing 1, the roll is a botch. If you score at least one success, even if that success is canceled out and additional 1s remain, it’s just a simple failure. A botch is much worse than a normal failure — it’s dramatic misfortune. For instance, rolling a botch when trying to fast-talk the Sheriff might make him think you’d better go see the Prince to explain yourself. Botching a Stealth roll when breaking into an apartment makes so much racket the neighbor calls the police. Botching an Animal Ken roll enrages the animal. Botching an Athletics roll means you gauged the width of the gap between the two buildings incorrectly... and look at all that chain-link fence and razor wire rising up to meet you. The GM decides exactly what goes wrong; a botch may produce a minor inconvenience or might result in wholesale catastrophe.

Resisted Actions
A simple difficulty number might not be enough to represent a struggle between characters. For instance, you may try to batter down a door while a character on the other side tries to hold it closed. In such a case, you’d make a resisted roll — each of you rolls dice against a difficulty (often determined by one of your opponent’s Traits), and the person who scores the most successes wins. However, you’re considered to score only as many successes as the amount by which you exceed your opponent’s successes. In other words, the opponent’s successes eliminate your own, just as 1s do. If, for example, you score four successes and your opponent scores three, you’re considered to have only one success: a marginal accomplishment. It’s difficult to achieve an outstanding success on a resisted action simply because someone else is working to prevent you from achieving your objective. Even if your opponent can’t beat you, he can still diminish the effect of your efforts. Some actions (debating an opponent in front of an assembled Elysium, a cat-and-mouse pursuit) may be both extended and resisted. In such cases, one or the other of the opponents must achieve a certain number of successes to succeed. Each success above the rival’s total number in a given turn is added to a running tally. The first to achieve the designated number of successes wins the contest.

Masquerade points are what keep you from being hunted both by vampire hunters and by the Camarilla who will punish you with death. feeding in public and getting seen will lose these points from you as well as certain powers will cause their points to disappear along with a bunch of other bits and bobs. You can regain points by doing favours for the Camarllia or acting in a way that prevents further exposure to humanity and conceals the vampire race from public knowledge. (for those not in the Camarilla who's job it will be to fight them this will basically be a count down until you are forced to fight them at possibly every turn)

Humanity - Humanity is the moral code of your vampire that separates them from the feral monster lurking within. Each monstrous act lowers your humanity and brings you closer to the beast, lowering your ability to fend it off when it batters at your mind for control. Humanity can be lost and gained by different acts such as killing innocence people to saving one's life. "The beast I am less the beast I become."

Using powers - Using powers costs your blood pool this increases for each rank power used and sometimes even the cast times pwoers without ranks i.e disciplines that don't have new powers upon rank up just a more powerful version never cost more blood to activate. This can mean it will take you a few turns to get out the more powerful abilities as you channel your blood pool until you manage to somehow decrease your generation level


Character Sheet
Spoiler (click to show/hide):

Name:
Gender:
Clan:
Weakness:(If your clan's weaknesshas you select something put it here. e.g. Ventrue Must drink blood from Virgins)
Appearance:(picture or detailed description)
Bio/Background
Stats - (3 to spend max of 5 in any stat. further ranks costs that rank in points e.g. rank 1 is 1 point, rank 2 is 1+2, rank 3 is 1+2+3 and so forth(this does not count at creation)
Strength: 1
Stamina: 1
Dexterity: 1
Charisma: 1
Appearance: 1
Manipulation: 1
Wits: 1
Perception: 1
Intelligence: 1
Abilities - (6 to spend max of five in any one ability further ranks costs that rank in points e.g. rank 1 is 1 point, rank 2 is 1+2, rank 3 is 1+2+3 and so forth)
Brawl: 0
Melee: 0
Dodge: 0
Firearms: 0
Computers: 0
Scholarship: 0
Investigation: 0
Security: 0
Stealth: 0
Subterfuge: 0
Intimidate: 0
Finance: 0
Vampire Disciplines - (4 to spend further ranks costs that rank in points e.g. rank 1 is 1 point, rank 2 is 1+2, rank 3 is 1+2+3 and so forth. One discipline msut be of your clan. None clan disciplines cost double)

Combat Feats
Unarmed:(Brawl+Strength)
Melee:(Melee+Strength)
Ranged:(Firearms+Perception)
Defence:(Dodge+Wits)
Covert feats:
Lockpicking:(Security+Dexterity)
Sneaking:(Stealth+Dexterity)
Hacking:(Computers+Wits)
Inspection:(Investigation+Perception)
Research:(Scholarship+Intelligence)
Mental feats:
Seduction:(Subterfuge+Appearance)
Persuasion:(Scholarship+Charisma)
Intimidation(Intimidate+Intelligence)
Haggle:(Finance+Manipulation)
Soak(DR)
Bashing:(Stamina+Armour)
Lethal:(Stamina+Armour)
Aggravated: (Armor)

Humanity/Willpower: 7/10 (this is used to stop going frenzied/feral/instinct rolls and other such rolls like that. the higher the better)
Masquerade:5/5 (the lower this gets the harder it gets for you)
Bloodpool: 10/10
Health: 10/10
Generation: 13
Equipment:
Armor:(You all start with simple clothing offering no protection of your choosing bear in mind you'd of been wearing it when you were sired)
Weapon:(you start with your claws only)
Others:This will be assigned to you based on your entire CS by me once I've accepted it

Common Parlance
Spoiler (click to show/hide):

These words are in common use among all echelons of Kindred society.

Anarch: 1) A member of the Anarch Movement. 2) Any Kindred rebel who opposes the tyranny of elders.
Anarch Movement, The: The Sect within the Camarilla comprised of Anarchs who want to reform or overthrow the rule of the elders.
Barrens, The: The areas of a city unfit for life, including graveyards, abandoned buildings, industrial wastelands, and areas of irreversible urban blight.
Becoming, The: The moment one passes from being a fledgling into “full” vampire status as a neonate. In the Camarilla, one may not Become until her sire deems her ready and gains the Prince’s approval.
Book of Nod, The: A collection of Kindred legend and history.
Beast, The: The inchoate drives and urges that threaten to turn a vampire into a mindless, ravening monster. Blood: A vampire’s heritage; that which makes a vampire a vampire.
Usage: I doubt her claims to such esteemed Blood.
blood bond: A mystical power over another individual engendered by partaking of a particular vampire’s blood thrice; accepting blood from a vampire is an acknowledgment of her mastery.
Caitiff: A vampire of unknown Clan, or of no Clan at all. Caitiff are typically of high Generation, where Caine’s blood is too diluted to pass on any consistent characteristics.
Camarilla, The: A Sect of vampires devoted primarily to maintaining the Traditions, particularly that of the Masquerade.
childe: A vampire created through the Embrace — the childe is the progeny of her sire. This term is often used derogatorily, indicating inexperience. Plural childer.
Clan: A group of vampires who share common characteristics passed on by the blood. There are 13 known Clans, all of which were reputedly founded by members of the Third Generation.
coterie: A small group of Kindred, united by the need for support and sometimes common interests. In the Sabbat, coteries are called “packs.”
diablerie: The consumption of another Kindred’s blood, to the point of the victim’s Final Death. Vampires may lower their Generation permanently through this abhorrent practice.
domain: The area of a particular vampire’s influence. Princes claim entire cities as their domains, sometimes allowing lesser vampires to claim domain within. elder: A vampire who has experienced at least two or more centuries of unlife. Elders are the most active participants in the Jyhad.
Elysium: A place where vampires may gather without fear of harm (although some Sects, such as the Sabbat, respect Elysium less than the Camarilla does). Elysium is commonly established in opera houses, theaters, museums, and other locations of culture.
Embrace, The: The act of transforming a mortal into a vampire. The Embrace requires the vampire to drain her victim and then replace that victim’s blood with a bit of her own.
Final Death, The: When a vampire ceases to exist, crossing the line from undeath into death.
fledgling: A newly created vampire, still under her sire’s protection.
Gehenna: The rumored Armageddon when the Antediluvians will rise from their torpor and devour the race of vampires and the world.
Generation: The number of “steps” between a vampire and the mythical Caine; how far descended from the First Vampire a given vampire is.
ghoul: A minion created by giving a bit of vampiric vitae to a mortal without draining her of blood first (which would create a vampire instead).
haven: A vampire’s “home”; where she finds sanctuary from the sun.
Hunger, The: The urge to feed. For vampires, the Hunger replaces all other drives with its own powerful call.
Inconnu: A Sect of vampires who have removed themselves from Kindred concerns and, largely, the Jyhad. Many Methuselahs are rumored to exist among the Inconnu.
Jyhad, The: The secret, self-destructive war waged between the Generations. Elder vampires manipulate their lessers, using them as pawns in a terrible game whose rules defy comprehension.
Kindred: The race of vampires as a whole, or a single vampire. According to rumor, this term came about in the 15th or 16th century, after the Great Anarch Revolt. Sabbat vampires scorn the term, preferring the word “Cainite” instead.
Kiss, The: To drink blood, especially from a mortal. The Kiss causes feelings of ecstasy in those who receive it.
Lupine: A werewolf, the natural and mortal enemy of the vampire race. Plural Lupines.
Lush: A vampire who typically feeds from drugged or drunk mortals in order to experience their inebriation.
Life, The: A euphemism for mortal blood. Many Kindred regard this term as affected and effete.
Man, The: The mote of humanity that a vampire maintains; the spark of mortality that distinguishes him from the Beast.
Masquerade, The: The habit (or Tradition) of hiding the existence of vampires from humanity. Designed to protect vampires from destruction at the hands of mankind, the Masquerade was adopted after the Inquisition claimed many Kindred unlives.
Prince: A vampire who has claimed a given expanse of domain as her own, generally a city, and supports that claim against all others. The term can refer to a Kindred of either sex. In the Sabbat, this Cainite is called the “Archbishop,” and in Anarch cities she is called the “Baron.”
Rogue: A vampire who feeds upon the vitae of other Cainites, out of necessity or depravity.
Sabbat, The: A Sect of vampires that rejects humanity, embracing their monstrous natures. The Sabbat is bestial and violent, preferring to lord over mortals rather than hide from them.
Sect: A group of vampires arguably united under a common philosophy. The three most widely known Sects currently populating the night are the Camarilla, the Sabbat, and the Anarch Movement.
sire: A vampire’s “parent”; the Kindred who created her.
vessel: A source of vitae for sustenance or pleasure, primarily mortal.





Animalism
Spoiler (click to show/hide):

The Beast resides within all creatures, from scuttling cockroaches to scabrous rats up through untamed wolves and even powerful Kindred elders. Animalism allows the vampire to amplify his intensely primordial nature. He can not only communicate with animals, but can also force his will upon them, directing such beasts to do as he commands. As the vampire grows in power, he can even control the Beast within mortals and other supernaturals. Beasts grow distinctly agitated in the presence of a vampire who lacks this Discipline or the Skill of Animal Ken, often to the point of attacking or running from the vampire. In contrast, vampires possessing Animalism exude a dominant vibe to lower creatures, which attracts them. Animalism is commonly found with vampires of the Gangrel and Nosferatu Clans. Manipulation and Charisma are important for the use of Animalism powers; the stronger the vampire’s personality, the more influence he has over animals.
Feral Whispers (1)
This power is the basis from which all other Animalism abilities grow. The vampire creates an empathic connection with a beast, thereby allowing him to communicate or issue simple commands. The Kindred locks eyes with the animal, transmitting his desires through sheer force of will. Although it isn’t necessary to actually “speak” in chirps, hisses, or barks, some vampires find that doing so helps strengthen the connection with the animal. Eye contact must be maintained the entire time; if it’s broken, the Kindred must re-establish contact to continue communication. The simpler the creature, the more difficult it becomes to connect with the animal’s Beast. Mammals, predatory birds, and larger reptiles are relatively easy to communicate with. Insects, invertebrates, and most fish are just too simple to connect with. Feral Whispers provides no guarantees that an animal will want to deal with the vampire, nor does it ensure that the animal will pursue any requests the vampire makes of it. Still, it does at least make the creature better disposed toward the Kindred. The manner in which the vampire presents his desires to the animal often depends on the type of creature. A Kindred can often bully smaller beasts into heeding commands, but he’s better off couching orders for large predators as requests. If the vampire successfully uses the power, the animal performs the command to the best of its ability and intellect. Only the very brightest creatures understand truly complex directives (orders dealing with conditional situations or requiring abstract logic). Commands that the animal does understand remain deeply implanted, however, and guide its behavior for some time.
Beckoning(2)
The vampire’s connection to the Beast grows strong enough that he may call out in the voice of a specific type of animal — howling like a wolf, shrilling like a raven, etc. This call mystically summons creatures of the chosen type. Since each type of animal has a different call, Beckoning works for only a single species at a time. All such animals within earshot are summoned, and some percentage of them will heed the Beckoning if it is successful. While the vampire has no further control over the beasts who answer, the animals who do are favorably disposed toward him and are at least willing to listen to the Kindred’s concerns.
Quell the Beast(3)
As the supreme predators of the natural world, Kindred are highly attuned to the bestial nature that dwells within every mortal heart. A vampire who develops this power may assert his will over a mortal (animal or human) subject, subduing the Beast within her. This quenches all powerful, strong emotions — hope, fury, love, fear — within the target. The Kindred must either touch his subject or stare into her eyes to channel his will effectively. Mortals who lack the fire of their inner Beasts are quite tractable, reacting to even stressful situations with indifference. Even the most courageous or maddened mortal becomes apathetic and listless, while an especially sensitive individual may suffer from a phobic derangement while under the power’s influence. Different Clans evoke this power in different ways, though the effect itself is identical. Tzimisce call it Cowing the Beast, since they force the mortal’s weaker spirit to shrivel in fear before the Kindred’s own inner Beast. Nosferatu refer to it as Song of Serenity, since they soothe the subject’s Beast into a state of utter complacency, thus allowing them to feed freely. Gangrel know the power as Quell the Beast, and force the mortal spirit into a state of fear or apathy as befits the individual vampire’s nature.
Subsume the Spirit(4)
By locking his gaze with that of an animal, the vampire may mentally possess the creature. Some elders believe that since animals don’t have souls but spirits, the vampire can move his own soul into the animal’s body. Many younger vampires think it a matter of transferring one’s consciousness into the animal’s mind. In either case, it’s agreed that the beast’s weaker spirit (or mind) is pushed aside by the Kindred’s own consciousness. The vampire’s body falls into a motionless state akin to torpor while his mind takes control of the animal’s actions, remaining this way until the Kindred’s consciousness returns. Some haughty Tzimisce eschew this power, considering it debasing to enter the body of a lesser creature. When they do stoop to using it, they possess only predators. Conversely, Gangrel revel in connecting to the natural world in this way. They delight in sampling different animals’ natures.
Drawing Out the Beast(5)
At this level of Animalism, the Kindred has a keen understanding of the Beast Within, and is able to release his feral urges upon another mortal or vampire. The recipient of the vampire’s Beast is instantly overcome by frenzy. This is an unnatural frenzy, however, as the victim is channeling the Kindred’s own fury. As such, the vampire’s own behavior, expressions, and even speech patterns are evident in the subject’s savage actions. Gangrel and Tzimisce are especially fond of unleashing their Beasts onto others. Gangrel do so to stir their ghouls into inspired heights of savagery during combat. Tzimisce care less about who receives their Beast than retaining their own composure.


Auspex
Spoiler (click to show/hide):

Auspex gives the vampire uncanny sensory abilities. She starts with the capacity to heighten her natural senses significantly, but as she grows in power, she can perceive psychic auras and read the thoughts of another being. Auspex can also pierce through mental illusions such as those created by Obfuscate. However, a vampire with Auspex needs to be careful. Her increased sensory sensitivity can cause her to be drawn in by beautiful things or stunned by loud noises or pungent smells. Sudden or dynamic events can disorient an Auspex-using character unless her player makes a Willpower roll to block them out (difficulty of at least 4, although the more potent the source of distraction, the higher the difficulty). Failure overwhelms the character’s senses, making her oblivious to her surroundings for a turn or two. While the Malkavians and Toreador are more prone to these kinds of distractions, the Tremere and Tzimisce aren’t immune. Dots in Perception are very useful for using Auspex powers, as more successes help the character gain more sensory information
Heightened Senses(1)
This power increases the acuity of all of the vampire’s senses, effectively doubling the clarity and range of sight, hearing, and smell. While her senses of taste and touch extend no farther than normal, they likewise become far more distinct; the vampire could taste the hint of liquor in a victim’s blood or feel the give of the board concealing a hollow space in the floor. The Kindred may magnify her senses at will, sustaining this heightened focus for as long as she desires. At the GM’s option, this may make hunting easier. Occasionally, this talent provides extrasensory or even precognitive insights. These brief, unfocused glimpses may be odd premonitions, flashes of empathy, or eerie feelings of foreboding. The vampire has no control over these perceptions, but with practice can learn to interpret them with a fair degree of accuracy. Expanded senses come at a price, however. Bright lights, loud noises and strong smells present a hazard while the vampire uses this power. In addition to the possibility for distraction, an especially sudden or potent stimulus (like the glare of a spotlight or a clap of thunder) can blind or deafen the Kindred for an hour or more.
Aura Perception(2)
Using this power, the vampire can perceive the psychic “auras” that radiate from mortals and supernatural beings alike. These halos comprise a shifting series of colors that take practice to discern with clarity. Even the simplest individual has many shifting hues within his aura; strong emotions predominate, while momentary impressions or deep secrets flash through in streaks and swirls. The colors change in sympathy with the subject’s emotional state, blending into new tones in a constantly dancing pattern. The stronger the emotions involved, the more intense the hues become. A skilled vampire can learn much from her subject by reading the nuances of color and brilliance in the aura’s flow. Aside from perceiving emotional states, vampires use Aura Perception to detect supernatural beings. The colors in Kindred auras, while intense, are quite pale; mage halos often flare and crackle with arcane power; the race of shapeshifters has strikingly bright, almost frantic, auras; ghosts have weak auras that flicker fitfully like a dying flame; and faerie creatures’ radiance is shot through with capricious rainbow hues.
The Spirit’s Touch(3)
When someone handles an object for any length of time, he leaves a psychic impression on the item. A vampire with this level of Auspex can “read” these sensations, learning who handled the object, when he last held it, and what was done with it recently. these purposes, a corpse counts as an “object” and can be read accordingly.) These visions are seldom clear and detailed, registering more like a kind of “psychic snapshot.” Still, the Kindred can learn much even from such a glimpse. Although most visions concern the last person to handle the item, a long-time owner leaves a stronger impression than someone who held the object briefly. Gleaning information from the spiritual residue requires the vampire to hold the object and enter a shallow trance. She is only marginally aware of her surroundings while using The Spirit’s Touch, but a loud noise or jarring physical sensation breaks the trance instantly.
Telepathy(4)
The vampire projects a portion of her consciousness into a nearby mortal’s mind, creating a mental link through which she can communicate wordlessly or even read the target’s deepest thoughts. The Kindred “hears” in her own mind the thoughts plucked from a subject as if they were spoken to her. This is one of the most potent vampiric abilities, since, given time, a Kindred can learn virtually anything from a subject without him ever knowing. The Tremere and Tzimisce in particular find this power especially useful in gleaning secrets from others, or for directing their mortal followers with silent precision.
Psychic Projection(5)
The Kindred with this awesome ability projects her senses out of her physical shell, stepping from her body as an entity of pure thought. The vampire’s astral form is immune to physical damage or fatigue, and can “fly” with blinding speed anywhere across the earth — or even underground — so long as she remains below the moon’s orbit. The Kindred’s material form lies in a torpid state while her astral self is active, and the vampire isn’t aware of anything that befalls her body until she returns to it. An ephemeral silver cord connects the Kindred’s psyche to her body. If this cord is severed, her consciousness becomes stranded in the astral plane (the realm of ghosts, spirits, and shades). Attempting to return to the vampire’s physical shell is a long and terrifying ordeal, especially since there is no guarantee that she will accomplish the journey successfully. This significant danger keeps many Kindred from leaving their bodies for long, but those who dare can learn much.

Celerity
Spoiler (click to show/hide):

Not all vampires are slow, meticulous creatures. When needed, some vampires can move fast — really fast. Celerity allows Assamites, Brujah, and Toreadors to move with astonishing swiftness, becoming practically a blur. The Assamites use their speed in conjunction with stealth to strike quickly and viciously from the shadows before they are noticed. Brujah, on the other hand, simply like the edge that the power gives them against overwhelming odds. The Toreador are more inclined to use Celerity to provide an air of unnatural grace to live performances or for an extra push to complete a masterpiece on time, but they can be as quick to draw blood as any assassin or punk when angered.
(each rank up to 5 adds more dex and actions per turn)


Chimerstry
Spoiler (click to show/hide):

The Ravnos are known as masters of illusion, although the reason why is lost to history. Rumorsabound of Ravnos ghûls, rakshasas, and shapeshifters, but whatever its origins, Chimerstry remains a potent and powerful weapon for the Deceivers. The Discipline is, fundamentally, an art of conjuration that converts the vampire’s will into phantoms that confound the senses and technology alike. Even vampires fall under the sway of the Ravnos’ illusory world, unless they have a strong enough grasp of Auspex. The Ravnos often use this power to swindle and seduce their victims into acts that work out badly for the victim (but great for the Ravnos). Illusions created by Chimerstry can be seen for what they are by a victim who “proves” the illusion’s falsehood (e.g., a person who walks up to an illusory wall, expresses his disbelief in it, and puts his hand through it effectively banishes the illusion), and explicitly incredible illusions are seen as false immediately (e.g., dragons breathing fire or gravity working in reverse). Sometimes, frequent targets of Chimerstry end up attempting to disbelieve everything around them, leading to derangements.
Ignis Fatuus(1)
The vampire may conjure a minor, static mirage that confounds one sense. For instance, he may evoke a sulfurous stench, the appearance of stigmata, or the shatter of broken glass. Note that though tactile illusions can be felt, they have no real substance; an invisible but tactile wall cannot confine anyone, and invisible razor-wire causes no real damage. Similarly, the vampire must know the characteristics of what he’s creating. While it’s easy enough to estimate what a knife wound might look like, falsifying a person’s voice or a photograph of a childhood home requires knowledge of the details.
Fata Morgana(2)
The Cainite can now create illusions that appeal to all the senses, though they remain static. For example, the vampire could make a filthy cellar appear as an opulent ballroom, though she could not create a glittering chandelier or a score of graceful dancers. Again, the illusion has no solid presence, though it’s easy enough to fool an enraptured visitor with suggestions of what she might expect. A bucket of brackish water is as cool as chilled champagne, after all.
Apparition(3)
Not really a power unto itself, Apparition allows a vampire to give motion to an illusion created with Ignis Fatuus or Fata Morgana. Thus, the Cainite could create the illusion of a living being, running water, fluttering drapes, or a roaring fire.
Permanency(4)
This power, also used in conjunction with Ignis Fatuus or Fata Morgana, allows a mirage to persist even when the vampire cannot see it. In this way, Ravnos often cloak their temporary havens in false trappings of luxury, or ward off trespassers with illusory guard dogs.
Horrid Reality(5)
Rather than create simple illusions, the vampire can now project hallucinations directly into a victim’s mind. The target of these illusions believes completely that the images are real; a hallucinatory fire can burn him, an imaginary noose can strangle him, and an illusory wall can block him. This power affects only one person at a time; though others can see the illusion, it doesn’t impact them in the same way. Other people can try to convince the victim that his terrors are not real, but he won’t believe them. Note that targets with enough dots in Auspex can still attempt to roll for Seeing the Unseen.


Dementation
Spoiler (click to show/hide):

Dementation is the Discipline that allows a vampire to focus and channel madness into the minds of those around him. Though it’s the natural legacy of the Malkavians, practitioners of Dementation need not actually be mad to use the Discipline… but it helps. Disturbingly, Dementation doesn’t actually make their victims mad, but rather it seems to break down the doors to the hidden darkness of the target’s mind, releasing into the open whatever is found there. The Malkavians claim that this is because insanity is the next logical step in mental evolution, a transhumanist advancement of what modern people consider consciousness. Other Kindred scoff that this reasoning is an outright justification for the chaos that Dementation brings. They don’t scoff too loudly, however, lest the Malkavian advance their consciousness next.
Passion(1)
The vampire stirs his victim’s emotions, either heightening them to a fevered pitch or blunting them until the target is completely desensitized. The Cainite may not choose which emotion is affected; she may only amplify or dull emotions already present in the target. In this way, a vampire can inflame mild irritation into quivering rage or atrophy true love into casual interest.
The Haunting(2)
The vampire manipulates the sensory centers of his victim’s brain, flooding the victim’s senses with visions, sounds, scents, or feelings that aren’t really there. The images, regardless of the sense to which they appeal, are only fleeting “glimpses,” barely perceptible to the victim. The vampire using Dementation cannot control what the victim perceives, but may choose which sense is affected. The “haunting” effects occur mainly when the victim is alone, and mostly at night. They may take the form of the subject’s repressed fears, guilty memories, or anything else that the GM finds dramatically appropriate. The effects are never pleasant or unobtrusive, however. The GM should let her imagination run wild when describing these sensory impressions; the victim may well feel as if she is going mad, or as if the world is.
Eyes of Chaos(3)
This peculiar power allows the vampire to take advantage of the fleeting clarity hidden in insanity. She may scrutinize the “patterns” of a person’s soul, the convolutions of a vampire’s inner nature, or even random events in nature itself. The Kindred with this power can discern the most well-hidden psychoses, or gain insight into a person’s true self. Malkavians with this power often have (or claim to have) knowledge of the moves and countermoves of the great Jyhad, or the patterns of fate.
Voice of Madness(4)
By merely addressing his victims aloud, the Kindred can drive targets into fits of blind rage or fear, forcing them to abandon reason and higher thought. Victims are plagued by hallucinations of their subconscious demons, and try to flee or destroy their hidden shames. Tragedy almost always follows in the wake of this power’s use, though offending Malkavians often claim that they were merely encouraging people to act “according to their natures.” Unfortunately for the vampire concerned, he runs a very real risk of falling prey to his own voice’s power.
Total Insanity(5)
The vampire coaxes the madness from the deepest recesses of her target’s mind, focusing it into an overwhelming wave of insanity. This power has driven countless victims, vampire and mortal alike, to unfortunate ends.


Dominate
Spoiler (click to show/hide):

Dominate is one of the most dreaded of Disciplines. It is a vampire’s ability to influence another person’s thoughts and actions through her own force of will. Dominate requires that the vampire capture her victim’s gaze; as such, it may be used against only one subject at a time. Further, commands must be issued verbally, although simple orders may be made with signs — for example, a pointed finger and forceful expression to indicate “Go!” However, the subject won’t comply if he can’t understand the vampire, no matter how powerful the Kindred’s will is. Perhaps unsurprisingly, vampires to which Dominate comes naturally tend to be from willful, domineering Clans. The Giovanni, Lasombra, Tremere, and Ventrue all consider an iron will to be a boon, and are eager to impose that iron will on any who would move against them.
Command(1)
The vampire locks eyes with the subject and speaks a one-word command, which the subject must be obey instantly. The order must be clear and straightforward: run, agree, fall, yawn, jump, laugh, surrender, stop, scream, follow. If the command is at all confusing or ambiguous, the subject may respond slowly or perform the task poorly. The subject cannot be ordered to do something directly harmful to herself, so a command like “die” is ineffective. The command may be included in a sentence, thereby concealing the power’s use from others. This effort at subtlety still requires the Kindred to make eye contact at the proper moment and stress the key word slightly. An alert bystander — or even the victim — may notice the emphasis. Still, unless she’s conversant with supernatural powers, the individual is likely to attribute the utterance and the subsequent action to bizarre coincidence.
Mesmerize(2)
With this power, a vampire can verbally implant a false thought or hypnotic suggestion in the subject’s subconscious mind. Both Kindred and target must be free from distraction, since Mesmerize requires intense concentration and precise wording to be effective. The vampire may activate the imposed thought immediately or establish a stimulus that will trigger it later. The victim must be able to understand the vampire, though the two need to maintain eye contact only as long as it takes to implant the idea. Mesmerize allows for anything from simple, precise directives (handing over an item) to complex, highly involved ones (taking notes of someone’s habits and relaying that information at an appointed time). It is not useful for planting illusions or false memories (such as seeing a rabbit or believing yourself to be on fire). A subject can have only one suggestion implanted at any time.
The Forgetful Mind(3)
After capturing the subject’s gaze, the vampire delves into the subject’s memories, stealing or re-creating them at his whim. The Forgetful Mind does not allow for telepathic contact; the Kindred operates much like a hypnotist, asking directed questions and drawing out answers from the subject. The degree of memory alteration depends on what the vampire desires. He may alter the subject’s mind only slightly (quite effective for eliminating memories of the victim meeting or even being fed upon by the vampire) or utterly undo the victim’s memories of her past. The degree of detail used has a direct bearing on how strongly the new memories take hold, since the victim’s subconscious mind resists the alteration. A simplistic or incomplete false memory (“You went to the movies last night”) crumbles much more quickly than does one with more attention to detail (“You thought about texting your girlfriend while you were in line at the new movie theater, but you knew you’d have to turn your phone off once you got inside. You liked the movie well enough, but the plot seemed weak. You were tired after it ended, so you went home, watched a little late-night television, and went to bed.”).Even in its simplest applications, The Forgetful Mind requires tremendous skill and finesse. It’s a relatively simple matter to rifle through a victim’s psyche and rip out the memories of the previous night without knowing what the subject did that evening. Doing so leaves a gap in the victim’s mind, however — a hole that can give rise to further problems down the road. The Kindred may describe new memories, but these recollections seldom have the same degree of realism that the subject’s original thoughts held. As such, this power isn’t always completely effective. The victim may remember being bitten, but believe it to be an animal attack. Greater memories may return in pieces as dreams, or through sensory triggers like a familiar odor or spoken phrase. Even so, months or years may pass before the subject regains enough of her lost memories to make sense of the fragments. A vampire can also sense when a subject’s memories were altered through use of this power, and even restore them, as a hypnotist draws forth suppressed thoughts.
Conditioning(4)
Through sustained manipulation, the vampire can make a subject more pliant to the Kindred’s will. Over time, the victim becomes increasingly susceptible to the vampire’s influence while simultaneously growing more resistant to the corrupting efforts of other Kindred. Gaining complete control over a subject’s mind is no small task, taking weeks or even months to accomplish. Kindred often fill their retainers’ heads with subtle whispers and veiled urges, thereby ensuring these mortals’ loyalty. Yet vampires must pay a high price for the minds they ensnare. Servants Dominated in this way lose much of their passion and individuality. They follow the vampire’s orders quite literally, seldom taking initiative or showing any imagination. In the end, such retainers become like automatons or the walking dead.
Possession(5)
At this level of Dominate, the force of the Kindred’s psyche is such that it can utterly supplant the mind of a mortal subject. Speaking isn’t required, but the vampire must capture the victim’s gaze. During the psychic struggle, the contestants’ eyes are locked on one another. Once the Kindred overwhelms the subject’s mind, the vampire moves his consciousness into the victim’s body and controls it as easily as he uses his own. The mortal falls into a mental fugue while under possession. She is aware of events only in a distorted, dreamlike fashion. In turn, the vampire’s mind focuses entirely on controlling his mortal subject. His own body lies in a torpid state, defenseless against any actions made toward it. Vampires cannot possess one another in this fashion, as even the weakest Kindred’s mind is strong enough to resist such straightforward mental dominance. Only through a blood bond can one vampire control another to this degree. Supernatural creatures also cannot be possessed in this way, although ghouls that have drunk from the vampire using Possession can.


Fortitude
Spoiler (click to show/hide):

Although all vampires have an unnatural constitution that make them much sturdier than mortals, Fortitude bestows a resilience that would make an action movie hero envious. Vampires with this Discipline can shrug off agonizing trauma and make the most bone-shattering impact look like a flesh wound. The power even offers protection against the traditional banes of vampires, such as sunlight and fire, and the Gangrel, Ravnos, and Ventrue all find that edge incredibly useful.
Fortitude remains the same with increases to the damage absorbed by the discipline up all five ranks.


Necromancy
Spoiler (click to show/hide):

Necromancy is both a Discipline and a school of blood magic devoted to the command of the souls of the dead. It’s similar to Thaumaturgy in that it has several “paths” and accompanying “rituals” rather than a strict linear progression of powers. The study of Necromancy is not widespread among the Kindred, and its practitioners — primarily the Giovanni — are shunned and despised for their foul practices (until those practices become useful, of course). Over the centuries, the various schools of vampiric Necromancy have evolved and diversified from an earlier form of death magic, leaving several distinct paths of necromantic magic available to Cainites. Nearly all modern necromancers learn the Sepulchre Path first before extending their studies to other paths. The primary Necromancy path increases automatically as the character increases her overall Necromancy rating. Other paths must be bought separately, using the experience costs for secondary paths. Like Thaumaturgy, Necromancy has also spawned a series of rituals. While not nearly so immediate in effect as the basic powers of Necromancy, Necromantic rituals can have impressive long-term effects. Unsurprisingly, the elements of Necromantic ritual are things like long-buried corpses and hands from the cadavers of hanged men, so obtaining suitable materials can be quite difficult.

(as an OOC note laziness on my part but Necromancy has tons of different paths I will list the paths here and Pm players what wish to take the path the powers up to rank 5 for that path, you are not limited to one path but taking a new path counts as a whole new discipline and will be ranked up separately)

The Sepulchre Path
Through the Sepulchre path, the vampire can witness, summon, and command the spirits of the dead. At higher levels, the necromancer can force the ghost to remain in a particular place or object, or even damage wraiths directly. Since many other areas of Necromancy involve dealing with ghosts, this is the most common path for necromancers to start with.
The Ash Path
The Ash Path allows necromancers to peer into the lands of the dead, and even affect things there. Of the paths of Necromancy, the Ash Path is the most perilous to learn, because many of the path’s uses increase a necromancer’s vulnerability to wraiths.
The Bone Path
The Bone Path is concerned primarily with corpses and the methods by which dead souls can be restored to the living world — temporarily or otherwise.
The Cenotaph Path
Practitioners of the Cenotaph Path are primarily concerned with discovering or forging links between the living world and the Shadowlands. It functions on the principle that a Kindred, already a corpse, is an unnatural bridge between the living and the dead, and the necromancer can use this to find other, similar linkages. The basic rudiments of the Cenotaph Path function easily enough once the Kindred learns to attune himself to these connections. Advanced mastery of the path usually entails some brief ritual to forge artificial connections, either through focusing unsavory passions or commanding this world and the Shadowlands together.
The Corpse in the Monster
This path enhances the necromantic understanding of the unliving form and allows the user to fully experience the corpse as a gateway between life and death. The path lets the vampire apply some of a corpse’s traits to a vampire, and she can enhance or reduce these traits at various levels of the power.
The Grave’s Decay
This path is derived from the observation of the working of time on all things mortal. Stone crumbles and the corpse rots away to nothing, a process of endless fascination to the lost Cainites known as Cappadocians. Indeed, for the undying, the process of decay is a fascinating disease that afflicts everyone and everything save them. Under this path, a practitioner of Necromancy channels that force.
Path of the Four Humors
Philosophically, the four humors represent different qualities, split along two axes: hot and cold, and wet and dry. Blood is hot and wet; phlegm is cold and wet; yellow bile is hot and dry; and black bile is cold and dry. Historically, when a mortal was out of sorts or ill, it was said that his humors were out of balance, and a philosopher or physician would try to heal him by bringing his humors back into balance. Ancient necromancers believed that in their undead forms, all four humors were held in a mystical stasis, and that they could tap into all four of them instead of merely tapping into blood in the form of vitae as other vampires did. This antiquated path was primarily considered the knowledge of the Lamia bloodline, and certainly very few necromancers have learned this path without tutoring from a Lamia. Since the loss of the Lamia, elder necromancers have searched everywhere (both in this world and the next) for clues to its existence.
Vitreous Path
The Vitreous Path allows a necromancer to control and influence the energies pertaining to death. This extremely rare path manipulates entropy, a force that even most necromancers are uncomfortable harnessing. A development of the Nagaraja bloodline, the Vitreous Path makes a formidable complement to the necromantic craft, and those obsessed with mastery over death and souls — such as the Harbingers of Skulls — would certainly risk much to uncover this path’s secrets. Like most necromancers, Nagaraja generally learn the Sepulchre Path before any others. The Vitreous Path is usually their second focus of study.


Obfuscate
Spoiler (click to show/hide):

Obfuscate is the uncanny ability for Kindred to conceal themselves from sight, sometimes even in full view of a crowd. An Obfuscated vampire doesn’t actually become invisible, however — rather, he is able to delude observers into believing that he has vanished. Obfuscate also allows Kindred to change their features and conceal other people or objects. Typically vampires using Obfuscate must be within a short range of their witnesses (approximately five yards or meters per dot of Wits + Stealth) for their power to be effective. Unless the Kindred chooses to make herself seen, she can remain obscured for as long as she wills it. At higher levels, the vampire can actually fade from sight so subtly that those nearby can’t actually recall the moment at which she left. Usually, few mortals or supernaturals (even those trained in Awareness) can pierce through the fog of Obfuscate. Animals, who rely more on their instincts than their normal senses, can sometime perceive (and be frightened by) the vampire’s presence. Children and those to whom deception is foreign may also be able to pierce the illusion, at the GM’s discretion. Finally, the Auspex Discipline enables Kindred to see through Obfuscate. Even that is not guaranteed, however; Since Obfuscate clouds the mind of the viewer, vampires can’t use it to hide their presence from electronic or mechanical devices. Video and photo cameras, for example, capture the vampire’s image accurately. Even so, the person using, say, her cell phone to record an Obfuscated vampire will still have her mind impacted by the power, and she won’t see the Kindred’s image until she views the video at a later date (if even then). Several Clans cultivate this power — the Assamites, Followers of Set, and Malkavians, for example — but the Nosferatu are particularly known for this Discipline. Some elder Kindred believe that Caine, or perhaps Lilith, bestowed the Clan with this Discipline to compensate for the hideous physical deformities its members suffer. Most Obfuscate powers last for a scene, or until the vampire ceases maintaining them. Once evoked, they require very little mental effort to keep in place.
Cloak of Shadows(1)
At this level, the vampire must rely on nearby shadows and cover to assist in hiding his presence. He steps into an out-of-the-way, shadowed place and eases himself from normal sight. The vampire remains unnoticed as long as he stays silent, still, under some degree of cover (such as a curtain, bush, door frame, lamppost, or alley), and out of direct lighting. The immortal’s concealment vanishes if he moves, attacks, or falls under direct light. Furthermore, the vampire’s deception cannot stand up to concentrated observation without fading.
Unseen Presence(2)
With experience, the vampire can move around without being seen. Shadows seem to shift to cover him, and people automatically avert their gazes as he passes by. Others move unconsciously to avoid contact with the cloaked creature; those with weak wills may even scurry away from the area in unacknowledged fear. The vampire remains ignored indefinitely unless someone deliberately seeks him out or he inadvertently reveals himself. Since the vampire fully retains his physical substance, he must be careful to avoid contact with anything that may disclose his presence (knocking over a vase, bumping into someone). Even a whispered word or the scuffing of a shoe against the floor can be enough to disrupt the power.
Mask of a Thousand Faces(3)
The vampire can influence the perception of others, causing them to see a face different from his. Although the Kindred’s physical form does not change, any observer who cannot sense the truth sees whomever the vampire wishes her to see. The vampire must have a firm idea of the visage he wishes to project. The primary decision is whether to create an imaginary face or to superimpose the features of another person. Manufactured features are often more difficult to compose in believable proportions, but such a disguise is easier to maintain than having to impersonate someone else. Of course, things get simpler if the Kindred borrows the face but doesn’t bother with the personality.
Vanish from the Mind’s Eye(4)
This potent expression of Obfuscate enables the vampire to disappear from plain view. So profound is this vanishing that the immortal can fade away even if he stands directly in front of someone. While the disappearance itself is quietly subtle, its impact on those who see it is anything but. Most kine panic and flee in the aftermath. Especially weak-willed individuals wipe the memory of the Kindred from their minds. Although vampires are not shaken so easily, even Kindred may be momentarily surprised by a sudden vanishing.
Cloak the Gathering(5)
At this degree of power, the vampire may extend his concealing abilities to cover an area. The immortal may use any Obfuscate power upon those nearby as well as upon himself, if he wishes. Any protected person who compromises the cloak exposes himself to view. Further, if the one who invokes the power gives himself away, the cloak falls from everyone. This power is particularly useful if the vampire needs to bring his retinue through a secure location without drawing the notice of others.


Obtenebration
Spoiler (click to show/hide):

The signature power of the Lasombra, Obtenebration grants the vampire power over darkness itself. The nature of the darkness invoked by Obtenebration is a matter of intense debate among Kindred. Some believe it to be merely shadows, while others feel that the power gives control over the stuff of the vampire’s soul, coaxing it tangibly outward. Regardless, the effects of Obtenebration are terrifying, as waves of darkness roil out from the Cainite, enveloping those in their path like an infernal wave. As Obtenebration is mostly known as a Sabbat Discipline, any Camarilla vampire caught using the power had better have a damned good explanation. Note: Vampires using Obtenebration can see through the darkness they control, though other vampires (even those that also have Obtenebration) cannot. Dreadful tales of rival Lasombra struggling to blind and smother each other with the same wisps of darkness circulate among young members of the Clan, though no elders have come forth to substantiate these claims.
Shadow Play(1)
This power grants the vampire limited control over shadows and other ambient darkness. Though the vampire cannot truly “create” darkness, she can overlap and stretch existing shadows, creating patches of gloom. This power also allows Kindred to separate shadows from their casting bodies and even shape darkness into the shadows of things that are not there. Once a Kindred takes control of darkness or shadow, it gains a mystical tangibility. By varying accounts cold or hellishly hot and cloying, the darkness may be used to aggravate or even smother victims. Certain callous Lasombra claim to have choked mortals to death with their own shadows.
Shroud of Night(2)
The vampire can create a cloud of inky blackness. The cloud completely obscures light and even sound to some extent. Those who have been trapped within it (and survived) describe the cloud as viscous and unnerving. This physical manifestation lends credence to those Lasombra who claim that their darkness is something other than mere shadow. The tenebrous cloud may even move, if the creating Kindred wishes, though this requires complete concentration.
Arms of the Abyss(3)
Refining his control over darkness, the Kindred can create prehensile tentacles that emerge from patches of dim lighting. These tentacles may grasp, restrain, and constrict foes.
Black Metamorphosis(4)
The Cainite calls upon his inner darkness and infuses himself with it, becoming a monstrous hybrid of matter and shadow. His body becomes mottled with spots of tenebrous shade, and wispy tentacles extrude from his torso and abdomen. Though still humanoid, the vampire takes on an almost demonic appearance, as the darkness within him bubbles to the surface.
Tenebrous Form(5)
At this level, the Kindred’s mastery of darkness is so extensive that she may physically become it. Upon activation of this power, the vampire becomes an inky, amoeboid patch of shadow. Vampires in this form are practically invulnerable and may slither through cracks and crevices. In addition, the shadow-vampire gains the ability to see in natural darkness.


Potence
Spoiler (click to show/hide):

Kindred endowed with Potence possess unnaturalstrength. This Discipline enables vampire to leap massive distances, lift tremendous weights, and strike opponents with brutal force. Even low ranks of this power can give Kindred physical power beyond mortal bounds. More powerful Kindred can leap so far that they appear to be flying, toss cars like soda cans, and punch through walls like cardboard. While the more subtle mental Disciplines can be awe-inspiring, the brutal effectiveness of Potence is formidable in its own right. The Brujah, Giovanni, Lasombra, and Nosferatu are naturally gifted with this Discipline, but members of other Clans often make a point to find someone
(each rank adds +1 to strength and damage rolls up to rank 5)


Presence
Spoiler (click to show/hide):

Presence is the Discipline of emotional manipulation. Vampires with this power can inspire passionate fervor or unreasoning terror in mortals and Kindred alike. In addition, unlike most Disciplines, some of Presence’s powers can be used on entire crowds at one time. Presence can transcend race, religion, gender, class, and (most importantly) supernatural nature. As such, this subtle power is one of the most useful Disciplines a vampire can possess. Anyone can resist Presence for one scene by spending a Willpower point and succeeding on a Willpower roll (difficulty 8), but the affected individual must keep spending points until he is no longer in the presence of the vampire (or, in the case of Summon, until the effect wears off). Vampires three or more Generations lower than the wielder need only spend a single Willpower to ignore the Presence for an entire night and need not roll Willpower to do so. The major drawback of Presence is that it controls only the emotions. It causes others to feel a certain way toward the vampire, but does not give her outright control over them. While people weigh strongly the orders that the vampire declares, their minds are still their own. Suicidal or ridiculous directives don’t sound any more sensible just because the person giving them is unusually fascinating. Still, inspired eloquence or significant wealth used in combination with this Discipline can enable the vampire to urge others along a desired course. The Brujah, Followers of Set, Toreador, and Ventrue Clans are all adept in this Discipline. The Ventrue are arguably the most skilled with its application, however, due to their ability to use Presence and Dominate in efficient combination.
Awe(1)
Those near the vampire suddenly desire to be closer to her and become receptive to her point of view. Awe is extremely useful for mass communication. It matters little what is said — the hearts of those affected lean toward the vampire’s opinion. The weak want to agree with her; even if the strong-willed resist, they soon find themselves outnumbered. Awe can turn a chancy deliberation into a certain resolution in the vampire’s favor almost before her opponents know that the tide has turned. Despite the intensity of this attraction, those so smitten do not lose their sense of self-preservation. Danger breaks the spell of fascination, as does leaving the area. Those subject to Awe will remember how they felt in the vampire’s presence, however. This will influence their reactions should they ever encounter her again.
Dread Gaze(2)
While all Kindred can frighten others by physically revealing their true vampiric natures — baring claws and fangs, glaring with malevolence, hissing loudly with malice — this power focuses these elements to insanely terrifying levels. Dread Gaze engenders unbearable terror in its victim, stupefying him into madness, immobility, or reckless flight. Even the most stalwart individual will fall back from the vampire’s horrific visage.
Entrancement(3)
This power bends others’ emotions, making them the vampire’s willing servants. Due to what these individuals see as true and enduring devotion, they heed the vampire’s every desire. Since this is done willingly, instead of having their wills sapped, these servants retain their creativity and individuality. While these obedient minions are more personable and spirited than the mind-slaves created by Dominate, they’re also somewhat unpredictable. Further, since Entrancement is of a temporary duration, dealing with a lapsed servant can be troublesome. A wise Kindred either disposes of those she Entrances after they serve their usefulness, or binds them more securely by a blood bond (made much easier by the minion’s willingness to serve).
Summon(4)
This impressive power enables the vampire to call to herself any person whom she has ever met. This call can go to anyone, mortal or supernatural, across any distance within the physical world. The subject of the Summons comes as fast as he is able, possibly without even knowing why. He knows intuitively how to find his Summoner — even if the vampire moves to a new location, the subject redirects his own course as soon as he can. After all, he’s coming to the vampire herself, not to some predetermined site. Although this power allows the vampire to call someone across a staggering distance, it is most useful when used locally. Even if the desired person books the next available flight, getting to Kyoto from Milwaukee can still take far longer than the vampire needs. Obviously, the individual’s financial resources are a factor; if he doesn’t have the money to travel quickly, it will take him a far greater time to get there. The subject thinks mainly of reaching the vampire, but does not neglect his own well-being. This is less of a consideration if he only has to cross a room, unless he must get through a gang of gun-wielding punks to do so. The individual retains his survival instincts, and while he won’t shirk physical violence to reach the vampire’s side, he won’t subject himself to suicidal situations. The Summoning dissipates at dawn. Unless the subject is trained to continue toward the vampire after the first call, the immortal must Summon each night until the target arrives. Still, as long as the vampire is willing and able, she is assured to greet her desired subject some night — as long as nothing happens to him along the way, of course.
Majesty(5)
At this stage, the vampire can augment her supernatural mien a thousandfold. The attractive become paralyzingly beautiful; the homely become hideously twisted. Majesty inspires universal respect, devotion, fear — or all those emotions at once — in those around the vampire. The weak scramble to obey her every whim, and even the most dauntless find it almost impossible to deny her. People affected find the vampire so formidable that they dare not risk her displeasure. Raising their voices to her is difficult; raising a hand against her is unthinkable. Those few who shake off the vampire’s potent mystique enough to oppose her are shouted down by the many under her thrall, before the immortal need even respond. Under Majesty’s influence, hearts break, power trembles, and the bold shake. Wise Kindred use this power with caution against mortal and immortal alike. While Majesty can cow influential politicians and venerable Primogen, the vampire must be careful that doing so doesn’t come back to haunt her. After all, a dignitary brought low before others loses his usefulness quickly, while a humiliated Kindred has centuries to plan revenge.


Protean
Spoiler (click to show/hide):

Protean allows the Kindred the mystical ability to manipulate his physical form. Some vampires believe the power stems from a heightened connection to the natural world, while others consider it to be a magnification of the mark of Caine. Whatever its basis may be, those that develop this Discipline can grow bestial claws, take on the forms of bats and wolves, turn themselves into mist, and even meld into the very earth itself. Transformed Kindred can generally use other Disciplines — vampires in wolf form can still read auras and communicate with other animals, for example. However, the GM may rule that certain Disciplines may not be used in specific situations. The Kindred’s clothes and personal possessions also change when he transforms (presumably absorbed within his very substance), although armor and the like do not provide any benefit while transformed. Vampires cannot change or transform large objects or other beings; Protean is a personal expression of power. A Kindred who has been staked (thereby trapping his soul within his body) cannot transform. Some vampires believe that those who have mastered the highest levels of Protean can deny this limitation, however. The Gangrel Clan is well known for their mastery of Protean, although other Kindred have learned some of this Discipline’s secrets from these bestial Cainites.
Eyes of the Beast(1)
The vampire sees perfectly well in pitch darkness, not requiring a light source to notice details in even the darkest basement or cave. The vampire’s Beast is evident in his red glowing eyes, a sight sure to disturb most mortals.
Feral Claws(2)
The vampire’s nails transform into long, bestial claws. These talons are wickedly sharp, able to rend flesh with ease and even carve stone and metal with little trouble. The Beast is prominent in the claws as well, making them fearsome weapons against other immortals. It’s rumored that some Gangrel have modified this power to change their vampiric fangs into vicious tusks.
Earth Meld(3)
One of the most prized powers within Protean, Earth Meld enables the vampire to become one with the earth. The immortal literally sinks into the bare ground, transmuting his substance to bond with the earth. Though a vampire can immerse himself fully into the ground, he cannot move around within it. Further, it is impossible to meld into earth through another substance. Wood slats, blacktop, even artificial turf blocks Earth Meld’s effectiveness — then again, it’s a relatively simple matter for a vampire at this level of power to grow claws and rip apart enough of the flooring to expose the raw soil beneath. By interring himself in the ground, the vampire gains full protection from daylight when outdoors. It is also the method of choice for those Kindred who wish to sleep away the centuries; these vampires lock themselves in the earth’s embrace, gaining strength and power as they rest. Superstitious and paranoid Kindred whisper that thousands of Ancients sleep within the ground and will awaken when Gehenna arrives. While so interred, the vampire is in a transitional state between flesh and earth. His physical presence exists between the physical world and the astral plane. As such, the vampire is difficult to sense, even through supernatural means. However, a disruption to the soil that the immortal occupies, or to his presence on the astral realm, returns him immediately to the physical world (and to full wakefulness), showering dirt outward as his body displaces the soil.
Shape of the Beast(4)
This endows the vampire with the legendary ability to transform into a wolf or bat. A Kindred changed in this way is a particularly imposing representative of the animal kingdom. Indeed, he is far superior to normal animals, even ones possessed by Subsume the Spirit. He retains his own psyche and temperament, but can still call upon the abilities of the beast form — increased senses for the wolf and flight for the bat. Gangrel are reputed to change to other animal forms better suited to their environment — jackals in Africa, dholes in Asia, and even enormous rats in urban environments — a feat that other Clans learning Protean cannot seem to duplicate.
Mist Form(5)
This truly unsettling power enables the vampire to turn into mist. His physical shape disperses into a hazy cloud, but one still subject entirely to the immortal’s will. He floats at a brisk pace and may slip under doors, through screens, down pipes, and through other tiny openings. Although strong winds can blow the vampire from his chosen course, even hurricane-force winds cannot disperse his mist shape. Some Kindred feel that this power is an expression of the vampire’s ultimate control over the material world, while others believe that it is the immortal’s soul made manifest (damned though it may be).


Quietus
Spoiler (click to show/hide):

The Discipline of silent death, Quietus is practiced by those of Clan Assamite. Based on elements of blood, poison, vitae control, and pestilence, Quietus focuses on the destruction of a target through a variety of means. This Discipline doesn’t always cause a quick death, but the Assamites rely on its lethality to hide their involvement with their victims.
Silence of Death(1)
Many Assamites claim never to have heard their targets’ death screams. Silence of Death imbues the vampire with a mystical silence that radiates from her body, muting all noise within a certain vicinity. No sound occurs inside this zone, though sounds originating outside the area of effect may be heard by anyone in it. Rumors abound of certain skilled Assamite viziers who have the ability to silence a location rather than a circumference that follows them, but no proof of this has been forthcoming.
Scorpion’s Touch(2)
By changing the properties of her blood, a vampire may create powerful venom that strips her prey of his resilience. This power is greatly feared by other Kindred, and all manner of hideous tales concerning methods of delivery circulate among trembling coteries. Kindred with Quietus are known to deliver the poison by coating their weapons with it, blighting their opponents with a touch, or spitting it like a cobra. An apocryphal account speaks of a proud Prince who discovered an Assamite plotting her exsanguination and began to diablerize her would-be assassin. Halfway through the act, she learned that she had ingested a dire quantity of tainted blood and was then unable to resist the weakened hashashiyyin’s renewed attack.
Dagon’s Call(3)
This terrible power allows a vampire to drown her target in his own blood. By concentrating, the Kindred bursts her target’s blood vessels and fills his lungs with vitae that strangles him from within. The blood actually constricts the target’s body from the inside as it floods through his system; thus, it works even on unbreathing Kindred. Until the target collapses in agony or death throes, this power has no visible effect, and many Kindred like it because it leaves no trace of their presence.
Baal’s Caress(4)
The penultimate use of blood as a weapon (short of diablerie itself), Baal’s Caress allows the Kindred to transmute her blood into a virulent ichor that destroys any living or undead flesh it touches. In nights of yore, when Assamites led the charges of Saracen legions, the Assassins were often seen licking their blades, slicing open their tongues and lubricating their weapons with this foul secretion. Baal’s Caress may be used to augment any bladed weapon; everything from poisoned knives and swords to tainted fingernails and claws has been reported.
Taste of Death(5)
A refinement of Baal’s Caress, Taste of Death allows the Cainite to spit caustic blood at her target. The blood coughed forth with this power burns flesh and corrodes bone; some vampires have been reported to vomit voluminous streams of vitae that reduce their targets to heaps of sludge.


Serpentis
Spoiler (click to show/hide):

Serpentis is believed to be the legacy of Set himself, a gift to his children. The Followers of Set are very careful to guard this Discipline’s secrets, only teaching the art to those who they deem worthy. Most vampires fear the Setites because of the powers of Serpentis and its connection to snakes and reptiles; this Discipline can evoke a primordial fear in others, particularly those who recall the tale of Eden.
The Eyes of the Serpent(1)
This power grants the vampire the legendary hypnotic gaze of the serpent. The Kindred’s eyes become gold with large black irises, and mortals in the character’s vicinity find themselves strangely attracted to him. A mortal who meets the vampire’s beguiling gaze is immobilized. Until the character takes his eyes off his victim, the person is frozen in place.
The Tongue of the Asp(2)
The vampire may lengthen her tongue at will, splitting it into a fork like that of a serpent. The tongue may reach 18 inches or half a meter, and makes a terrifyingly effective weapon in close combat.
The Skin of the Adder(3)
By calling upon her Blood, the vampire may transform her skin into a mottled, scaly hide. A vampire in this form becomes more supple and flexible.
The Form of the Cobra(4)
The Cainite may change his form into that of a huge black cobra. The serpent weighs as much as the vampire’s human form, stretches over 10 feet or three meters long, and is about 20 inches (50 cm) around. The Form of the Cobra grants several advantages, including a venomous bite, the ability to slither through small spaces, and a greatly enhanced sense of smell. The character may use any Disciplines while in this form save those that require hands (such as Feral Claws).
The Heart of Darkness(5)
A Kindred with mastery of Serpentis may pull her heart from her body. She can even use this ability on other Cainites, although this requires several hours of gruesome surgery. This power can only be invoked during a new moon. If performed under any other moon, the rite fails. Upon removing her heart, the vampire places it in a small clay urn, and then carefully hides or buries the urn. While her heart is hidden, she cannot be staked by any wood that pierces her breast. Moreover, because the heart is the seat of emotion, the difficulties of all her rolls to resist frenzy are two lower while this power is in effect. Cainites are careful to keep their hearts safe from danger. If someone seizes her heart, the vampire is completely at that person’s mercy. The heart can be destroyed only by casting it into a fire or exposing it to sunlight. If this happens, the Kindred dies where she stands, boiling away into a blistering heap of ash and blackened bone. Plunging a wooden stake into an exposed heart drives the vampire into instant torpor. A vampire may carry her heart with her, or have several false hearts buried in different places. A smart Kindred often avoids her heart’s hiding place, to deter discovery. Those wise in Setite lore whisper that the corrupt elders of the Clan often hold their underlings’ hearts as yet another method of control.


Thaumaturgy
Spoiler (click to show/hide):

Thaumaturgy encompasses blood magic and other sorcerous arts available to Kindred. The Tremere Clan is best known for their possession (and jealous hoarding) of this Discipline. The Tremere created Thaumaturgy by combining mortal wizardry with the power of vampiric vitae, and as a result it is a versatile and powerful Discipline. Although there are whispers of the existence of Tremere antitribu in the Sabbat, other Clans in the Sword of Caine have also researched and developed access to such mystical might. Nevertheless, the Tremere of the Camarilla remain this Discipline’s masters. Like Necromancy, the practice of Thaumaturgy is divided into paths. Thaumaturgical paths are applications of the vampire’s knowledge of blood magic, allowing her to create effects on a whim. Because so many different paths are available to the arcane Tremere, one never knows what to expect when confronted with a practitioner of this Discipline. Many Kindred fear crossing the practitioners of Thaumaturgy. It is a very potent and mutable Discipline, and almost anything the Kindred wishes may be accomplished through its magic.
(Pick a path and I'll Pm you the abilities up to rank five for that path, new paths count as new disciplines)

The Path of Blood
Almost every Tremere studies the Path of Blood as her primary path. It encompasses some of the most fundamental principles of Thaumaturgy, based as it is on the manipulation of Kindred vitae. If a player wishes to select another path as her character’s primary path, the GM may require additional reasoning (though choosing a different path is by no means unheard of).
Elemental Mastery
This path allows a vampire limited control over and communion with inanimate objects. Elemental Mastery can only be used to affect the unliving — a vampire could not cause a tree to walk by using Animate the Unmoving, for instance. Thaumaturges who seek mastery over living things generally study paths such as The Green Path
The Green Path
The Green Path deals with the manipulation of plant matter of all sorts. Anything more complex than an algae bloom can theoretically be controlled through the appropriate application of this path. Ferns, roses, dandelions, and even ancient redwoods are all valid targets for this path’s powers, and living and dead plant matter are equally affected. While not as immediately impressive as some other more widely practiced paths, the Green Path (sometimes disparagingly referred to as “Botanical Mastery”) is as subtle and powerful as the natural world which it affects.
Hands of Destruction
This Path is practiced most commonly by the various thaumaturges of the Sabbat. Though it is not widely seen outside that Sect, a few Camarilla Tremere have managed to learn the secrets of this path over the centuries. The Hands of Destruction has an infamous history, and some Tremere refuse to practice it due to rumors that it is demonic in origin. This path grants the thaumaturge the ability to conjure forth mystical flames — small fires at first, but skilled magicians may create great conflagrations. Fire created by this path is not “natural.” In fact, many vampires believe the flames to be conjured from Hell itself.
The Lure of Flames
The Lure of Flames is greatly feared, as fire is one of the surest ways to bring Final Death upon a vampire. Fire conjured by The Lure of Flames must be released for it to have any effect. Thus, a “palm of flame” does not burn the vampire’s hand and cause an aggravated wound (nor does it cause the caster to frenzy) — it merely produces light. Once the flame has been released, however, it burns normally and the character has no control over it.
Neptune’s Might
Vampires are rarely associated with the ocean in most mythologies, and most Kindred have nothing to do with water in large quantities simply because they have no reason to do so. Nevertheless, Neptune’s Might has enjoyed a small, but devoted, following for centuries among Camarilla thaumaturges. This path is based primarily around the manipulation of standing water, although some of its more disturbing effects depart from this principle. Once a character reaches the third level of Neptune’s Might, the player may choose to specialize in either fresh water or salt water. Such specialization lowers all Neptune’s Might difficulties by one when dealing with the chosen medium but raises them by one when dealing with the opposite. Blood is considered neither fresh nor salty for this purpose, and difficulties in manipulating it are unaffected.
Movement of the Mind
This path gives the thaumaturge the ability to move objects telekinetically through the mystic power of blood. At higher levels, even flight is possible (but be careful who sees you…). Objects under the character’s control may be manipulated as if she held them — they may be lifted, spun, juggled, or even “thrown,” though creating enough force to inflict actual damage requires mastery of at least the fourth level of this path. Some casters skilled in this path even use it to guard their havens, animating swords, axes, and firearms to ward off intruders. This path may frighten and disconcert onlookers.
The Path of Conjuring
Invoking objects “out of thin air” has been a staple of occult and supernatural legend since long before the rise of the Tremere. This Thaumaturgical path enables powerful conjurations limited only by the mind of the practitioner. Objects summoned via this path bear two distinct characteristics. They are uniformly “generic” in that each object summoned, if summoned again, would look exactly as it did at first. For example, a knife would be precisely the same knife if created twice; the two would be indistinguishable. Even a specific knife — the one a character’s father used to threaten her — would appear identical every time it was conjured. A rat would have repeated “tiled” patterns over its fur, and a garbage can would have a completely uniform fluted texture over its surface. Additionally, conjured objects bear no flaws: Weapons have no dents or scratches, tools have no distinguishing marks, and cellphones all look like they just came out of their packaging. The limit on the size of conjured objects appears to be that of the conjurer: nothing larger than the thaumaturge can be created. The conjurer must also have some degree of familiarity with the object he wishes to call forth. Simply working from a picture or imagination calls for a higher difficulty, while objects with which the character is intimately familiar (such as the knife described above) may actually lower the difficulty, at the GM’s discretion. When a player rolls to conjure something, the successes gained on the roll indicate the quality of the summoned object. One success yields a shoddy, imperfect creation, while five successes garner the caster a nearly perfect replica.
The Path of Corruption
The origins of this path are hotly debated among those who are familiar with its intricacies. One theory holds that its secrets were taught to the Tremere by demons and that use of it brings the practitioner dangerously close to the infernal powers. A second opinion has been advanced that the Path of Corruption is a holdover from the days when Clan Tremere was still mortal. The third theory, and the most disturbing to the Tremere, is that the path originated with the Followers of Set, and that knowledge of its workings was sold to the Tremere for an unspecified price. This last rumor is vehemently denied by the Tremere, which automatically makes it a favorite topic of discussion when the matter comes up. The Path of Corruption is primarily a mentally and spiritually oriented path centered on influencing the psyches of other individuals. It can be used neither to issue commands like Dominate nor to change emotions in the moment like Presence. Rather, it produces a gradual and subtle twisting of the subject’s actions, morals, and thought processes. This path deals intimately with deception and dark desires, and those who work through it must understand the hidden places of the heart. Accordingly, no character may have a higher rating in the Path of Corruption than he has in Subterfuge.
The Path of Mars
Those rare Sabbat who have retained Thaumaturgical talents have turned their focus to the assistance of the Sect in times of war. This path has proven useful, turning the tides of several confrontations with elder vampires. The path adopts a very martial stance, whereas other blood magics tend to have subtler, less violent effects. It is rumored that some Camarilla Tremere have learned this path, but very few of them have the right temperament to wield this path effectively.
The Path of Technomancy
The newest path to be accepted by the Tremere hierarchy as part of the Clan’s official body of knowledge, the Path of Technomancy is a relatively recent innovation, developed in the latter half of the 20th century. The path focuses on the control of electronic devices, from cellphones to laptops, and its proponents maintain that it is a prime example of the versatility of Thaumaturgy with regards to a changing world. More conservative Tremere, however, state that mixing Tremere magic with mortal science borders on treason or even blasphemy, and some European Regents have gone so far as to declare knowledge of Technomancy grounds for expulsion from their chantries. The Inner Council did approve the introduction of the path into the Clan’s grimoires, but has yet to voice any opinion on the conservative opposition to Technomancy.
The Path of the Father’s Vengeance
This path, based loosely on a powerful thaumaturge’s interpretations of the Book of Nod, devotes itself to delivering justice to the race of Cainites. Each power supposedly has some precedent in the parables of the ancient book, and focuses on teaching the lessons of Caine via the power of blood magic. Use of this path is hotly debated in the Sabbat, as some consider it tantamount to claiming to hold Caine’s right over all vampires oneself. Camarilla vampires don’t have the same knowledge of the Book of Nod that the Sabbat do, but the path is not entirely unheard of in Tremere chantries. The power of this path comes not only from the magic of blood, but also incantation of verses from the Book of Nod. For any of these powers to take effect, the caster must speak the actual condemnation. For example, to invoke the third-level power, the caster must state plainly to his target that she may eat only ashes. The subject must generally be able to hear the caster for these powers to take effect, though writing them and showing them to the subject will do. These powers apply to vampires only. They do not affect mortals, ghouls, or any other supernatural creatures.
Thaumaturgical Countermagic
This is less of a path than it is a separate Discipline, as the power to resist Thaumaturgy can be taught independently of Thaumaturgy, even to those Kindred who are incapable of mastering the simplest ritual. Though the techniques of Thaumaturgical Countermagic are not officially taught outside Clan Tremere, unofficial methods are likely to exist. Any non-Tremere who displays the ability to resist Thaumaturgy quickly becomes the subject of potentially fatal scrutiny from the entirety of Clan Tremere.
Weather Control
Command over the weather has long been a staple power of wizards both mortal and immortal, and this path is said to predate the Tremere by millennia. The proliferation of usage of this path outside the Clan tends to confirm this theory; Weather Control is quite common outside the Tremere, and even outside the Camarilla. Lower levels of this path allow subtle manipulations, while higher stages of mastery allow a vampire to call up raging storms. The area affected by this power is usually rather small, no more than three or four miles (five to six kilometers) in diameter, and the changes the power wreaks are not always immediate.


Vicissitude
Spoiler (click to show/hide):

Vicissitude is the signature power of the Tzimisce, and is rarely shared outside the Clan (though it is known to some other Cainites of the Sabbat). Similar to Protean in some ways, Vicissitude allows vampires to shape and sculpt flesh and bone. When a Kindred uses Vicissitude to alter mortals, ghouls, and vampires of higher Generation, the effects of the power are permanent; vampires of equal or lower Generation can choose to heal the effects of Vicissitude as though they were aggravated wounds. A wielder of Vicissitude can always reshape her own flesh. The wielder must establish skin-to-skin contact and must often manually sculpt the desired result for these powers to take effect. This also applies to the use of the power on oneself. Tzimisce skilled in Vicissitude are often inhumanly beautiful; those less skilled are simply inhuman. There are rumors that Vicissitude is a disease rather than a “normal” Discipline, but only the Fiends know for sure, and they aren’t talking.
Malleable Visage(1)
A vampire with this power may alter her own bodily parameters: height, build, voice, facial features, and skin tone, among other things. Such changes are cosmetic and minor in scope — no more than a foot (30 cm) of height gained or lost, for example. She must physically mold the alteration, literally shaping her flesh into the desired result.
Fleshcraft(2)
This power is similar to Malleable Visage, above, but allows the vampire to perform drastic, grotesque alterations on other creatures. Tzimisce often use this power to transform their servitors into monstrous guards, the better to frighten foes. Only flesh (skin, muscle, fat, and cartilage, but not bone) may be transformed.
Bonecraft(3)
This terrible power allows a vampire to manipulate bone in the same manner that flesh is shaped. In conjunction with Fleshcraft, above, this power enables a Vicissitude practitioner to deform a victim (or herself) beyond recognition. This power should be used in conjunction with the flesh-shaping arts, unless the vampire wants to inflict injury on the victim
Horrid Form(4)
Kindred use this power to become hideous and deadly monsters. The vampire’s stature increases to a full eight feet (two and a half meters), the skin becomes a sickly greenish-gray or grayish-black chitin, the arms become apelike and ropy with ragged black nails, and the face warps into something out of a nightmare. A row of spines sprouts from the vertebrae, and the external carapace exudes a foul-smelling grease.
Bloodform(5)
A vampire with this power can physically transform all or part of her body into sentient vitae. This blood is in all respects identical to the vampire’s normal vitae; she can use it to nourish herself or others, create ghouls, or establish blood bonds. If all this blood is imbibed or otherwise destroyed, the vampire meets Final Death.
Last edited by MelissaB on Tue Dec 08, 2015 9:33 pm, edited 5 times in total.
A succubus. Poor misunderstood young ladies... they just want a little bit of love, little bit of death. Just like the rest of us -Gnarl

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MelissaB
 
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Re: Vampire The Masquerade: New Bloods OOC

Postby MelissaB » Sun Nov 29, 2015 4:16 pm

Accepted Characters

An Ying Hu(Amelia Byron)
Spoiler (click to show/hide):

Name: Amelia Byron
Gender: Female
Clan: Tremere
Weakness: Tremere dependency on blood is even more pronounced than that of other Kindred. It takes only two draughts of another vampire's blood for a Tremere to become blood bound instead of the normal three -- the first drink counts as if the Tremere had taken two drinks.. The elders of the Clan are well aware of this, and seek to impart loyalty to the Clan by forcing all neonate Warlocks to drink of the (transubstantiation) blood of the seven Tremere elders soon after their Embrace.

Appearance:
Image
Despite having become a creature of the night and a Tremere for that matter, Amelia still retains the refined physical features stemming from her mortal nobility, on the outside seeming more like one of the Ventrue if one does not look closer or know better. A slender frame moves graciously in the shadows of her new life, usually covered in elegant clothing to more or less revealing extent, whether or not she covers her ample bosom or long, slim, provocative legs depends on the circumstances and her particular use of them. Her piercing gaze remains emerald green, though it has been known to turn ocean blue when aroused or angered. Rich blonde hair falls down her back and around her shoulders like a golden waterfall. Finesse and sophistication describe her, and she has done her best to match her mind and behaivour to her outward appearance.

Bio/Background: Amelia was born to a very wealthy family of English businessmen, and as an only child she was heir apparent to the prestigious Byron Corporation. Despite her intrasigent upbringing, Amelia was never particularily glad of the limitations that her life brought to her. Though ruthless and cunning to be sure, the darkness in her turned away from the dreary corporate life and instead manifested itself into the deeper mysteries of life. As a child, she shown an obsessive interest in mythology and pagan religion, delving as much as she could by reading about creatures that the ancients believed to walk the night away from prying human eyes. Magic was also something she was fascinated by, though as she grew old these dreams were almost extinguished by her family and peers - who saw them as chilidsh and unhealthy fantasies - and she started to dedicate herself to the role that had been set for her, albeit with dispassion; and sometimes she caught herself dreaming about other worlds and other places that still called to her, fondly wishing them to be true despite having never encountered them in her day life.

Her tutoring and innate talent made her proficient in rhetoric, economics, music, literature as well as the knowledge of several languages. It was not long before Amelia realized how much good looks can help with persuading, so she caught the art of seduction on her own.. using men, though deep in her heart she preffers other women more, but she did not let that show due to the stigma's of society. At the age of 28, her family decided that it was imperative for Amelia to marry, so they came to an understanding with another prestigious family, a contract that was meant to consolidate and expand their influence, wealth and power. Thoroughly displeased by this, Amelia decided to stall them and went on what was supposed to be a one year tour abroad, an escape during which she planned to try and do something about the difficult situation in which she was going to be bound. Instead, something altogether different and thoroughly unexpected took place; something that would change her existence in a way she could not have imagined..

Stats
Strength: 1
Stamina: 1
Dexterity: 1
Charisma: 1
Appearance: 2 (+1)
Manipulation: 2 (+1)
Wits: 1
Perception: 1
Intelligence: 2 (+1)

Abilities
Brawl: 0
Melee: 0
Dodge: 0
Firearms: 0
Computers: 1
Scholarship: 2
Investigation: 1
Security: 0
Stealth: 0
Subterfuge: 1
Intimidate: 0
Finance: 1

Vampire Disciplines: (1 discipline point left unspent)
Thaumaturgy - The Path of Corruption (1) Contradict - The Lure of Flames (2) Palm of Flame
Auspex - (1) Heightened Senses
Dominate - (1) Command

Combat Feats
Unarmed:(Brawl+Strength) = 1
Melee:(Melee+Strength) = 1
Ranged:(Firearms+Perception) = 1
Defence:(Dodge+Wits) = 1

Covert feats:
Lockpicking:(Security+Dexterity) = 1
Sneaking:(Stealth+Dexterity) = 1
Hacking:(Computers+Wits) = 2
Inspection:(Investigation+Perception) = 2
Research:(Scholarship+Intelligence) = 4

Mental feats:
Seduction:(Subterfuge+Appearance) = 3
Persuasion:(Scholarship+Charisma) = 3
Intimidation(Intimidate+Intelligence) = 2
Haggle:(Finance+Manipulation) = 3
Soak(DR)
Bashing:1
Lethal:1
Aggravated: 0

Humanity/Willpower: 8/10 (this is used to stop going frenzied/feral/instinct rolls and other such rolls like that. the higher the better)
Masquerade:5/5 (the lower this gets the harder it gets for you)
Bloodpool: 10/10
Health: 10/10
Generation: 13
Equipment: Blood amulet(holds one blood pool point within and can be filled and drained like a blood pack)
Armor:Clothing
Weapon: Claws
Others: $300, Ally Christine(rank 2 BB), Anarch favor, Prince unfavor. VV favor. Apartment Haven(Sire's).


lilbooth(Brianna)
Spoiler (click to show/hide):

Name: Brianna Conley
Gender: Female
Clan: Brujah
Weakness: The difficulties of rolls to resist or guide frenzy are two higher than normal
Appearance: Image
Bio/Background:Brianna was raised in a single parent household by her militant father. She spent the majority of her early life moving around the United States, bouncing back and forth between separate forts and schools. Her biological mother didn't stick around long after her birth, four months according to her father. Whenever she brings it up her father waves it away saying that her mother was too "free spirited" and didn't want to get "tied down". They were, or perhaps still are, married, evidence by the band her father wears. Brianna has no siblings, that she knows of or has met, and spends very little time with the rest of her family, other than her father. For the first fifteen or so years of her life, Brianna and her father were inseparable, partially because the military required supervision, but otherwise due to how much Brianna looked up to him. Her father's military background installed a notion of obedience, fitness, and loyalty in Brianna.

Their relationship was significantly strained when Brianna's father was deployed overseas and she was sent off to a military academy. The first couple of weeks were full of pride and hope. However after only receiving a call or a letter once a month, Brianna felt rather abandoned. She never fostered feeling of hatred towards him but her obedience and loyalty started to falter. Fitness remained one of her focuses, but her academic performance and professional behavior suffered. She started skipping certain classes, fooled around; with both boys and girls, got her tongue pierced even picked up a few riskee tattoos. Her first year was worse than the rest, her father was informed of her shortcomings and made some otherworldly promises about a grand vacation they would go one once she finished school. It made her get her act back together and finished out school with a 3.3 GPA, with some pretty stacked scholarship opportunities. But with the promise of a holiday with her father, which she hadn't seen in nearly four years, she decided to take a year off from school and service. With a few weeks before her father returned from deployment, Brianna picked up a part time job at a local health food store. With some extra cash pocket change and positive outlook, Brianna sat with anticipation for her father's return, or perhaps the world had something else entirely in store for her...
Stats -
Strength: 2
Stamina: 1
Dexterity: 2
Charisma: 1
Appearance: 2
Manipulation: 1
Wits: 1
Perception: 1
Intelligence: 1
Abilities -
Brawl:1
Melee: 0
Dodge:1
Firearms: 1
Computers: 0
Scholarship: 0
Investigation: 0
Security: 0
Stealth:2
Subterfuge:2
Intimidate: 0
Finance: 0
Vampire Disciplines - Celerity 1, Potence 1, Protean 1

Combat Feats
Unarmed:(3)
Melee:(2)
Ranged:(2)
Defense:(2)
Covert feats:
Lockpicking:(2)
Sneaking:(4)
Hacking:(1)
Inspection:(1)
Research:(1)
Mental feats:
Seduction:(4)
Persuasion:(1)
Intimidation(1)
Haggle:(1)
Soak(DR)
Bashing:2
Lethal:2
Aggravated: 1

Humanity/Willpower: 7/10
Masquerade:5/5
Bloodpool: 10/10
Health: 10/10
Generation: 13
Equipment:
Armor: Light Padded clothes +1
Weapon: Claws. 20 ammo for 9mm, Taser, Knife .45 hand gun, 14 bullets.
Others: $95, holster, computer manual


Meep(Victoria)
Spoiler (click to show/hide):

Name: Victoria L. Lemmingwitz Aka Lemmy
Gender: Hermaphrodite
Clan: Werewolf
Weakness: Silver!
Appearance:
Human: http://s292.photobucket.com/user/RyokaF ... 7.jpg.html
Hybrid: https://static1.e621.net/data/e8/fc/e8f ... 95c37c.jpg
Wolf: http://s815.photobucket.com/user/bigalh ... 4.jpg.html
Bio/Background

Lemmy wasn't the brightest of children, often being picked on for being dumb. Despite her unique body she was able to grow up as a girl, for the most part. Few knew her secret gender which allowed her to grow up semi-normally. Her youth was relatively uneventful save for a few fits of rage here and there when pushed a bit too far. Her adulthood however was much more interesting. As she transitioned into adulthood certain parts of her body began to influence her personality, giving her a much greater attraction to women as well as a rise in her libido. After graduating high-school she took to a boxing gym and began to train while working as a waitress. After a few years she was actually pretty good, far from professional but enough to give her a pretty sweet bod and the ability to pin down the ''popular" girls from her school for revenge! They didn't cross her all that badly, but something deep inside her made her want to hunt them down teach them a lesson. Maybe something broke in her brain? Who knows!


Stats -
Strength: 2
Stamina: 1
Dexterity: 1
Charisma: 2
Appearance: 2
Manipulation: 1
Wits: 1
Perception: 1
Intelligence: 1
Abilities -
Brawl: 2
Melee: 2
Dodge: 1
Firearms: 0
Computers: 0
Scholarship: 0
Investigation: 0
Security: 0
Stealth: 0
Subterfuge: 0
Intimidate: 1
Finance: 0
Vampire Disciplines -
Animalism - 1

Celerity - 1

Potence - 1

Combat Feats
Unarmed:(Brawl+Strength)
Melee:(Melee+Strength)
Ranged:(Firearms+Perception)
Defence:(Dodge+Wits)
Covert feats:
Lockpicking:(Security+Dexterity)
Sneaking:(Stealth+Dexterity)
Hacking:(Computers+Wits)
Inspection:(Investigation+Perception)
Research:(Scholarship+Intelligence)
Mental feats:
Seduction:(Subterfuge+Appearance)
Persuasion:(Scholarship+Charisma)
Intimidation(Intimidate+Intelligence)
Haggle:(Finance+Manipulation)
Soak(DR)
Bashing:(Stamina+Armour)
Lethal:(Stamina+Armour)
Aggravated: (Stamina+Armor)

Humanity/Willpower: 7/10
Masquerade:5/5
Gnosis: 10/10
Health: 10/10
Generation: 13
Equipment:
Armor: Shorts and T-shirt
Weapon: Natural weapons! 10 inch Dong!
Others: $50 Den Jen favor, Alpha Disfavor


Vintagebass(Bryant)
Spoiler (click to show/hide):

Name: Bryant Sexton
Gender: Male
Clan: Malkavian
Weakness: Incurable Paranoid Personality Disorder
Appearance: Image
Bio/Background: To say life was hell for Bryant would be a bit of an understatement. Growing up, people love to mock him for his rather girlish appearance, making pot calls and abusing him just for his feminine looks. The list of nicknames he has gethered over the years have pretty much covered his room, and they never ended. There were many instances where he was straight up raped by those bigger and stronger than him, and he couldn't do a damn thing about it at his previous state. Everyone had a shot at him, no one came up to defend him, leaving him vulnerable to anyone who wants to ride, abuse and mock him.

But that all changed one night, when he finally found his voice. He couldn't remember how it came to be, but something about his turn made him stronger, quicker... and a little more bloodthirsty. Something has awoken inside of him that is giving him a newfound life and power that he has been dreaming of ever since he gotten picked on for his looks. The chance to finally speak up, to command those around him to realize what horrible monsters they are and obey him for a change. It just seems too perfect for Bryant, that he can't help but smile that now he has this gift given to him, and finally fight the monsters that hunted him for a very long time.

This is his chance to finally fuck everyone right in the ass and he's going to do so with a smile on his face, blood painted on the wall, and making sure that everyone from his past remember just what awful things they'll did to Bryant.

Stats:
Strength: 2
Stamina: 1
Dexterity: 2
Charisma: 2
Appearance: 1
Manipulation: 1
Wits: 1
Perception: 1
Intelligence: 1

Abilities:
Brawl: 1
Melee: 2
Dodge: 1
Firearms: 0
Computers: 0
Scholarship: 0
Investigation: 0
Security: 0
Stealth: 0
Subterfuge: 0
Intimidate: 2
Finance: 0

Vampire Disciplines:
- Passion (1)
- Command (1)
- Potence (1)

Combat Feats:
Unarmed: 3
Melee: 4
Ranged:1
Defence: 2

Covert Feats:
Lockpicking: 2
Sneaking: 2
Hacking: 1
Inspection: 1
Research: 1

Mental Feats:
Seduction: 1
Persuasion: 2
Intimidation: 3
Haggle: 1

Soak:
Bashing: 1
Lethal: 1
Aggravated: 0

Humanity/Willpower: 7/10
Masquerade: 5/5
Bloodpool: 10/10
Health: 10/10
Generation: 13

Equipment:
Armor: Whore Clothes
Weapon: Fists, Baseball Bat, Knife
Others: Women's make up kit. Sire's Favour. Haven dungeon


Nobudi(Belladonna)
Spoiler (click to show/hide):

Name: Belladonna Ridley
Gender: Female
Clan: Tremere
Weakness: Tremere dependency on blood is even more pronounced than that of other Kindred. It takes only two draughts of another vampire’s blood for a Tremere to become blood bound instead of the normal three — the first drink counts as if the Tremere had taken two drinks.. The elders of the Clan are well aware of this, and seek to impart loyalty to the Clan by forcing all neonate Warlocks to drink of the (transubstantiation) blood of the seven Tremere elders soon after their Embrace.
Appearance: Image
Bio/Background:Belladonna was born amongst a simple family, just her, her parents and an older brother. Belladonna lived most of her life in a small city, surrounded by the ruckus of everyday life and the occasional crime that broke out. She wasn't anything special, according to her parents. Just a bit brighter than most, which was mostly true, as she was often reading books of a more advanced nature than most girls her age. Labeled a black sheep among her peers at school, she was consistently overshadowed by her older brother who, despite not belittling her at every turn, never truly attempted to connect to her. She didn't mind it of course, just so long as she could be with her books...

Then she discovered horror stories. H.P. Lovecraft, the Urban Legends that lurked around the streets at night. She grew paranoid, much to the disbelief of her parents and ignorance of her brother. This paranoia would never truly leave her, but instead became a fuel of horrified curiosity that lead her from conspiracy theory to conspiracy theory. And as a conspiracy theorist, she began to recklessly throw herself into the mix, looking for proof that there were things in the dark beyond her imagination. If they weren't going to look for her, she was going to look for it...

Stats - (3 to spend max of 5 in any stat. further ranks costs that rank in points e.g. rank 1 is 1 point, rank 2 is 1+2, rank 3 is 1+2+3 and so forth(this does not count at creation)
Strength: 1
Stamina: 1
Dexterity: 1
Charisma: 1
Appearance: 1
Manipulation: 1
Wits: 1
Perception: 2
Intelligence: 3
Abilities - (6 to spend max of five in any one ability further ranks costs that rank in points e.g. rank 1 is 1 point, rank 2 is 1+2, rank 3 is 1+2+3 and so forth)
Brawl: 0
Melee: 0
Dodge: 0
Firearms: 1
Computers: 2
Scholarship: 0
Investigation: 1
Security: 0
Stealth: 1
Subterfuge: 1
Intimidate: 0
Finance: 0
Vampire Disciplines - Thaumaturgy: Technomancy(1), Auspex (1), Dominate (1)

Combat Feats
Unarmed:(1)
Melee:(1)
Ranged:(3)
Defence:(1)
Covert feats:
Lockpicking:(1)
Sneaking:(2)
Hacking:(3)
Inspection:(3)
Research:(3)
Mental feats:
Seduction:(2)
Persuasion:(1)
Intimidation(3)
Haggle:(1)
Soak(DR)
Bashing: 1
Lethal: 1
Aggravated: (Armor)

Humanity/Willpower: 7/10 (this is used to stop going frenzied/feral/instinct rolls and other such rolls like that. the higher the better)
Masquerade:5/5 (the lower this gets the harder it gets for you)
Bloodpool: 10/10
Health: 10/10
Generation: 13
Equipment:
Armor:Light clothing
Weapon: Clothing
Others:Occult dagger. $50, BB to sire rank 2


Aledria(Adalyn Von Braun)
Spoiler (click to show/hide):

Name: Adalyn Von Braun
Gender: F
Clan: Followers of Set
Weakness: Given their origins in darkness, the Serpents react negatively to bright light: Add two health levels to damage caused by exposure to sunlight. Setites also lose one die from dice pools for actions taken in bright light (police spotlights, stage lights, flares, etc.)

Languages: English, Coptic (Ancient Egyptian)

Bio/Background:

Adalyn Von Braun was born a disappointment. At least, to her father she was. Although he would never admit it, he always wanted a son. Adalyn was his last chance at passing on his surname and she was a constant reminder that it wouldn’t happen. He didn’t ever tell her this but sometimes children just know.

Adalyn grew up in the city, with a private school education. And she was a curious sort. Enough that she was curious about the family’s history. She found that her family branch extended from Wernher von Braun, the father of Rocket Science, but also once part of the Nazi Engineering program. Her family never told her that last part. That was something she discovered on her own. Not wanting to follow in her ancestor’s footprints, she decided to shun Engineering. But she still followed the academic path and she found herself studying a more mystical route to knowledge.

She studied ancient rituals of Egyptian priestesses for a class one year and became fascinated with Egyptian history. And the more she read, the more things she kept noticing. Before she knew it, Adalyn had devoted her life to unlocking these puzzles. After she discovered an old snake medallion on a dig, she started wearing it. Oddly, she started seeing even more connections between Egyptian lore and myth. She even learned the Coptic (Ancient Egyptian) language at an accelerated pace.

One day, she tried to recall where she’d found the snake medallion. Had she really found it at a dig site? No. Absolutely not. She would never have stolen from a dig site. So, where had she really found it? And hadn’t she seen it before? Pouring over old newspaper clippings from her family’s attic, she found one lone picture where Wernher von Braun was receiving recognition for his contributions to the rocket program. And that was when she saw it: a gold snake peering out from near his shirt collar also. Her eyes widened and she closed the book to see her mother coming into the attic, asking if she’d like a snack. Adalyn responded with an awkward protest of her mother always treating her like a child, but her blood ran cold when she saw the same snake peering out from the dress’s neckline of her mother. She made some excuses why she had to be at her office and left hastily.

Personality and Appearance:

Adalyn stands at five feet eight inches tall, with a slim build that isn’t lacking in curves. She is typically clad in professional looking dresses, but they tend to be cut to show more leg. Even though she was lucky enough to be gifted with her mother’s ample chest, she rarely wears clothes that would put her cleavage in display. Her blonde hair is often tied in a ponytail, but when she lets it down, it flows like golden sunlight in the dawn sun. Many of her college professors had found themselves stammering as they got lost observing her sapphire blue eyes.

At first glance, Adalyn seems shy and backward, but given the chance she opens up and is quite friendly. But despite her warm nature, she’s not quite as naive as she used to be. She’s learned to be more guarded in what she says and does, especially since she’s had to hide her curiosity and research from her own family. She doesn’t have a lot of friends and she’s had to pull back from her family lately, so she often feels very alone. When she had friends, they described her as “bubbly” and she only gets more spirited when she’s made a new discover or when she’s studying something she really enjoys.

The forgotten expired condom in her purse is a sad reminder that she hasn’t had a boyfriend in quite a while. However, when she did have one, they often seemed to be ones that would get too handsy in public. And even though it would embarrass her, her protests weren’t always loud enough to hear.

Image

Stats - (3 to spend max of 5 in any stat. further ranks costs that rank in points e.g. rank 1 is 1 point, rank 2 is 1+2, rank 3 is 1+2+3 and so forth(this does not count at creation)
Strength: 1
Stamina: 1
Dexterity: 1
Charisma: 1
Appearance: 2 (+1)
Manipulation: 2 (+1)
Wits: 1
Perception: 1
Intelligence: 2 (+1)

Abilities - (6 to spend max of five in any one ability further ranks costs that rank in points e.g. rank 1 is 1 point, rank 2 is 1+2, rank 3 is 1+2+3 and so forth)
Brawl: 0
Melee: 0
Dodge: 0
Firearms: 0
Computers: 0
Scholarship: 2
Investigation: 1
Security: 1
Stealth: 0
Subterfuge: 2
Intimidate: 0
Finance: 0

Vampire Disciplines - (4 to spend further ranks costs that rank in points e.g. rank 1 is 1 point, rank 2 is 1+2, rank 3 is 1+2+3 and so forth. One discipline msut be of your clan. None clan disciplines cost double)

Obfuscate 0

Presence 1
Awe(1)
Those near the vampire suddenly desire to be closer to her and become receptive to her point of view. Awe is extremely useful for mass communication. It matters little what is said — the hearts of those affected lean toward the vampire’s opinion. The weak want to agree with her; even if the strong-willed resist, they soon find themselves outnumbered. Awe can turn a chancy deliberation into a certain resolution in the vampire’s favor almost before her opponents know that the tide has turned. Despite the intensity of this attraction, those so smitten do not lose their sense of self-preservation. Danger breaks the spell of fascination, as does leaving the area. Those subject to Awe will remember how they felt in the vampire’s presence, however. This will influence their reactions should they ever encounter her again.

Serpentis 2
The Eyes of the Serpent(1)
This power grants the vampire the legendary hypnotic gaze of the serpent. The Kindred’s eyes become gold with large black irises, and mortals in the character’s vicinity find themselves strangely attracted to him. A mortal who meets the vampire’s beguiling gaze is immobilized. Until the character takes his eyes off his victim, the person is frozen in place.
The Tongue of the Asp(2)
The vampire may lengthen her tongue at will, splitting it into a fork like that of a serpent. The tongue may reach 18 inches or half a meter, and makes a terrifyingly effective weapon in close combat.

Combat Feats
Unarmed: 1 (Brawl+Strength)
Melee: 1 (Melee+Strength)
Ranged: 1 (Firearms+Perception)
Defence: 1 (Dodge+Wits)
Covert feats:
Lockpicking: 2 (Security+Dexterity)
Sneaking: 1 (Stealth+Dexterity)
Hacking: 1 (Computers+Wits)
Inspection: 3 (Investigation+Perception)
Research: 4 (Scholarship+Intelligence)
Mental feats:
Seduction: 4 (Subterfuge+Appearance)
Persuasion: 3 (Scholarship+Charisma)
Intimidation: 2 (Intimidate+Intelligence)
Haggle: 2 (Finance+Manipulation)
Soak(DR)
Bashing: 1 (Stamina+Armour)
Lethal: 1 (Stamina+Armour)
Aggravated: 0 (Armor)

Humanity/Willpower: 7/10 (this is used to stop going frenzied/feral/instinct rolls and other such rolls like that. the higher the better)
Masquerade:5/5 (the lower this gets the harder it gets for you)
Bloodpool: 10/10
Health: 10/10
Generation: 13
Equipment:
Armor: A fashionable dress
Weapon:(you start with your claws only)
Others: Snake Neckless, old condom, $200


Reserves
Reaver(Katherine)
Spoiler (click to show/hide):

Name: Katherine
Gender: Female
Clan: Gangrel
Weakness: The Frenzy Change
Appearance: Image
Bio/Background: Growing up an orphan is never easy but for Katherine it was easier to do on the streets than in the overfull, understaffed child services system. Sure sometimes she didn't eat well and other times she got her ass beat by cruel adults, gang-members and vying rival children but she managed to get by her tenacity and hunger-fueled strength. The streets were certainly hard but they were just as educational, learning which alleyways were ambush spots for muggers or probable spots for drug, weapon and money stashes, not to mention who was safe to jump for money and who worked with gangs and thus would come after her later with a gun. It wasn't really living but it helped her survive to 17. It hadn't been easy surviving solo on the streets. Most of the other kids usually gave in an either joined a gang, became a street-walker or simply simply succumbed, not to say that she hadn't had some close-calls in all three of those departments. Kat, wasn't a stranger to the many uses a female body had on the streets and to men although she did her best to keep those occurrences to a minimum, preferring to work her problems out with her fists not "Kat's Kitty". She wasn't a kid anymore and to stay on the streets at this age would force her into criminal activities to provide comfort and food for one like her. Preferring to put off getting the inevitable criminal record and with no money or legal job experience she decided to join the military, easily fudging the parent consent forms and signing up for infantry.

Basic Training was a joke for her, her body was already trained for running and lifting, now even better with her being fed properly and well. Guns were new to her though, having never found a need for one on the streets since her strength had usually been enough to get her meals and money but she was adequate enough to score well and graduate. Life was good with a posting on a base but it didn't take Katherine to become discontent with the lifestyle. It wasn't until later that she realized her hunger for conflict and battle was going unsated. This hunger led her into leaving the base at night and heading into the city to do things she used to do as a kid, namely jumping people for money. It didn't take her long to stumble across an underground illegal fighting ring, something she had never really gotten into back home since the cops knew the usual spots for them meeting. It became her almost daily exercise in catharsis, beating people almost to death for business and pleasure, releasing bottled up anger and stress. In the two years she partook in the ring, she only lost three times, getting a striped tattoo to remember and learn from each defeat. Unfortunately the ring's popularity grew with her own reputation for brutality and taking on all newcomers and eventually the cops responded by raiding the place. Katherine got arrested in the raid, but not before knocking out several cops and getting a bullet in her leg for her troubles. After several back and forths, she was handed back over to her military before being dishonorably discharged and sent back to the streets.
2 points unspent
Stats -
Strength: 4
Stamina: 1
Dexterity: 1
Charisma: 1
Appearance: 1
Manipulation: 1
Wits: 1
Perception: 1
Intelligence: 1

Abilities -
Brawl: Rank 2
Melee:
Dodge: Rank 2
Firearms: Rank 1
Computers:
Scholarship:
Investigation:
Security: Rank 1
Stealth: Rank 1
Subterfuge:
Intimidate:
Finance:
Vampire Disciplines - Fortitude- Rank 1, Protean- Rank 1, Celerity- Rank 1 (1 unspent point)

Combat Feats
Unarmed: 6
Melee: 4
Ranged: 2
Defense: 3
Covert feats
Lockpicking: 1
Sneaking: 2
Hacking: 1
Inspection: 1
Research: 1
Mental feats: 1
Seduction: 1
Persuasion: 1
Intimidation: 1
Haggle: 1
Soak(DR)
Bashing:(1+Armour)
Lethal:(1+Armour)
Aggravated: (Armor)

Humanity/Willpower: 6/10 (this is used to stop going frenzied/feral/instinct rolls and other such rolls like that. the higher the better)
Masquerade:5/5 (the lower this gets the harder it gets for you)
Bloodpool: 10/10
Health: 10/10
Generation: 13
Equipment: Lockpick
Armor: blooded tank pot and sweat pants
Weapon :Claws, baseball bat. 9mm pistol(2) 20 ammo.
Others: $50 Prince's Favor, Anarch Disfavor. BB to unknown vampire(rank 1). Hidden Haven (Sire's)


Albedo(Kyle)
Spoiler (click to show/hide):

Name: Kyle Molvain
Gender: Male
Clan: Brujah
Weakness: resisting or guiding frenzy is more difficult
Appearance:Image
Bio/Background:
Kyle was born to a mid-western US family and spent his childhood enjoying his lower-end middle class upbringing. His family didn't have much but they got along well enough despite his father, Richard, and his drinking habit. As he grew, so to did his displeasure with seeing the same scenery, greeting the same people and the over all stagnant feeling of Bucktail, Nebraska. Saving up enough money to buy himself a second hand clunky old cycle at the age of 16, Kyle bid farewell to his old home and didn't look back. Choosing a life of a vagrant, stealing wallets from drunks at dive bars, getting into fights many a time when he got caught or just had a bad day and needed something else to have a worse one, he made his way across the US. Eventually he fell in with a motorcycle gang though he didn't quite fit in with the older and wiser crew. With a young adult life full of mild crime and bar fights, Kyle soon fell into another funk. Noticing how things had just become yet another stroll through the same actions with the same blank faced strangers, he left it all again, taking his slightly nicer second hand bike and driving off to see if he could find something that made him feel alive, or at least something that didn't stink of cigarette smoke and cheap booze. He was thirty years old, still didn't have much to guide himself by and part of him was regretting leaving his backwater town. A fact that the rest of him hated that part for.

Stats - (3 to spend max of 5 in any stat. further ranks costs that rank in points e.g. rank 1 is 1 point, rank 2 is 1+2, rank 3 is 1+2+3 and so forth(this does not count at creation)
Strength: 2 (3)
Stamina: 2
Dexterity: 1 (2)
Charisma: 1
Appearance: 1
Manipulation: 1
Wits: 2
Perception: 1
Intelligence: 1

Abilities - (6 to spend max of five in any one ability further ranks costs that rank in points e.g. rank 1 is 1 point, rank 2 is 1+2, rank 3 is 1+2+3 and so forth)
Brawl: 3
Melee: 0
Dodge: 2
Firearms: 0
Computers: 0
Scholarship: 0
Investigation: 0
Security: 0
Stealth: 1
Subterfuge: 0
Intimidate: 0
Finance: 0

Vampire Disciplines - (4 to spend further ranks costs that rank in points e.g. rank 1 is 1 point, rank 2 is 1+2, rank 3 is 1+2+3 and so forth. One discipline msut be of your clan. None clan disciplines cost double)
Celerity- 1
Fortitude- 1
Potency- 1


Combat Feats
Unarmed: 5 (6) (Brawl+Strength)
Melee: 2 (Melee+Strength)
Ranged: 1 (Firearms+Perception)
Defence: 4 (Dodge+Wits)
Covert feats:
Lockpicking: 1 (2) (Security+Dexterity)
Sneaking: 2 (3) (Stealth+Dexterity)
Hacking: 2 (Computers+Wits)
Inspection: 1 (Investigation+Perception)
Research: 1 (Scholarship+Intelligence)
Mental feats:
Seduction: 1 (Subterfuge+Appearance)
Persuasion: 1 (Scholarship+Charisma)
Intimidation: 1(Intimidate+Intelligence)
Haggle:(Finance+Manipulation)

Soak: 1 (DR)
Bashing: 2 (Stamina+Armour)
Lethal: 2 (Stamina+Armour)
Aggravated: (Armor)

Humanity/Willpower: 7/10 (this is used to stop going frenzied/feral/instinct rolls and other such rolls like that. the higher the better)
Masquerade:5/5 (the lower this gets the harder it gets for you)
Bloodpool: 10/10
Health: 10/10
Generation: 13
Equipment:
Armor: - Street clothes
Weapon: -Knife
Others: -Second Hand Bike, $25


cyrosaber(Aretha)
Spoiler (click to show/hide):

Name: Aretha Havers
Gender: Female
Clan: Malkavian
Weakness: Clear Split Personality
Appearance:Image
Bio/Background:
Aretha grew up in an abusive household, her father a vicious drunk who regularly beat her and her sister, Jenny, while her mother stood idly by, pretending nothing was happening as she went about her household chores, making sure to get the girls to swear they wouldn't tell a soul about their fathers actions, he was just doing it because he loved them after all. After years of vicious beatings and constantly being told they were her fault and it was being done to better the girl, Aretha's mind quickly began to break down, while outwardly she was a rather meek,if not intelligent, girl who liked to act out by dressing provocatively in black gothic clothing and displaying her serious daddy issues as soon as she turned 16 by sleeping with anyone who would have her, her serious lack of self-worth making her think it was all she was good for. However the girl also had a raging beast growing within her, one that sought revenge for the wrongness that had been done to her over so many dreadful years. Unfortunately Aretha never got to exact her revenge on her evil father after coming home one day to find the man slaughtered by Jenny after pushing her just that little bit too far, leaving Aretha alone in the world as her sister was carted off to prison for murder and Aretha was placed in a foster home.

After a few years of being bounced between foster homes, her attitude problem and the fact she seemed to be prone to seemingly random violent outbursts making her unwelcome in most homes, Aretha eventually managed to find a job in a skeevy bar and was able to afford her own flat. She would soon come to realize her newfound freedom wasn't going to last long however as certain unsavory customers began coming to the bar with a hungry look in their eyes, and not the kind that Aretha was willing to sate.


Stats - (3 to spend max of 5 in any stat. further ranks costs that rank in points e.g. rank 1 is 1 point, rank 2 is 1+2, rank 3 is 1+2+3 and so forth(this does not count at creation)
Strength: 1
Stamina: 1
Dexterity: 1
Charisma: 1
Appearance: 1
Manipulation: 2
Wits: 2
Perception: 1
Intelligence: 2
Abilities - (6 to spend max of five in any one ability further ranks costs that rank in points e.g. rank 1 is 1 point, rank 2 is 1+2, rank 3 is 1+2+3 and so forth)
Brawl: 1
Melee: 1
Dodge: 1
Firearms: 0
Computers: 0
Scholarship: 1
Investigation: 1
Security: 0
Stealth: 1
Subterfuge: 0
Intimidate: 0
Finance: 0

Vampire Disciplines -
Demention - Level 1
Obfuscate - level 1
Cloak of Shadows(1)
Quietus - level 1

Combat Feats
Unarmed:(Brawl+Strength) = 2
Melee:(Melee+Strength) = 2
Ranged:(Firearms+Perception) = 1
Defence:(Dodge+Wits) = 3

Covert feats:
Lockpicking:(Security+Dexterity) = 1
Sneaking:(Stealth+Dexterity) = 2
Hacking:(Computers+Wits) = 2
Inspection:(Investigation+Perception) = 2
Research:(Scholarship+Intelligence) = 3

Mental feats:
Seduction:(Subterfuge+Appearance) = 1
Persuasion:(Scholarship+Charisma) = 2
Intimidation(Intimidate+Intelligence) = 2
Haggle:(Finance+Manipulation) = 2
Soak(DR) =
Bashing:(Stamina+Armour) = 1
Lethal:(Stamina+Armour) = 1
Aggravated: (Armor) =

Humanity/Willpower: 7/10 (this is used to stop going frenzied/feral/instinct rolls and other such rolls like that. the higher the better)
Masquerade:5/5 (the lower this gets the harder it gets for you)
Bloodpool: 10/10
Health: 10/10
Generation: 13
Equipment:
Armor:(You all start with simple clothing offering no protection of your choosing bear in mind you'd of been wearing it when you were sired)
Weapon:Claws. Knife.
Others:2 bottles of painkilelrs, $30. ghoul Kas(rank 1 BB).Haven Hotel(Sire's). Jen's favor. Clara's disfavor. Blood pool bed chamber
Last edited by MelissaB on Thu Dec 22, 2016 5:20 pm, edited 41 times in total.
A succubus. Poor misunderstood young ladies... they just want a little bit of love, little bit of death. Just like the rest of us -Gnarl

"Beware the Users of "Yo" I've got a big hammer to hit you with upon it's use" - Mel
User avatar
MelissaB
 
Joined: Tue Aug 23, 2011 11:48 pm
Location: Your Desires

Re: Vampire The Masquerade: New Bloods OOC

Postby MelissaB » Sun Nov 29, 2015 4:17 pm

Under New Management!


Powers and how they work with mechanics.


Animalism
Spoiler (click to show/hide):

Feral Whispers - No roll is necessary to talk with an animal, but the character must establish eye contact. first. Issuing commands requires a Manipulation roll. The difficulty depends on the creature: Predatory mammals (wolves, cats, vampire bats) are difficulty 6, other mammals and predatory birds (rats, owls) are difficulty 7, and other birds and reptiles (pigeons, snakes) are difficulty 8. This difficulty is reduced by one if the character speaks to the animal in its “native tongue,” and can be adjusted further by circumstances and roleplaying skill(i expect you to RP this interactions). The number of successes the player achieves dictates how strongly the character’s command affects the animal. The character’s Nature plays a large part in how he approaches these conversations. The character might try intimidating, teasing, cajoling, or rationalizing. The player should understand that he does not simply play his character in these situations, but the Beast Within as well. Using this power cannot force an animal to do something against its nature.

The Beckoning - The player rolls Charisma (difficulty 6) to determine the response to the character’s call; consult the table below. Only animals that can hear the cry will respond. If the Storyteller decides no animals of that type are within earshot, the summons goes unanswered. The call can be as specific as the player desires. A character could call for all bats in the area, for only the male bats nearby, or for only the albino bat with the notched ear he saw the other night.
1 success A single animal responds.
2 successes One-quarter of the animals within earshot respond.
3 successes Half of the animals respond.
4 successes Most of the animals respond.
5 successes All of the animals respond.

Quell The Beast - The player rolls Manipulation + Intimidation if forcing down the Beast through fear, or Manipulation + Charisma if soothing it into complacency. The difficulty of the roll is 7 in either case. This is an extended action requiring as many total successes as the target has Willpower. Failure indicates that the player must start over from the beginning, while a botch indicates that the vampire may not affect that subject’s Beast for the remainder of the scene. When a mortal’s Beast is cowed or soothed, she can no longer use or regain Willpower. She ceases all struggles, whether mental or physical. She doesn’t even defend herself if assaulted, though the Storyteller may allow a Willpower roll if the mortal believes her life is truly threatened. To recover from this power, the mortal’s player rolls Willpower (difficulty 6) once per day until she accumulates enough successes to equal the vampire’s Willpower. Kindred cannot be affected by this power. Though a vampire’s Beast cannot be cowed with this ability, the Storyteller may allow characters to use the “soothing” variation of this power to pull a vampire out of frenzy. With three or more successes, the frenzying vampire may roll again to pull herself out of frenzy, using the same difficulty as the stimulus that caused the frenzy originally.

Subsume The Spirit - The player rolls Manipulation (difficulty 8) as the character looks into the animal’s eyes. The number of successes allows the character to employ some mental Disciplines while possessing the animal.
1 success Cannot use Disciplines
2 successes Can use Auspex and other sensory powers
3 successes Can also use Presence and other powers of emotional manipulation
4 successes Can also use Dementation, Dominate, and other powers of mental manipulation
5 successes Can also use Chimerstry, Necromancy, Thaumaturgy, and other mystical powers

Drawing Out The Beast - The player must announce his preferred target (since it must be someone within sight, Drawing Out the Beast cannot be used if the vampire is alone), then roll Manipulation + Self-Control/Instinct (difficulty 8). Refer to the table below for the results.
1 success The character transfers the Beast, but unleashes it upon a random individual.
2 successes The character is stunned by the effort and may not act next turn, but transfers the Beast successfully. Alternatively, the character may act normally during the turn, but must spend a BP point or suffer a single level of lethal damage.
3+ successes The character transfers the Beast successfully.

If the attempt fails, the character himself immediately enters frenzy. As the character relaxes in expectation of relieving his savage urges, the Beast takes that opportunity to dig deeper. In this case, the frenzy lasts twice as long as normal and is twice as difficult to shrug off; its severity also increases exponentially. Botching this roll is even more catastrophic; the heightened frenzy grows so extreme that not even expending BP curbs its duration or effects. The character is a hapless victim to the terrible fury of his Beast, and may well hurl herself into a savage, flesh-rending rampage that leaves the Masquerade (and unfortunate nearby onlookers) in tatters.


Auspex
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Heightened Senses - It takes a reflexive action to activate this ability, but no roll or other cost is required. In certain circumstances, dice rolls associated with using the character’s sense (such as Perception) decrease in difficulty by a number equal to the character’s Auspex rating when the power is engaged. The Storyteller may also use this power to see if the character perceives a threat. In this case, the Storyteller privately rolls the character’s unmodified Auspex rating, applying whatever difficulty he feels best suits the circumstances. For example, sensing that a pistol is pointed at the back of the character’s head may require a roll of difficulty 5, while the sudden realization that a rival is planning her assassination may require a 9. Note that even this “precognition” comes only as a result of interpreting details the Kindred is able to notice. It’s not an all-purpose insight or miraculous revelation. At the character’s discretion, she may selectively heighten one specific sense, rather than leaving them all on. In these cases, the difficulty to perceive stimuli using that sense drops by one, but the difficulty to avoid distraction or temporary bedazzlement increases by one. This power does not let characters see in pitch darkness, as does Eyes of the Beast, but it does reduce difficulty penalties to act in such darkness from +2 to +1, and the character may make ranged attacks in pitch darkness if she can hear, smell, or otherwise detect her foe.

Aura Perception - After the character stares at the subject for at least a few seconds, the player rolls Perception + Investigation (difficulty 8); each success indicates how much of the subject’s aura the character sees and understands (see the table below). A failure indicates that the play of colors and patterns yields no prevailing impression. A botch indicates a false or erroneous interpretation. The Storyteller may wish to make this roll, thus keeping the player in the dark as to the veracity of the character’s interpretation.

Successes Result
1 success Can distinguish only the shade (pale or bright).
2 successes Can distinguish the main color.
3 successes Can recognize the color patterns.
4 successes Can detect subtle shifts.
5 successes Can identify mixtures of color and pattern.

Aura Colors
Afraid - Orange
Aggressive - Purple
Angry - Red
Bitter - Brown
Calm - Light Blue
Compassionate - Pink
Conservative - Lavender
Depressed - Gray
Desirous or Lustful - Deep Red
Distrustful - Light Green
Envious - Dark Green
Excited - Violet
Generous - Rose
Happy - Vermilion
Hateful - Black
Idealistic - Yellow
Innocent - White
Lovestruck - Blue
Obsessed - Green
Sad - Silver
Spiritual - Gold
Suspicious - Dark Blue
Anxious - Auras appear scrambled like static or white noise
Confused - Mottled, shifting colors
Diablerist - Black veins in aura
Daydreaming - Sharp flickering colors
Frenzied - Rapidly rippling colors
Psychotic - Hypnotic, swirling colors
Vampire - Aura colors are pale
Ghoul - Pale blotches in the aura
Magic Use - Myriad sparkles in aura
Werebeast - Bright, vibrant aura
Ghost - Weak, intermittent aura
Faerie - Rainbow highlights in aura

The Spirit's Touch - The player rolls Perception + Investigation. The difficulty is determined by the age of the impressions and the mental and spiritual strength of the person or event that left them. Sensing information from a pistol used for a murder hours ago may require a 4, while learning who owned a bloodstained puppet fashioned a century ago might be a 9. The greater the individual’s emotional connection to the object, the stronger the impression he leaves on it — and the more information the Kindred can glean from it. Events involving strong emotions (a giftgiving, a torture, a long family history) likewise leave stronger impressions than short or casual contact do. Assume that each success offers one piece of information, as per the chart below.

Botch The character is overwhelmed by psychic impressions for the next 30 minutes and unable to act.
Failure No information of value.
1 success Very basic information: the last owner’s gender or hair color, for instance.
2 successes A second piece of basic information.
3 successes More useful information about the last owner, such as age and state of mind the last time he used the item.
4 successes The person’s name.
5+ successes A wealth of information: nearly anything you want to know about the person’s relationship with that object is available.

Telepathy - The player rolls Intelligence + Subterfuge (difficulty of the subject’s current Willpower points). Projecting thoughts into the target’s mind requires one success. The subject recognizes that the thoughts come from somewhere other than his own consciousness, though he cannot discern their actual origin without a successful Perception + Awareness roll (difficulty equal to the vampire’s Manipulation + Subterfuge). To read minds, one success must be rolled for each item of information plucked or each layer of thought pierced. Deep secrets or buried memories are harder to obtain than surface emotions or unspoken comments, requiring five or more successes to access. Reading thoughts with Telepathy does not commonly work upon the undead mind. A character may expend a BP point to make the effort, making the roll normally afterward. Likewise, it is equally difficult to read the thoughts of other supernatural creatures. However, the character may project her thoughts without expending a BP point. These thoughts, however, are still obviously intrusions into the target’s mind, but the character may attempt to disguise her mental “voice” with a roll of Manipulation + Subterfuge (difficulty equals the target’s Perception + Awareness) so the target doesn’t recognize her as the “speaker.”

Psychic Projection - Journeying in astral form requires the player to expend a point of BP and make a Perception + Intelligence roll. Difficulty varies depending on the distance and complexity of the intended trip; 5 is within sight, 7 is nearby or to a familiar location, and 9 reflects a trip far from familiar territory (a first journey from North America to the Far East; trying to shortcut through the earth). The greater the number of successes rolled, the more focused the character’s astral presence is, and the easier it is for her to reach her desired destination. Failure means the character is unable to separate her consciousness from her body, while a botch can have nasty consequences — flinging her astral form to a random destination on Earth or in the spirit realm, arriving in a place where the sun is active (necessitating a frenzy roll, although the sunlight doesn’t do any damage), or hurtling toward the desired destination so forcefully that the silver cord snaps. The player may spend a point of BP to activate this power, and an additional point of BP to gain the success necessary to perform the jaunt. This is an exception to the normal rule where a player may not spend more than a single point of BP per turn. Each scene in Psychic Projection requires another point of BP and a new roll. Failure indicates that the vampire has lost her way and must retrace the path of her silver cord. A botch at this stage means the cord snaps, stranding the character’s psychic form in the mysterious astral plane.


Celerity
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Celerity - Each point of Celerity adds one die to every Dexterity-related dice roll. In addition, the player can spend one blood point to take an extra action up to the number of dots he has in Celerity at the beginning of the relevant turn; this expenditure can go beyond her normal Generation maximum. Any dots used for extra actions, however, are no longer available for Dexterity-related rolls during that turn. These additional actions must be physical (e.g., the vampire cannot use a mental Discipline like Dominate multiple times in one turn), and extra actions occur at the end of the turn (the vampire’s regular action still takes place per her initiative roll). Normally, a character without Celerity must divide their dice if she wants to take multiple actions in a single turn. A character using Celerity performs his extra actions (including full movement) without penalty, gaining a full dice pool for each separate action. Extra actions gained through Celerity may not in turn be split into multiple actions, however.


Chimerstry
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Ignis Fatuus - The player spends a point of BP for the vampire to create this illusion. The volume of smells, ambient lighting, smoke clouds, and the like are limited to roughly 20 cubic feet (half a cubic meter) per dot the vampire has in Chimerstry. The illusion lasts until the vampire leaves its vicinity (such as stepping out of the room) or until another person sees through it somehow. The Cainite may also end the illusion at any time with no effort.

Fata Morgana - The player spends a BP to create the illusion. These static images remain until dispelled, in much the same way that an Ignis Fatuus illusion does.

Apparition - he creator spends one blood point to make the illusion move in one significant way, or in any number of subtle ways. For example, the vampire could create the illusion of a lurking mugger lurching at her victim, or she could create the illusion of a desolate street, down which a chill wind blows trash while a streetlamp flickers and hums. Taking complicated actions besides maintaining the illusion — that is, anything that would require a dice roll — first requires success on a Willpower roll, resulting in the dissolution of the false construct if the roll fails. Once the creator stops concentrating on the illusion, it can continue in simple, repetitive motions – roughly speaking, anything that can be described in a simple sentence, such as a guard walking back and forth in front of a steel door. After that, the vampire cannot regain control over the illusion – she can either allow it to continue moving as ordered, or let it fade as described under Ignis Fatuus.

Permanency - : The vampire need only spend a blood point, and the illusion becomes permanent until dissolved (including “programmed” illusions like those created by Apparition).

Horrid Reality - A Horrid Realty illusion costs two BP points to set in motion and lasts for an entire scene. If the vampire is trying to injure his victim, his player must roll Manipulation + Subterfuge (difficulty of the victim’s Perception + Self-Control/Instinct). Each success inflicts one health level of lethal damage on the victim that cannot be soaked — the Cainite assaults the victim’s mind and perceptions, not his body. If the player wishes to inflict less damage or change it to bashing, he may announce a maximum amount of damage before rolling the dice. Secondary effects (such as frenzy rolls for illusory fire) may also occur. The victim heals all his damage instantaneously if he can be convinced that the damage he took was illusory, but convincing him may take some doing, such as with at least two successes on a Charisma + Manipulation roll (difficulty equal to the Manipulation + Subterfuge of the Cainite using Horrid Reality). The target must be convinced of the attack’s illusory nature within 24 hours of its taking place, or it becomes too well established in his memory, and he will have to heal the damage using blood (if a vampire) or over time (if mortal). This power cannot actually kill its victims (though a target with a heart condition may well die from fright).A victim “killed” by an illusory attack loses consciousness or enters torpor.


Dementation
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Passion - The character talks to her victim, and the vampire’s player rolls Charisma + Manipulation (difficulty equals the victim’s Humanity or Path rating). The number of successes determines the duration of the altered state of feeling. Effects of this power might include one- or two-point additions or subtractions to difficulties of frenzy rolls, rolls to resist Presence powers, etc.
1 success One turn
2 successes One hour
3 successes One night
4 successes One week
5 successes One month
6+ successes Three months

The Haunting - After the vampire speaks to the victim, the player spends a blood point and rolls Manipulation + Subterfuge (difficulty of his victim’s Perception + SelfControl/Instinct). The number of successes determines the length of the sensory “visitations.” The precise effects are up to the Storyteller, though particularly eerie or harrowing apparitions can certainly reduce dice pools for a turn or two after the manifestation.
1 success One night
2 successes Two nights
3 successes One week
4 successes One month
5 successes Three months
6+ successes One year

Eyes of Chaos - This power allows a vampire to determine a person’s true Nature, among other things. The vampire concentrates for a turn, then her player rolls Perception + Research. The difficulty depends on the intricacy of the pattern. Discerning the Nature of a stranger would be difficulty 9, a casual acquaintance would be an 8, and an established ally a 6. The vampire could also read the message locked in a coded missive (difficulty 7), or even see the doings of an invisible hand in such events as the pattern of falling leaves (difficulty 6). Almost anything might contain some hidden insight, no matter how trivial or meaningless. The patterns are present in most things, but are often so intricate they can keep a vampire spellbound for hours while she tries to understand their message.

Voice of Madness - The player spends a blood point and makes a Manipulation + Subterfuge roll (difficulty 7). One target is affected per success, although all potential victims must be listening to the vampire’s voice. Affected victims fly immediately into frenzy or a blind fear like Rötschreck. Kindred or other creatures capable of frenzy, such as Lupines, may make a frenzy check or Rötschreck test. at +2 difficulty to resist the power. Mortals are automatically affected and don’t remember their actions while berserk. The frenzy or fear lasts for a scene, though vampires and Lupines may test as usual to snap out of it. The vampire using Voice of Madness must also test for frenzy or Rötschreck upon invoking this power, though his difficulty to resist is one lower than normal. If the initial roll to invoke this power is a failure, however, the roll to resist the frenzy is one higher than normal. If the roll to invoke this power is a botch, the frenzy or Rötschreck response is automatic.

Total Insanity - The Kindred must gain her target’s undivided attention for at least one full turn to enact this power. The player spends a BP and rolls Manipulation + Intimidation (difficulty of her victim’s current Willpower points). If the roll is successful, the victim is afflicted with five derangements of the Storyteller’s choice. The number of successes determines the duration.
1 success One turn
2 successes One night
3 successes One week
4 successes One month
5+ successes One year
On a botch… well, the Storyteller can decide what a vampire inflicts upon herself by attempting to incite the primal hells lurking within the darkest recesses of a victim’s mind.


Dominate
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Command - The player rolls Manipulation + Intimidation (difficulty equals the target’s current Willpower points). More successes force the subject to act with greater vigor or for a longer duration (continue running for a number of turns, go off on a laughing jag, scream uncontrollably). Remember, too, that being commanded to against one’s Nature confounds the use of this power. Being told to “sleep!” in a dangerous situation or “attack!” in police custody may not have the desired effect, or indeed, any effect at all.

Mesmerize - The player rolls Manipulation + Appearance (difficulty equal to the target’s current Willpower points). The number of successes determines how well the suggestion takes hold in the victim’s subconscious. If the vampire scores one or two successes, the subject cannot be forced to do anything that seems strange to her (she might walk outside, but is unlikely to steal a car). At three or four successes, the command is effective unless following it endangers the subject. At five successes or greater, the vampire can implant nearly any sort of command. No matter how strong the Kindred’s will, his command cannot force the subject to harm herself directly or defy her innate Nature. So, while a vampire who scored five successes could make a 98-pound weakling attack a 300-pound bouncer, he could not make the mortal shoot herself in the head. If a vampire tries to Mesmerize a subject before the target fulfills a previously implanted directive, compare the successes rolled to those gained during the implanting of the first suggestion. Whichever roll had the greater number of successes is the command that now governs in the target’s behavior; the other suggestion is wiped clean. If the successes rolled are equal, the newer command supplants the old one.

The Forgetful Mind - The player states what sorts of alteration he wants to perform, then rolls Wits + Subterfuge (difficulty equal to the target’s current Willpower points). Any success pacifies the victim for the amount of time it takes the vampire to perform the verbal alteration, provided the vampire does not act aggressively toward her. The table below indicates the degree of modification possible to the subject’s memory. If the successes rolled don’t allow for the extent of change the character desired, the Storyteller reduces the resulting impact on the victim’s mind.
1 success May remove a single memory; lasts one day.
2 successes May remove, but not alter, memory permanently.
3 successes May make slight changes to memory.
4 successes May alter or remove entire scene from subject’s memory.
5 successes May reconstruct entire periods of subject’s life.
To restore removed memories or sense false ones in a subject, the character’s Dominate rating must be equal to or higher than that of the vampire who made the alteration. In that situation, the player must make a Wits + Empathy roll (difficulty equal to the original vampire’s permanent Willpower rating) and score more successes than his predecessor did. However, the Kindred cannot use The Forgetful Mind to restore his own memories if they were stolen in such a way.

Conditioning - The player rolls Charisma + Manipulation (difficulty equal to the target’s current Willpower points) once per scene. Conditioning is an extended action, for which the Storyteller secretly determines the number of successes required. It typically requires between five and 10 times the subject’s Willpower. Targets with more empathic Natures may require a lower number of successes, while those with willful Natures require a higher total. Only through roleplaying may a character discern whether his subject is conditioned successfully. A target may become more tractable even before becoming fully conditioned. Once the vampire accumulates half the required number of successes, the Storyteller may apply a lower difficulty to the vampire’s subsequent uses of Dominate. After being conditioned, the target falls so far under the vampire’s influence that the Kindred need not make eye contact or even be present to retain absolute control. The subject does exactly as she is told (including taking actions that would injure herself), as long as her master can communicate with her verbally. No command roll is necessary unless the subject is totally isolated from the vampire’s presence (in a different room, over the phone). Even if a command roll fails, the target will still likely carry out part of the orders given, simply because her master wishes it. After the subject is fully conditioned, other Kindred find her more difficult to Dominate. Such conditioning raises others’ difficulties by two (to a maximum of 10). It is possible, though difficult, to shake Conditioning. The subject must be separated entirely from the vampire to whom she was in thrall. This period of separation varies depending on the individual.

Possession - The vampire must completely strip away the target’s Willpower prior to possessing her. The player spends a BP point, then rolls Charisma + Intimidation, while the subject rolls his Willpower in a resisted action (difficulty 7 for each). For each success the vampire obtains over the victim’s total, the target loses a point of temporary Willpower. Only if the attacker botches can the subject escape her fate, since this makes the target immune to any further Dominate attempts by that vampire for the rest of the story. Once the target loses all her temporary Willpower, her mind is open. The vampire rolls Manipulation + Intimidation (difficulty 7) to determine how fully he assumes control of the mortal shell. Similar to the Animalism power Subsume the Spirit, multiple successes allow the character to utilize some mental Disciplines, noted on the chart below. (Vampires possessing ghouls can use the physical Disciplines the ghoul possesses, but not the mental ones.)
1 success Cannot use Disciplines
2 successes Can use Auspex and other sensory powers
3 successes Can also use Presence and other powers of emotional manipulation
4 successes Can also use Dementation, Dominate, and other powers of mental manipulation
5 successes Can also use Chimerstry, Necromancy, Thaumaturgy, and other mystical powers.
The character may travel as far from his body as he is physically able while possessing the mortal. The vampire may also venture out during the day in the mortal form. However, the vampire’s own body must be awake to do so, requiring a successful roll to remain awake. If the vampire leaves the mortal shell (by choice, if his body falls asleep, through supernatural expulsion, after sustaining significant injury, etc.), his consciousness returns to his physical form in an instant. Once freed from possession, the mortal regains mental control of herself. This can happen in an instant, or the victim may lie comatose for days while her psyche copes with the violation. The vampire experiences everything the mortal body feels during possession, from pleasure to pain. In fact, any damage the victim’s body sustains is also applied to the character’s body (though the Kindred may soak as normal). If the mortal dies before the vampire’s soul can flee from the body, the character’s body falls into torpor. Presumably this is in sympathetic response to the massive trauma of death, though some Kindred believe that the vampire’s soul is cast adrift during this time and must find its way back to the body. The Kindred can remain in the mortal’s body even if his own torpid form is destroyed, though such a pathetic creature is not likely to exist for long. At each sunrise, the vampire must roll Willpower (difficulty 8) or be expelled from the body. If forced from the mortal body, the vampire tumbles into the astral plane, his soul permanently lost in the spirit world. A vampire trapped in a mortal body may not be “re-Embraced.” If the Embrace occurs to such a creature, he simply meets Final Death.


Fortitude
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Fortitude - A character’s rating in Fortitude adds to his Stamina for the purposes of soaking normal damage (bashing and lethal). A character with this Discipline may also use his dots in Fortitude to soak aggravated damage, though Kindred cannot normally soak things like vampire bites, werewolf claws, magical effects, fire, sunlight, or massive physical trauma.


Obfuscate
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Cloak of Shadows - No roll is required as long as the character fulfills the criteria in the power's description. So long as he remains quiet and motionless, virtually no one but another Kindred with a high enough Auspex rating will see him.(equal or greater Auspex rank than the kinkred's Obfuscate's rank)

Unseen Presence - : No roll is necessary to use this power unless the character speaks, attacks, or otherwise draws attention to himself. A Wits + Stealth roll under any circumstances that might cause the character to reveal himself. The difficulty of the roll depends on the situation; stepping on a squeaky floorboard might be a 5, while walking through a pool of water may require a 9. Other acts may require a certain number of successes; speaking quietly without giving away one’s position, for instance, demands at least three successes. Upon success, the vampire, all her clothing, and objects that could fit into a pocket are concealed. Some things are beyond the power of Unseen Presence to conceal. Although the character is cloaked from view while he smashes through a window, yells out, or throws someone across the room, the vampire becomes visible to all in the aftermath. Bystanders snap out of the subtle fugue in which Obfuscate put them. Worse still, each viewer can make a Wits + Investigation roll (difficulty 7); if successful, the mental haze clears completely, so those individuals recall every move the character made up until then as if he had been visible the entire time.

Mask of a Thousand Faces - The player rolls Manipulation + Stealth (difficulty 7) to determine how well the disguise works. If the character tries to impersonate someone, he must get a good look at the subject before putting on the mask. The Storyteller may raise the difficulty if the character catches only a glimpse. The chart below lists the degrees of success in manufacturing another appearance. Vampires wishing to mask themselves as a person more attractive than they are must pay additional BP equal to the difference between the vampire’s Appearance rating and the Appearance of the mask (which means that younger vampires may need to take longer in order to spend the BP necessary).

1 success The vampire retains the same height and build, with a few slight alterations to his basic features. Nosferatu can appear as normal, albeit ugly, mortals.
2 successes He looks unlike himself; people don’t easily recognize him or agree about his appearance.
3 successes He looks the way he wants to appear.
4 successes Complete transformation, including gestures, mannerisms, appearance, and voice.
5 successes Profound alteration (appear as the opposite sex, a vastly different age, or an extreme change of size).

Actually posing as someone else carries its own problems. The character should know at least basic information about the individual; especially difficult deceptions (fooling a lover or close friend) require at least some familiarity with the target in order to succeed.

Vanish from the Mind’s Eye - The player rolls Charisma + Stealth; the difficulty equals the target’s Wits + Investigation (use the highest total in the group if the character disappears in front of a crowd). With three or fewer successes, the character fades but does not vanish, becoming an indistinct, ghostlike figure. With more than three, he disappears completely. If the player scores more successes than an observer’s Willpower rating, that person forgets that the vampire was there in the first place. Tracking the character accurately while he appears ghostlike requires a Perception + Investigation roll (difficulty 8). A successful roll means the individual can interact normally with the vampire (although the Kindred looks like a profoundly disturbing ghostly shape). A failed roll results in a +2 difficulty modifier (maximum 10) when attempting to act upon, or interact with, the vampire. The Storyteller may call for new observation checks if the vampire moves to an environment in which he’s difficult to see (heads into shadows, crosses behind an obstacle, proceeds through a crowd). When fully invisible, the vampire is handled as described under Unseen Presence, above. A person subject to the vanishing makes a Wits + WP roll (mortals at difficulty 9, vampires at difficulty 5). A successful roll means the individual reacts immediately (although after the vampire performs his action for that turn); failure means the person stands uncomprehending for two turns while her mind tries to make sense of what she just experienced.

Cloak the Gathering - The character may conceal one extra individual for each dot of Stealth he possesses. He may bestow any single Obfuscate power at a given time to the group. While the power applies to everyone under the character’s cloak, his player need only make a single roll. Each individual must follow the requirements described under the relevant Obfuscate power to remain under its effect; any person who fails to do so loses the cloak’s protection, but doesn’t expose the others. Only if the vampire himself errs does the power drop for everyone.


Obtenebration
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Shadow Play - This power requires no roll, but a blood point must be spent to activate it. Shadow Play lasts for one scene and requires no active concentration. Kindred cloaking themselves in shadow gain an extra die in their Stealth dice pools and add one to the difficulties of ranged weapon attacks against them. Vampires who use the darkness to make themselves more terrifying add one die to Intimidation dice pools. Opponents plagued by flapping shadows and strangling darkness subtract one die from all Stamina dice pools (including soak). Mortals, ghouls, and other air-breathers reduced to zero Stamina by strangling shadows begin to asphyxiate; vampires lose all appropriate dice but are otherwise unaffected. Only one target or subject may be affected by this power at any given time, though some modicum of concealment is offered to a relatively motionless group. The unnatural appearance of this power proves extremely disconcerting to mortals and animals (and at my discretion any vampire not seen the power before.). Whenever this power is invoked within a mortal’s vicinity, that individual must make a Courage roll (difficulty 8) or suffer a one-die penalty to all dice pools for the remainder of the scene, due to fear of the monstrous shadows

Shroud of Night - The player rolls Manipulation + Scholarship (difficulty 7). Success on the roll generates darkness roughly 10 feet (three meters) in diameter, though the amorphous cloud constantly shifts and undulates, sometimes even extending shadowy tendrils. Each additional success doubles the diameter of the cloud (though the vampire may voluntarily reduce the area she wishes to cover). The cloud may be invoked at a distance of up to 50 yards/meters, though creating darkness outside the vampire’s line of sight adds two to the difficulty of the roll and requires a blood point’s expenditure. The tarry mass actually extinguishes light sources it engulfs (with the exception of fire), and muffles sounds until they are indistinguishable. Those within the cloud lose all sense of sight and feel as though they’ve been immersed in pitch. Sound also warps and distorts within the cloud, making it nearly impossible to accomplish anything (+2 difficulty, as per Blind Fighting). Even those possessed of Heightened Senses, Eyes of the Beast, Tongue of the Asp, and similar powers suffer the penalty for blindness due to the unnatural darkness. Additionally, being surrounded by the Shroud of Night reduces Stamina-based dice pools by two dice, as the murk smothers and agitates the victims. This effect is not cumulative with Shadow Play, although targets asphyxiate as per Shadow Play if they reach 0 Stamina; more than one unfortunate mortal has “drowned” in darkness. Mortals and animals surrounded by the Shroud of Night must make Courage rolls per Shadow Play, above, or panic and flee.

Arms of the Abyss - The player spends a blood point and makes a simple (never extended) Manipulation + Scholarship roll (difficulty 7); each success enables the creation of a single tentacle. Each tentacle is six feet (two meters) long and possesses Strength and Dexterity ratings equal to the invoking vampire’s Obtenebration Trait + Potence and Celerity are dots are added to these Strength and Dexterity ratings, respectively. If the vampire chooses, she may spend a blood point either to increase a single tentacle’s Strength or Dexterity by one or to extend its length by another six feet or two meters. Each tentacle has four health levels, is affected by fire and sunlight as if it were a vampire, and soaks bashing and lethal damage using the vampire’s Stamina + Fortitude. Aggravated damage may not be soaked. Tentacles may constrict foes, inflicting (Strength +1) lethal damage per turn. Breaking the grasp of a tentacle requires the victim to win a resisted Strength roll against the tentacle (difficulty 6 for each). However, tentacles cannot be used for any kind of manipulation, such as typing or driving. All tentacles need not emanate from the same source — so long as there are multiple patches of suitable darkness, there are sources for the Arms of the Abyss. Controlling the tentacles does not require complete concentration; if the Kindred is not incapacitated or in torpor, she may control tentacles while carrying out other actions.

Black Metamorphosis - The player spends two blood points and makes a Manipulation + Willpower roll (difficulty 7) — vampires of lower Generation may have to take two turns to make the transition. Failure indicates the vampire cannot undergo the Black Metamorphosis (though he spends the blood points nonetheless). A botch inflicts two unsoakable health levels of lethal damage on the vampire as darkness ravages his undead body. While under the effects of the Black Metamorphosis, the vampire possesses four tentacles similar to those evoked via Arms of the Abyss (though their Strength and Dexterity ratings are equal to the vampire’s own Attributes, including dice from Celerity and Potence). These tentacles, combined with the bands of darkness all over the Kindred’s body, subtract two dice from the Stamina and soak dice pools of opponents physically touched in combat, for as long as the vampire remains in contact with the victim. This is not cumulative with other powers in Obtenebration, although targets can asphyxiate at Stamina 0, as per Shadow Play. The vampire may make an additional attack without penalty by using the tentacles (for a total of two attacks, not one additional attack per tentacle). Additionally, the vampire can sense his surroundings fully even in pitch darkness. The vampire’s head and extremities sometimes appear to fade away into nothingness, while at other times they seem swathed in otherworldly darkness. This, combined with the wriggling tentacles writhing from his body, creates an unsettling sight. Mortals, animals, and other creatures not accustomed to this sort of display must make Courage rolls (difficulty 8) or succumb to a panic that amounts to Rötschreck (though it is inspired by the darkness rather than fire). Many Kindred cultivate this devilish aspect, and the Black Metamorphosis adds three dice to the invoking Kindred’s Intimidation dice pools.

Tenebrous Form - The transformation costs three blood points (which may need to occur over three turns, depending on the vampire’s Generation). The vampire is immune to physical attacks while in the tenebrous form (though she still takes aggravated damage from fire and sunlight), but may not herself physically attack. She may, however, envelop and ooze over others, affecting them in the same manner as a Shroud of Night, in addition to using mental Disciplines. Vampires in Tenebrous Form may even slither up walls and across ceilings or “drip” darkness upward — they have no mass and are thus unaffected by gravity. Rötschreck difficulties from fire and sunlight do increase by one for vampires in this form, as the light is even more painful to their shadowy bodies. Mortals (and others not used to such displays) who witness the vampire transform into unholy shadow require Courage rolls (difficulty 8) in order to avoid the debilitating terror described under Black Metamorphosis.


Potence
Spoiler (click to show/hide):

Potence - Each dot that the vampire has in Potence adds one die to all Strength-related dice rolls. Further, the player can spend one blood point and change his Potence dice into an equal number of automatic successes to all Strength-related rolls for the turn. In melee and brawling combat, successes from Potence (either rolled or automatic) are applied to the damage roll results.


Presence
Spoiler (click to show/hide):

Awe - The player spends a blood point and rolls Charisma + Persuasion (difficulty 7). The number of successes rolled determines how many people are affected, as noted on the chart below. If there are more people present than the character can influence, Awe affects those with lower Willpower ratings first. The power stays in effect for the remainder of the scene or until the character chooses to drop it. Kindred may spend BP equal to the success result to resist the power
1 success - One person
2 successes Two people
3 successes - Six people
4 successes - 20 people
5 successes - Everyone in the vampire’s immediate vicinity (an entire auditorium, a mob)

Dread Gaze - The player rolls Charisma + Intimidation (difficulty equal to the victim’s Wits + Intelligence). Success indicates the victim is cowed, while failure means the target is startled but not terrified by the sight. Three or more successes means he runs away in abject fear; victims who have nowhere to run claw at the walls, hoping to dig a way out rather than face the vampire. Moreover, each success subtracts one from the target’s action dice pools next turn. The character may attempt Dread Gaze once per turn against a single target, though she may also perform it as an extended action, adding her successes in order to subjugate the target completely. Once the target loses enough dice that he cannot perform any action, he’s so shaken and terrified that he curls up on the ground and weeps. Failure during the extended action means the attempt falters. The character loses all her collected successes and can start over next turn, while the victim may act normally again. A botch at any time indicates the target is not at all impressed — perhaps even finding the vampire’s antics comical — and remains immune to any further uses of Presence by the character for the rest of the RP.

Entrancement - The player spends a BP and rolls Appearance + Manipulation (difficulty equal to the target’s current Willpower points); the number of successes determines how long the subject is Entranced, as per the chart below. The Storyteller may wish to make the roll instead, since the character is never certain of the strength of her hold on the victim. The vampire may try to keep the subject under her thrall, but can do so only after the initial Entrancement wears off. Attempting this power while Entrancement is already in operation has no effect. Kindred may spend BP equal to the success result to resist the power.

Botch Subject cannot be entranced for the rest of the RP.
Failure Subject cannot be entranced for the rest of the night.
1 success One hour
2 successes One day
3 successes One week
4 successes One month
5 successes One year

Summon - The player spends a blood point and rolls Charisma + Subterfuge. The base difficulty is 5; this increases to difficulty 7 if the subject was met only briefly. If the character used Presence successfully on the target in the past, this difficulty drops to 4, but if the attempt was unsuccessful, the difficulty rises to 8. The number of successes indicates the subject’s speed and attitude in responding:

Botch Subject cannot be Summoned by that vampire for the rest of the RP.
Failure Subject cannot be Summoned by that vampire for the rest of the night.
1 success Subject approaches slowly and hesitantly.
2 successes Subject approaches reluctantly and is easily thwarted by obstacles.
3 successes Subject approaches with reasonable speed.
4 successes Subject comes with haste, overcoming any obstacles in his way.
5 successes Subject rushes to the vampire, doing anything to get to her.

Majesty - No roll is required on the part of the vampire, but she must spend a BP. A subject must make a Willpower roll (difficulty equal to the vampire’s Charisma + Intimidation, to a maximum of 10) if he wishes to be rude or simply contrary to the vampire. Success allows the individual to act normally for the moment, although he feels the weight of the vampire’s displeasure crushing down on him. A subject who fails the roll aborts his intended action and even goes to absurd lengths to humble himself before the vampire, no matter who else is watching. The effects of Majesty last for one scene.


Protean
Spoiler (click to show/hide):

Eyes Of The Beast - The character must declare his desire to call forth the Eyes. No roll is necessary, but the change requires a full turn to complete. While manifesting the Eyes, the character suffers a +1 difficulty to all Social rolls with mortals unless he takes steps to shield his eyes (sunglasses are the simplest solution). (A vampire without this power who is immersed in total darkness suffers blind-fighting penalties

Feral Claws - The claws grow automatically in response to the character’s desire, and can grow from both hands and feet. The transformation requires the expenditure of a blood point, takes a single turn to complete, and lasts for a scene. The character attacks normally in combat, but the claws inflict Strength + 1 aggravated damage. Other supernaturals cannot normally soak this damage, although a power such as Fortitude may be used. Additionally, the difficulties of all climbing rolls are reduced by two.

Earth Meld - No roll is necessary, although the character must spend a blood point. Sinking into the earth is automatic and takes a turn to complete. The character falls into a state one step above torpor during this time, sensing his surroundings only distantly. The player must make a Humanity roll (difficulty 6) for the character to rouse himself in response to danger prior to his desired time of emergence. Since the character is in an in-between state, any attempts to locate him (catching his scent, scanning for his aura, traveling astrally, and so on) are made at +2 difficulty. Astral individuals cannot affect the vampire directly, instead meeting with a kind of spongy resistance as their hands pass through him. Similarly, digging in the material world encounters incredibly hardpacked earth, virtually as dense as stone. Attempts at violence upon the submerged vampire from either side return him to his physical nature, expelling the soil with which he bonded in a blinding spray (all Perception-based rolls are at +2 difficulty for the turn). The character himself subtracts two from his initiative for the first turn after his restoration, due to momentary disorientation. Once expelled from the earth, the vampire may act normally

Shape of the Beast - The character spends one blood point to assume the desired shape. The transformation requires three turns to complete (spending additional blood points reduces the time of transformation by one turn per point spent, to a minimum of one). The vampire remains in his beast form until the next dawn, unless he wishes to change back sooner. While in the animal’s shape, the vampire can use any Discipline he possesses except Necromancy, Serpentis, Thaumaturgy, or Vicissitude (as well as any others the I deem unavailable). Furthermore, each form gives the character the abilities of that creature. In wolf form, the vampire’s teeth and claws inflict Strength + 1 aggravated damage, he can run at double speed, and the difficulties of all Perception rolls are reduced by two. In bat form, the vampire’s Strength is reduced to 1, but he can fly at speeds of up to 20 miles per hour, difficulties for all hearing-based Perception rolls are reduced by three, and attacks made against him are at +2 difficulty due to his small size.

Mist Form - No roll is required, although a blood point must be spent. The transformation takes three turns to complete, although the character may reduce this time by one turn for each additional blood point spent (to a minimum of one turn). Strong winds may buffet the character, although Disciplines such as Potence may be used to resist them. Vampires in Mist Form can perceive their surroundings normally, although they cannot use powers that require eye contact. The vampire is immune to all mundane physical attacks while in mist form, although supernatural attacks affect him normally. Also, the vampire takes one fewer die of damage from fire and sunlight. The character may not attack others physically while in this state — this includes encountering another vampire in mist form. He may use Disciplines that do not require physical substance however.


Serpentis
Spoiler (click to show/hide):

The Eyes of the Serpent - No roll is required, but this power can be avoided if the mortal takes care not to look into the vampire’s eyes. Vampires and other supernatural creatures can also be affected by this power if the Cainite’s player succeeds on a Willpower roll (difficulty 9). If attacked or otherwise harmed, supernatural creatures can spend a point of Willpower to break the spell.

The Tongue of the Asp - The lash of the tongue’s razor fork causes aggravated wounds (difficulty 6, Strength damage). If the Kindred wounds her enemy, she may drink blood from the target on the next turn as though she had sunk her fangs into the victim’s neck. Horrifying though it is, the tongue’s caress is very like the Kiss, and strikes mortal victims helpless with fear and ecstasy. Additionally, the tongue is highly sensitive to vibrations, enabling the vampire to function effectively in the darkness the Clan prefers. By flicking his tongue in and out of his mouth, the vampire can halve any penalties relating to darkness

The Skin of the Adder - The vampire spends one blood point and one Willpower point. Her skin becomes scaly and mottled; this, combined with the character’s increased flexibility, reduces soak difficulties to 5. The vampire may use her Stamina to soak aggravated damage from claws and fangs, but not from fire, sunlight, or other supernatural energies. The vampire’s mouth widens and fangs lengthen, enabling her bite to inflict an extra die of damage. Finally, the vampire may slip through any opening wide enough to fit her head through. The vampire’s Appearance drops to 1, and she is obviously inhuman if observed with any degree of care, though casual passersby might not notice, if the vampire is in darkness or wearing heavy clothing(think trenchcoat)

The Form of the Cobra - The vampire spends one blood point; the change is automatic, but takes three turns. Clothing and small personal possessions transform with the vampire. The vampire remains in serpent form until the next dawn, unless he desires to change back sooner. The Storyteller may allow the Setite bonus dice on all Perception rolls related to smell, but the difficulties for all hearing rolls are increased by two. The cobra’s bite inflicts damage equal to the vampire’s, but the vampire does not need to grapple his victim; furthermore, the poison delivered is fatal to mortals.

The Heart of Darkness - This power requires no roll. Those who witness a vampire pull his heart from his breast (or cut the heart from another vampire) must make Courage rolls. Failure indicates anything from strong uneasiness to complete revulsion, possibly even Rötschreck.


Vicissitude
Spoiler (click to show/hide):

Malleable Visage - The player must spend a blood point for each body part to be changed, then roll Intelligence + Scholarship (difficulty 6). To duplicate another person or voice requires a Perception + Inspection roll (difficulty 8), and five successes are required for a flawless copy; fewer successes leave minute (or not-so-minute) flaws. Increasing one’s Appearance Trait has a difficulty of 9, and the vampire must spend an additional blood point for each dot of Appearance increased beyond their natural total. A botch permanently reduces the Attribute by one.

Fleshcraft - After spending a blood point, the vampire must grapple the intended victim. The player of the Flescrafting vampire makes a successful Dexterity + Scholarship roll (difficulty variable: 5 for a crude yank-and-tuck, up to 9 for precise transformations). A vampire who wishes to increase another’s Appearance Trait does so as described under Malleable Visage; reducing the Attribute is considerably easier (difficulty 5), though truly inspired disfigurement may dictate a higher difficulty. In either case, each success increases or reduces the Attribute by one. A vampire may use this power to move clumps of skin, fat, and muscle tissue, thus providing additional padding where needed. For each success scored on a Dexterity + Scholarship roll (difficulty 8), the vampire may increase the subject’s soak dice pool by one, at the expense of either a point of Strength or a health level (vampire’s choice)

Bonecraft - The vampire’s player must spend a blood point and make a Strength + Scholarship roll (difficulties as above). Bonecraft may be used without the fleshshaping arts, as an offensive weapon. Each success scored on the Strength + Medicine roll (difficulty 7) inflicts one health level of lethal damage on the victim, as his bones rip, puncture, and slice their way out of his skin. The vampire may utilize this power (on herself or others) to form spikes or talons of bone, either on the knuckles as an offensive weapon or all over the body as defensive “quills.” If bone spikes are used, the vampire or victim takes one health level of lethal damage (the vampire’s comes from having the very sharp bone pierce through his skin — this weaponry doesn’t come cheaply). In the case of quills, the subject takes a number of health levels equal to five minus the number of successes (a botch kills the subject or sends the vampire into torpor). These health levels may be healed normally. Knuckle spikes inflict Strength +1 lethal damage. Defensive quills inflict a hand-to-hand attacker’s Strength in lethal damage unless the attacker scores three or more successes on the attack roll (in which case the attacker takes no damage); the defender still takes damage normally. Quills also enable the vampire or altered subject to add two to all damage inflicted via holds, clinches, or tackles. A vampire who scores five or more successes on the Strength + Medicine roll may cause a rival vampire’s rib cage to curve inward and pierce the heart. While this does not send a vampire into torpor, it does cause the affected vampire to lose half his blood points, as the seat of his vitae ruptures in a shower of gore.

Horrid Form - The Horrid Form costs two blood points to awaken. All Physical Attributes increase by three, but all Social Attributes drop to zero, except when dealing with others also in Horrid Form. However, a vampire in Horrid Form who is trying to intimidate someone may substitute Strength for a Social Attribute. Damage inflicted in brawling combat increases by one due
to the jagged ridges and bony knobs creasing the creature’s hands.

Bloodform - The vampire may transform all or part of herself as she deems fit. Each leg can turn into two blood points worth of vitae, as can the torso; each arm, the head, and the abdomen convert to one blood point each. The blood can be reconverted to the body part, provided it is in contact with the vampire. If the blood has been utilized or destroyed, the vampire must spend a number of blood points equal to what was originally created to regrow the missing body part. A vampire entirely in this form may not be staked, cut, bludgeoned, or pierced, but can be burned or exposed to the sun. The vampire may ooze along, drip up walls, and flow through the narrowest cracks, as though she were in Tenebrous Form. Mental Disciplines may be used, provided no eye contact or vocal utterance is necessary, although the vampire can perceive her surroundings just fine (but the perceptions are always centered on the largest pool of blood). If a vampire in this form “washes” over a mortal or animal, that mortal must make a Courage roll (difficulty 8) or fly into a panic.
Last edited by MelissaB on Thu Nov 24, 2016 2:04 am, edited 20 times in total.
A succubus. Poor misunderstood young ladies... they just want a little bit of love, little bit of death. Just like the rest of us -Gnarl

"Beware the Users of "Yo" I've got a big hammer to hit you with upon it's use" - Mel
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Re: Vampire The Masquerade: New Bloods OOC

Postby Diran Fay » Sun Nov 29, 2015 5:02 pm

Completed CS:

Spoiler (click to show/hide):

Name: Paige
Gender: Female
Clan: Toreador
Weakness: When a Toreador experiences something truly remarkable — a person, an object of art, a lovely sunrise — the player must make a Self-Control or Instincts roll. Failure means that the Kindred finds herself enthralled by the experience. The dazzled Toreador cannot act for the duration of the scene aside from commenting on or continuing their involvement with whatever has captured their attention. If the experience no longer affects her (whether by moving, being destroyed, or whatever is appropriate to the situation), the captivation ends. Enraptured Toreador may not even defend themselves if attacked, though being wounded allows them to make another Self-Control or Instincts roll.
Appearance:
Vgirl.png

Bio/Background: Paige was always a fan of the theatre, enjoying watching plays and acting a lot as she grew up. She attended acting lessons and voice coaches, intent on joining productions and musicals. There was just something about drama and about pretending to be someone else that she found incredibly alluring. The spectacle of theatre was amazing for her. However her fascination with a single thing made her life rather difficult after she left home. While she desired the life of a celebrity, it’s hard to live without a stable job. So she began going to as many auditions as she could, searching for the role that would get her on track.
Stats
Strength: 1
Stamina: 1
Dexterity: 1
Charisma: 2
Appearance: 3
Manipulation: 1
Wits: 1
Perception: 1
Intelligence: 1
Abilities
Brawl:
Melee:
Dodge:
Firearms:
Computers:
Scholarship: 3
Investigation:
Security:
Stealth:
Subterfuge: 3
Intimidate:
Finance:
Vampire Disciplines
Presence – 2
Auspex – 1
Combat Feats
Unarmed: 1
Melee: 1
Ranged: 1
Defence: 1
Covert feats:
Lockpicking: 1
Sneaking: 1
Hacking: 1
Inspection: 1
Research: 4
Mental feats:
Seduction: 6
Persuasion: 5
Intimidation 1
Haggle: 1
Soak(DR)
Bashing: 1
Lethal: 1
Aggravated: 0

Humanity/Willpower: 7/10
Masquerade: 5/5
Bloodpool: 10/10
Health: 10/10
Generation: 13
Equipment:
Armor: Might as well go with the clothes from the pic
Weapon: claws
Others: $50, knife, perfume
Last edited by Diran Fay on Mon Nov 30, 2015 8:23 pm, edited 1 time in total.
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Re: Vampire The Masquerade: New Bloods OOC

Postby MelissaB » Sun Nov 29, 2015 5:21 pm

of course!
A succubus. Poor misunderstood young ladies... they just want a little bit of love, little bit of death. Just like the rest of us -Gnarl

"Beware the Users of "Yo" I've got a big hammer to hit you with upon it's use" - Mel
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Re: Vampire The Masquerade: New Bloods OOC

Postby Icaelus » Sun Nov 29, 2015 5:31 pm

Holy. You really put a lot of work into this, huh? Great work..gotta finish reading everything first, though.
Sleep unbeknownst to I, this one lives in perpetual need of coffee..
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Re: Vampire The Masquerade: New Bloods OOC

Postby Nobudi » Sun Nov 29, 2015 6:46 pm

._.
You brought most of the book.

Also, I hope to get a slot reserved.

Edit: CS
Name: Belladonna Ridley
Gender: Female
Clan: Tremere
Weakness: Tremere dependency on blood is even more pronounced than that of other Kindred. It takes only two draughts of another vampire’s blood for a Tremere to become blood bound instead of the normal three — the first drink counts as if the Tremere had taken two drinks.. The elders of the Clan are well aware of this, and seek to impart loyalty to the Clan by forcing all neonate Warlocks to drink of the (transubstantiation) blood of the seven Tremere elders soon after their Embrace.
Appearance:
Spoiler (click to show/hide):

Image

Bio/Background:Belladonna was born amongst a simple family, just her, her parents and an older brother. Belladonna lived most of her life in a small city, surrounded by the ruckus of everyday life and the occasional crime that broke out. She wasn't anything special, according to her parents. Just a bit brighter than most, which was mostly true, as she was often reading books of a more advanced nature than most girls her age. Labeled a black sheep among her peers at school, she was consistently overshadowed by her older brother who, despite not belittling her at every turn, never truly attempted to connect to her. She didn't mind it of course, just so long as she could be with her books...

Then she discovered horror stories. H.P. Lovecraft, the Urban Legends that lurked around the streets at night. She grew paranoid, much to the disbelief of her parents and ignorance of her brother. This paranoia would never truly leave her, but instead became a fuel of horrified curiosity that lead her from conspiracy theory to conspiracy theory. And as a conspiracy theorist, she began to recklessly throw herself into the mix, looking for proof that there were things in the dark beyond her imagination. If they weren't going to look for her, she was going to look for it...

Stats - (3 to spend max of 5 in any stat. further ranks costs that rank in points e.g. rank 1 is 1 point, rank 2 is 1+2, rank 3 is 1+2+3 and so forth(this does not count at creation)
Strength: 1
Stamina: 1
Dexterity: 1
Charisma: 1
Appearance: 1
Manipulation: 1
Wits: 1
Perception: 2
Intelligence: 3
Abilities - (6 to spend max of five in any one ability further ranks costs that rank in points e.g. rank 1 is 1 point, rank 2 is 1+2, rank 3 is 1+2+3 and so forth)
Brawl: 0
Melee: 0
Dodge: 0
Firearms: 1
Computers: 2
Scholarship: 0
Investigation: 1
Security: 0
Stealth: 1
Subterfuge: 1
Intimidate: 0
Finance: 0
Vampire Disciplines - Thaumaturgy: Technomancy(1), Auspex (1), Dominate (1)

Combat Feats
Unarmed:(1)
Melee:(1)
Ranged:(3)
Defence:(1)
Covert feats:
Lockpicking:(1)
Sneaking:(2)
Hacking:(3)
Inspection:(3)
Research:(3)
Mental feats:
Seduction:(2)
Persuasion:(1)
Intimidation(3)
Haggle:(1)
Soak(DR)
Bashing:(Stamina+Armour)
Lethal:(Stamina+Armour)
Aggravated: (Armor)

Humanity/Willpower: 7/10 (this is used to stop going frenzied/feral/instinct rolls and other such rolls like that. the higher the better)
Masquerade:5/5 (the lower this gets the harder it gets for you)
Bloodpool: 10/10
Health: 10/10
Generation: 13
Equipment:
Armor:(You all start with simple clothing offering no protection of your choosing bear in mind you'd of been wearing it when you were sired)
Weapon:(you start with your claws only)
Others: Occult Dagger, $50
Kinks: Anything not in dislikes, favorable towards exhibitionism, blackmail and voyeurism
Dislikes: Guro, Heavy Vore,Vomit, Diaper Play, Toilet play, Unusual Penetration
Last edited by Nobudi on Tue Dec 01, 2015 11:05 pm, edited 1 time in total.
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Re: Vampire The Masquerade: New Bloods OOC

Postby Diran Fay » Sun Nov 29, 2015 7:28 pm

Just to be clear, in things like stats and abilities, should we mark down how many points we are putting into each one or mark down which rank we're taking them to?
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Re: Vampire The Masquerade: New Bloods OOC

Postby MelissaB » Sun Nov 29, 2015 7:31 pm

rank you're taking them too, also i'd reread the CS if I was you. made a few adjustments
A succubus. Poor misunderstood young ladies... they just want a little bit of love, little bit of death. Just like the rest of us -Gnarl

"Beware the Users of "Yo" I've got a big hammer to hit you with upon it's use" - Mel
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Re: Vampire The Masquerade: New Bloods OOC

Postby lilbooth » Sun Nov 29, 2015 8:26 pm

Name: Brianna Conley
Gender: Female
Clan: Brujah
Weakness: The difficulties of rolls to resist or guide frenzy are two higher than normal
Appearance: I didn't know if this was supposed to be a before or after embrace picture so I went for before.
Spoiler (click to show/hide):

Image

Bio/Background:
Spoiler (click to show/hide):

Brianna was raised in a single parent household by her militant father. She spent the majority of her early life moving around the United States, bouncing back and forth between separate forts and schools. Her biological mother didn't stick around long after her birth, four months according to her father. Whenever she brings it up her father waves it away saying that her mother was too "free spirited" and didn't want to get "tied down". They were, or perhaps still are, married, evidence by the band her father wears. Brianna has no siblings, that she knows of or has met, and spends very little time with the rest of her family, other than her father. For the first fifteen or so years of her life, Brianna and her father were inseparable, partially because the military required supervision, but otherwise due to how much Brianna looked up to him. Her father's military background installed a notion of obedience, fitness, and loyalty in Brianna.

Their relationship was significantly strained when Brianna's father was deployed overseas and she was sent off to a military academy. The first couple of weeks were full of pride and hope. However after only receiving a call or a letter once a month, Brianna felt rather abandoned. She never fostered a feeling of hatred towards him but her obedience and loyalty started to falter. Fitness remained one of her focuses, but her academic performance and professional behavior suffered. She started skipping certain classes, fooled around; with both boys and girls, got her tongue pierced even picked up a few riskee tattoos. Her first year was worse than the rest, her father was informed of her shortcomings and made some otherworldly promises about a grand vacation they would go one once she finished school. It made her get her act back together and finished out school with a 3.3 GPA, with some pretty stacked scholarship opportunities. But with the promise of a holiday with her father, which she hadn't seen in nearly four years, she decided to take a year off from school and service. With a few weeks before her father returned from deployment, Brianna picked up a part time job at a local health food store. With some extra cash pocket change and positive outlook, Brianna sat with anticipation for her father's return, or perhaps the world had something else entirely in store for her...

Stats -
Stats -
Strength: 2
Stamina: 1
Dexterity: 2
Charisma: 1
Appearance: 2
Manipulation: 1
Wits: 1
Perception: 1
Intelligence: 1

Abilities -
Brawl:1
Melee: 0
Dodge:1
Firearms: 1
Computers: 1
Scholarship: 0
Investigation: 0
Security: 0
Stealth:2
Subterfuge:2
Intimidate: 0
Finance: 0

Vampire Disciplines- Celerity 1, Potence 1, Protean 1

Combat Feats
Unarmed:(3)
Melee:(2)
Ranged:(2)
Defense:(2)
Covert feats:
Lockpicking:(2)
Sneaking:(4)
Hacking:(2)
Inspection:(1)
Research:(1)
Mental feats:
Seduction:(4)
Persuasion:(1)
Intimidation(1)
Haggle:(1)
Soak(DR)
Bashing:2
Lethal:2
Aggravated: 1

Humanity/Willpower: 7/10
Masquerade:5/5
Bloodpool: 10/10
Health: 10/10
Generation: 13
Equipment:
Armor: Light Padded clothes +1
Weapon: Claws. 20 ammo for 9mm, Taser, Knife .45 handgun, 14 bullets.
Others: $280, holster,
Last edited by lilbooth on Sun Nov 20, 2016 4:47 am, edited 12 times in total.
I really like purple.
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Re: Vampire The Masquerade: New Bloods OOC

Postby MelissaB » Sun Nov 29, 2015 9:50 pm

@Lilbooth
Glad to hear it

@Nobudi
Seems I did and yep you can reserve a spot

@Icaelus
I did i hope you enjoy


For everyone

Please keep checking the bits & bobs post as it's updating regularly.
A succubus. Poor misunderstood young ladies... they just want a little bit of love, little bit of death. Just like the rest of us -Gnarl

"Beware the Users of "Yo" I've got a big hammer to hit you with upon it's use" - Mel
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Re: Vampire The Masquerade: New Bloods OOC

Postby Reaver » Sun Nov 29, 2015 9:51 pm

Should the bios be about their life up to the change and how it happened?


Character Sheet
Name: Katherine
Gender: Female
Clan: Gangrel
Weakness: The Frenzy Change
Appearance:
Spoiler (click to show/hide):

Katherine~.jpg

Bio/Background: Growing up an orphan is never easy but for Katherine it was easier to do on the streets than in the overfull, understaffed child services system. Sure sometimes she didn't eat well and other times she got her ass beat by cruel adults, gang-members and vying rival children but she managed to get by her tenacity and hunger-fueled strength. The streets were certainly hard but they were just as educational, learning which alleyways were ambush spots for muggers or probable spots for drug, weapon and money stashes, not to mention who was safe to jump for money and who worked with gangs and thus would come after her later with a gun. It wasn't really living but it helped her survive to 17. It hadn't been easy surviving solo on the streets. Most of the other kids usually gave in an either joined a gang, became a street-walker or simply simply succumbed, not to say that she hadn't had some close-calls in all three of those departments. Kat, wasn't a stranger to the many uses a female body had on the streets and to men although she did her best to keep those occurrences to a minimum, preferring to work her problems out with her fists not "Kat's Kitty". She wasn't a kid anymore and to stay on the streets at this age would force her into criminal activities to provide comfort and food for one like her. Preferring to put off getting the inevitable criminal record and with no money or legal job experience she decided to join the military, easily fudging the parent consent forms and signing up for infantry.

Basic Training was a joke for her, her body was already trained for running and lifting, now even better with her being fed properly and well. Guns were new to her though, having never found a need for one on the streets since her strength had usually been enough to get her meals and money but she was adequate enough to score well and graduate. Life was good with a posting on a base but it didn't take Katherine to become discontent with the lifestyle. It wasn't until later that she realized her hunger for conflict and battle was going unsated. This hunger led her into leaving the base at night and heading into the city to do things she used to do as a kid, namely jumping people for money. It didn't take her long to stumble across an underground illegal fighting ring, something she had never really gotten into back home since the cops knew the usual spots for them meeting. It became her almost daily exercise in catharsis, beating people almost to death for business and pleasure, releasing bottled up anger and stress. In the two years she partook in the ring, she only lost three times, getting a striped tattoo to remember and learn from each defeat. Unfortunately the ring's popularity grew with her own reputation for brutality and taking on all newcomers and eventually the cops responded by raiding the place. Katherine got arrested in the raid, but not before knocking out several cops and getting a bullet in her leg for her troubles. After several back and forths, she was handed back over to her military before being dishonorably discharged and sent back to the streets.
Stats - (3 to spend max of 5 in any stat. further ranks costs that rank in points e.g. rank 1 is 1 point, rank 2 is 1+2, rank 3 is 1+2+3 and so forth(this does not count at creation)
Strength: 4
Stamina: 1
Dexterity: 1
Charisma: 1
Appearance: 1
Manipulation: 1
Wits: 1
Perception: 1
Intelligence: 1

Abilities - (6 to spend max of five in any one ability further ranks costs that rank in points e.g. rank 1 is 1 point, rank 2 is 1+2, rank 3 is 1+2+3 and so forth)
Brawl: Rank 2
Melee:
Dodge: Rank 2
Firearms: Rank 1
Computers:
Scholarship:
Investigation:
Security: Rank 1
Stealth: Rank 1
Subterfuge:
Intimidate:
Finance:
Vampire Disciplines - Fortitude- Rank 1, Protean- Rank 1, Celerity- Rank 1 (1 unspent point)

Combat Feats
Unarmed: 6
Melee: 4
Ranged: 2
Defense: 3
Covert feats
Lockpicking: 1
Sneaking: 2
Hacking: 1
Inspection: 1
Research: 1
Mental feats: 1
Seduction: 1
Persuasion: 1
Intimidation: 1
Haggle: 1
Soak(DR)
Bashing:(1+Armour)
Lethal:(1+Armour)
Aggravated: (Armor)

Humanity/Willpower: 7/10 (this is used to stop going frenzied/feral/instinct rolls and other such rolls like that. the higher the better)
Masquerade:5/5 (the lower this gets the harder it gets for you)
Bloodpool: 10/10
Health: 10/10
Generation: 13
Equipment: Lockpick, $20, baseball bat.
Armor:(You all start with simple clothing offering no protection of your choosing bear in mind you'd of been wearing it when you were sired)
Weapon:(you start with your claws only)
Others:This will be assigned to you based on your entire CS by me once I've accepted it
Turn offs: Scat, Watersports (Unless its in a display of dominance or degradation), Vore, Heavy gore (Cuts, choking and non-lethal stuff is a-okay), Snuff.
Last edited by Reaver on Tue Dec 01, 2015 11:22 pm, edited 11 times in total.
Renegade, Mercenary, Wielder of the Shaft of Justice, Angel-Rapist, Rp Contract Killer
He enters like a shadow, exits like a Horseman of the Apocalypse.
Seen it all, done it all.
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Re: Vampire The Masquerade: New Bloods OOC

Postby MelissaB » Sun Nov 29, 2015 9:52 pm

not how it happened. in bits and bobs says that's up to me. i want it to explain who your character was before the change.

edit

Because that will allow me to better select your character's place in the world, who you were before matters to who you will be and who your sire will be when you are embraced into the world of vampires
A succubus. Poor misunderstood young ladies... they just want a little bit of love, little bit of death. Just like the rest of us -Gnarl

"Beware the Users of "Yo" I've got a big hammer to hit you with upon it's use" - Mel
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Re: Vampire The Masquerade: New Bloods OOC

Postby An Ying Hu » Sun Nov 29, 2015 11:34 pm

It sounds lovely.

I am reserving this for a character sheet. Will work on it in a while.

UPDATE:

Name: Amelia Byron
Gender: Female
Clan: Tremere
Weakness: Tremere dependency on blood is even more pronounced than that of other Kindred. It takes only two draughts of another vampire's blood for a Tremere to become blood bound instead of the normal three -- the first drink counts as if the Tremere had taken two drinks.. The elders of the Clan are well aware of this, and seek to impart loyalty to the Clan by forcing all neonate Warlocks to drink of the (transubstantiation) blood of the seven Tremere elders soon after their Embrace.

Appearance:
Spoiler (click to show/hide):

Image

Despite having become a creature of the night and a Tremere for that matter, Amelia still retains the refined physical features stemming from her mortal nobility, on the outside seeming more like one of the Ventrue if one does not look closer or know better. A slender frame moves graciously in the shadows of her new life, usually covered in elegant clothing to more or less revealing extent, whether or not she covers her ample bosom or long, slim, provocative legs depends on the circumstances and her particular use of them. Her piercing gaze remains emerald green, though it has been known to turn ocean blue when aroused or angered. Rich blonde hair falls down her back and around her shoulders like a golden waterfall. Finesse and sophistication describe her, and she has done her best to match her mind and behaivour to her outward appearance.

Bio/Background: Amelia was born to a very wealthy family of English businessmen, and as an only child she was heir apparent to the prestigious Byron Corporation. Despite her intrasigent upbringing, Amelia was never particularily glad of the limitations that her life brought to her. Though ruthless and cunning to be sure, the darkness in her turned away from the dreary corporate life and instead manifested itself into the deeper mysteries of life. As a child, she shown an obsessive interest in mythology and pagan religion, delving as much as she could by reading about creatures that the ancients believed to walk the night away from prying human eyes. Magic was also something she was fascinated by, though as she grew old these dreams were almost extinguished by her family and peers - who saw them as chilidsh and unhealthy fantasies - and she started to dedicate herself to the role that had been set for her, albeit with dispassion; and sometimes she caught herself dreaming about other worlds and other places that still called to her, fondly wishing them to be true despite having never encountered them in her day life.

Her tutoring and innate talent made her proficient in rhetoric, economics, music, literature as well as the knowledge of several languages. It was not long before Amelia realized how much good looks can help with persuading, so she caught the art of seduction on her own.. using men, though deep in her heart she preffers other women more, but she did not let that show due to the stigmas of society. At the age of 28, her family decided that it was imperative for Amelia to marry, so they came to an understanding with another prestigious family, a contract that was meant to consolidate and expand their influence, wealth and power. Thoroughly displeased by this, Amelia decided to stall them and went on what was supposed to be a one year tour abroad, an escape during which she planned to try and do something about the difficult situation in which she was going to be bound. Instead, something altogether different and thoroughly unexpected took place; something that would change her existence in a way she could not have imagined..

Stats
Strength: 1
Stamina: 1
Dexterity: 1
Charisma: 1
Appearance: 2 (+1)
Manipulation: 2 (+1)
Wits: 1
Perception: 1
Intelligence: 2 (+1)

Brawl: 0
Melee: 0
Dodge: 0
Firearms: 0
Computers: 1 (+1)
Scholarship: 2 (+2)
Investigation: 1 (+1)
Security: 0
Stealth: 0
Subterfuge: 1 (+1)
Intimidate: 0
Finance: 1 (+1)

Vampire Disciplines:
Thaumaturgy - The Path of Corruption (1) Contradict
Auspex - (1) Heightened Senses
Dominate - (1) Command

(1 discipline point left unspent)

Combat Feats
Unarmed:(Brawl+Strength) = 1
Melee:(Melee+Strength) = 1
Ranged:(Firearms+Perception) = 1
Defence:(Dodge+Wits) = 1

Covert feats:
Lockpicking:(Security+Dexterity) = 1
Sneaking:(Stealth+Dexterity) = 1
Hacking:(Computers+Wits) = 2
Inspection:(Investigation+Perception) = 2
Research:(Scholarship+Intelligence) = 4

Mental feats:
Seduction:(Subterfuge+Appearance) = 3
Persuasion:(Scholarship+Charisma) = 3
Intimidation(Intimidate+Intelligence) = 2
Haggle:(Finance+Manipulation) = 3
Soak(DR)
Bashing:1
Lethal:1
Aggravated: 0

Humanity/Willpower: 7/10 (this is used to stop going frenzied/feral/instinct rolls and other such rolls like that. the higher the better)
Masquerade:5/5 (the lower this gets the harder it gets for you)
Bloodpool: 10/10
Health: 10/10
Generation: 13
Equipment: $300, Blood amulet(holds one blood pool point within and can be filled and drained like a blood pack)
Armor:(You all start with simple clothing offering no protection of your choosing bear in mind you'd of been wearing it when you were sired)
Weapon:(you start with your claws only)
Others:This will be assigned to you based on your entire CS by me once I've accepted it
Last edited by An Ying Hu on Mon Nov 30, 2015 8:11 pm, edited 7 times in total.
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Re: Vampire The Masquerade: New Bloods OOC

Postby Alkalannar » Sun Nov 29, 2015 11:52 pm

Spoiler (click to show/hide):

Name: Cyril Lancaster
Gender: Male
Clan: Ventrue
Weakness: Chosen Prey: females able to bear children
Appearance: Image
Bio/Background: Born to an old family with old money and old power, Cyril is still a new scion of that House, and they are expected to make their own way and bring a successful venture into the fold before being allowed access to the rest of the family power. Oldest child out of five (followed by twin sisters, a younger brother, and a baby sister), Cyril focused on industries that were popular with government which could lobby for more government influence and protection. Adroit behind-the-scenes maneuvering gave him control through proxies of a Green Energy company. While he knew that there was another who was trying to do the same thing with the company, he could not find out who it was, and so did not know it was a Ventrue, who, though impressed, was also irked, and figured to Embrace the young man and control the company through him.

Stats - (3 to spend max of 5 in any stat. further ranks costs that rank in points e.g. rank 1 is 1 point, rank 2 is 1+2, rank 3 is 1+2+3 and so forth(this does not count at creation)
Strength: 1
Stamina: 1
Dexterity: 1
Charisma: 2
Appearance: 2
Manipulation: 2
Wits: 1
Perception: 1
Intelligence: 1
Abilities - (6 to spend max of five in any one ability further ranks costs that rank in points e.g. rank 1 is 1 point, rank 2 is 1+2, rank 3 is 1+2+3 and so forth)
Brawl:
Melee:
Dodge:
Firearms:
Computers:
Scholarship: 2
Investigation:
Security:
Stealth:
Subterfuge: 2
Intimidate: 1
Finance: 1
Vampire Disciplines - Dominate 1, Presence 2

Combat Feats
Unarmed: (Brawl+Strength)
Melee: (Melee+Strength)
Ranged: (Firearms+Perception)
Defence: (Dodge+Wits)
Covert feats:
Lockpicking: (Security+Dexterity)
Sneaking: (Stealth+Dexterity)
Hacking: (Computers+Wits)
Inspection: (Investigation+Perception)
Research: (Scholarship+Intelligence)
Mental feats:
Seduction: (Subterfuge+Appearance)
Persuasion: (Scholarship+Charisma)
Intimidation: (Intimidate+Intelligence)
Haggle: (Finance+Manipulation)
Soak(DR)
Bashing: (Stamina+Armour)
Lethal: (Stamina+Armour)
Aggravated: (Armor)

Humanity/Willpower: 7/10 (this is used to stop going frenzied/feral/instinct rolls and other such rolls like that. the higher the better)
Masquerade:5/5 (the lower this gets the harder it gets for you)
Bloodpool: 10/10
Health: 10/10
Generation: 13
Equipment:
Armor: (You all start with simple clothing offering no protection of your choosing bear in mind you'd've been wearing it when you were sired)
Weapon: (you start with your claws only)
Others:This will be assigned to you based on your entire CS by me once I've accepted it
Last edited by Alkalannar on Mon Nov 30, 2015 8:17 pm, edited 3 times in total.
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Re: Vampire The Masquerade: New Bloods OOC

Postby MelissaB » Mon Nov 30, 2015 12:18 am

you can not.
A succubus. Poor misunderstood young ladies... they just want a little bit of love, little bit of death. Just like the rest of us -Gnarl

"Beware the Users of "Yo" I've got a big hammer to hit you with upon it's use" - Mel
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Re: Vampire The Masquerade: New Bloods OOC

Postby lilbooth » Mon Nov 30, 2015 4:11 am

I edited my CS into my first post. I may still have 1 skill point left. I didn't know if the ranks calculation was ignored for both abillities and stats or just stats.
Last edited by lilbooth on Mon Nov 30, 2015 4:20 am, edited 1 time in total.
I really like purple.
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Re: Vampire The Masquerade: New Bloods OOC

Postby Reaver » Mon Nov 30, 2015 4:19 am

I put my CS in, let me know if everything is distributed corrected. Also I might tweak my bio here and there but its premise should stay the same. Finally what should go in equipment, just personal non-weapon items?
Renegade, Mercenary, Wielder of the Shaft of Justice, Angel-Rapist, Rp Contract Killer
He enters like a shadow, exits like a Horseman of the Apocalypse.
Seen it all, done it all.
Keeper-Senpai
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Re: Vampire The Masquerade: New Bloods OOC

Postby lilbooth » Mon Nov 30, 2015 4:27 am

Well i'm sure Amelia and Brianna will get along just fine... Assuming that pc's are going to be anywhere near each other
I really like purple.
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