Disciplines

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Combination Disciplines

Abombwe

Primal and predatory powers (used by the Laibon).

Animalism

Control over animals and the Beast within.

Auspex

Heightened senses and extrasensory perception.

Celerity

Supernatural speed and reflexes.

Tireless Tread (Celerity ••••• •): Much of the initial Anarch Revolt was spent fleeing from unfavorable odds and vengeful elders. This power made some of those escapes possible, enabling the Kindred of those early nights to put far much more ground between themselves and their antagonists than the rest of the world could imagine at the time. As long as the Anarch devoted himself to escape, he could cover enormous distances in a single night. This power has fallen into some disuse, due to the prevalence of modern transportation methods. The most significant benefit it still has, however, is a virtual inability to be traced. Those flying on planes or riding buses require tickets, and even a properly registered car leaves a paper trail or at least bears a license plate. When a Kindred invokes the Tireless Tread, however, the only evidence of her passing is herself.
System: This power costs one blood point per night. The Kindred “treads” at a rate of 50 miles per hour. This power must be used for at least eight hours, meaning the Kindred must travel a distance of at least 400 miles. Any less and the power fails to work. The Kindred finds a rhythm and stays in it, as opposed to merely sprinting for eight hours. If the Kindred tarries too much along her way, she will find herself unable to find that traveler’s pace, and the power will fail entirely.
Source: Anarchs Unbound for V20 Pg 111-12

Chimerstry

Creating illusions (exclusive to Clan Ravnos).

Daimoinon

Infernal powers (used by the Baali).

Dementation

Inducing madness (primarily used by Clan Malkavian).

Dominate

Mind control and influence.

Fortitude

Supernatural resilience and toughness.

Alabastard (Fortitude ••••• •): Derisively named after a tough-as-hell Baron, Alabastard allows the Kindred to ignore wound penalties for any injuries she suffers. At any point after the vampire activates this power, she suffers no dice pool penalties nor movement penalties that come as a result of suffering damage. In certain cases, the Storyteller may choose to impose logical situational penalties: A Kindred who has been cut in half should probably have some difficulty moving.
System: This power costs one blood point to activate, and remains in effect for the duration of the scene.
Source: Anarchs Unbound for V20 Pg 110.

Melpominee

Uses voice for supernatural effects (exclusive to Daughters of Cacophony).

Mytherceria

Unique abilities tied to knowledge and fae connections (used by Kiasyd).

Necromancy

Control over the dead (used by Giovanni and other necromancers).

Obeah

Healing and protection (used by Salubri).

Obfuscate

Powers of concealment and invisibility.

Obtenebration

Manipulation of shadows and darkness (used by Lasombra).

Potence

Supernatural strength.

Presence

Charisma and emotional manipulation.

Vengeance of the Martyr’s Legacy (Presence ••••• • or ••••• ••): When a Kindred invokes the Vengeance of the Martyr’s Legacy, she sends a surge of blood-rage through her bloodline, causing all those descended from her to enter frenzy at that moment, no matter where they are or what they’re doing. Even those Kindred on opposite side of the world succumb to this frenzy, even if they’ve entered their daily slumber. It is outmoded in a similar manner to Scourging the Instinct, above, but such are the realities of the earliest nights of the Movement. This is a dangerous power to use, for few Kindred (and even fewer Anarchs) know where all their childer, grand-childer, and others are located at any given time or what they might be doing. As such, some Kindred believe that the powerful patron of a small and localized brood developed Legacy of Frenzy, likely in preparation for them to wreak havoc upon the moment of his betrayal or some other situation in which such a death-trigger would prove useful.
System: This power comes in two variants. The impulse variant (Presence 6) costs 1 Willpower to invoke and causes the Kindred’s descendants to make a SelfControl roll against a difficulty of 8, wherever they are. The mandate variant (Presence 7) costs 1 Willpower to activate and provokes the frenzy in all of the Kindred’s descendants without requiring a roll (though the frenzying Kindred may briefly subvert the frenzy with Willpower as normal). For more information on frenzy and Willpower, see pp. 297-299 of V20.
Source: Anarchs Unbound for V20 Pg 112-13

Protean

Shape-shifting abilities.

Turnabout (Protean ••••• ••): Calling upon the shapeshifting powers of the Protean Discipline, the Anarch melds with the earth, only to emerge from it on the other side of a foe. This tactic was originally used by the Eastern European Gangrel and Tzimisce, and the Anarchs adapted it for use as a guerrilla tactic during the Anarch Revolt and the marauding nights of the early antitribu. Tonight, it is rarely seen, but a few ostentatious Anarch elders keep it in practice.
System: The player spends two blood points. On the turn after the character sinks into the ground, she emerges either behind or to either side of whichever enemies she left behind (her choice). Theoretically, there’s nothing stopping her from emerging in the same spot where she disappeared, but it rather defeats the purpose. If the character wishes, she may choose not to emerge immediately, in which case this power is little more than an expensive version of Earth Meld. The primary difference, however, is that the character may move through the earth that surrounds her, traveling as much as 50 feet in any direction in the single turn spent under the surface of the soil. Moving any further, however, regardless of time spent underground, is a different permutation of the Protean Discipline. Turnabout’s focus is diving into and emerging quickly from the ground.
System: The player spends two blood points. On the turn after the character sinks into the ground, she emerges either behind or to either side of whichever enemies she left behind (her choice). Theoretically, there’s nothing stopping her from emerging in the same spot where she disappeared, but it rather defeats the purpose. If the character wishes, she may choose not to emerge immediately, in which case this power is little more than an expensive version of Earth Meld. The primary difference, however, is that the character may move through the earth that surrounds her, traveling as much as 50 feet in any direction in the single turn spent under the surface of the soil. Moving any further, however, regardless of time spent underground, is a different permutation of the Protean Discipline. Turnabout’s focus is diving into and emerging quickly from the ground.
Source: Anarchs Unbound for V20 Pg 112

Quietus

Powers associated with silence and assassination (used by Assamites).

Serpentis

Powers associated with snakes and temptation (used by Followers of Set).

Temporis

Manipulation of time (used by True Brujah).

Thanatosis

Death-related powers (used by Samedi).

Thaumaturgy

Blood magic (primarily used by Tremere).

Valeren

Powers of warrior-healers (used by some Salubri).

Visceratika

Stone and earth-related powers, often associated with structural manipulation (used by Gargoyles).

Vicissitude

Flesh-crafting and body manipulation (used by Tzimisce).

Oathbreaker (Vicissitude ••••• •••): What greater oppression exists than the hated blood bond, so callously employed by the elders to bring their headstrong childer to heel? A symbol of the vast abuses of the War of Ages, blood bonds represent the ultimate tyranny: the subjugation of the self and the denial of freedom to make one’s own way. An enterprising Tzimisce discovered — or perhaps rediscovered — the secrets of shattering the blood bond over eight centuries ago, which played no small part in touching off the Anarch Revolt. With but a word, the Tzimisce could release a vampire from the shackles of the blood bond. And given the strange properties of Tzimisce vitae, this potential sometimes passed on to Cainites who didn’t belong to the clan, especially after partaking of the Vaulderie cup with one of the fiends. Needless to say, this is certainly a fool’s bargain, but it is important for two reasons. First, the power of Oathbreaker is so rare that tales of its duplicity (see below) exist, and in fact form some of the legendry of the Anarch Revolt itself. Second, some suspect that this power provided the basis for the ritus that became the Vaulderie (see pp. 288-290 of V20). It is a historical curiosity, to be sure, but every now and then, some powerful Tzimisce or other Cainite afflicted with Vicissitude manages to dupe a reckless and desperate Lick into emancipating himself with tainted blood. Better to have the fool bonded, even if imperfectly, to oneself than to the true lord of the dom.
System: The vampire spends a blood point and a Willpower point and imbues her blood with the ability to suborn blood bonds. Each blood point creates one draught’s worth of blood that can be consumed in this way, and it retains this property for one night before it becomes dead and inert. The vampire who consumes the blood feels an immediate cessation of any blood bond that exists. This freedom graces the vampire for one month and one night, whereupon the Kindred who activated the power may spend a Willpower point and replace the suborned (but true) blood bond with an illusory blood bond to herself. This replacement blood bond lasts for one night. Alternatively, she may spend ten Willpower in a single scene and sustain the illusory bond for one year and a night. If the vampire replacing the bond chooses not to spend the Willpower point at the point when it would normally be renewed, the original blood bond returns, and the false one ceases immediately.
Source: Anarchs Unbound for V20 Pg 111