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New Clan Abilities (The Brujah)

in Kombinierte neue Disziplinen 13.03.2016 11:58
von Quatamoc (gelöscht)
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Discipline Powers

Relentless Pursuit (Potence ••••• •)
This power is an improvement on Leaps and Bounds
(p. 49).
System: There is no cost to use this power, which is
always active. The Brujah doubles the number of automatic
successes granted by Potence when applying them to jump
rolls. A Dexterity + Athletics roll is required to make sure
the character lands safely.


Combination Disciplines

Burning Wrath (Celerity •••, Potence •••)
Among the purest expressions of Brujah fury, this power
lets the vampire focus her anger through her vitae and
then through her fists.
System: This power costs 1 blood point and lasts for
a scene. Any Brawl attacks augmented with this power
inflict aggravated damage.
This power costs 18 experience points to learn.

Command the Wary Beast (Animalism ••, Presence •••)
The Brujah bolsters his influence over animals with his
natural charisma to make animals flee in terror or, in the
case of animals under his control, remain calm in the face
of frightening circumstances.
System: The player spends 1 Willpower point and rolls
Manipulation + Animal Ken (difficulty 7). Hostile unled
animals must flee. Animals under the control of an enemy
will not necessarily flee, but the difficulty of all control
rolls increases by 3. Conversely, animals that are friendly
to the Brujah or his allies will become more compliant,
with the difficulty of all control rolls reduced by 2.
This power costs 15 experience points to learn.

Esprit de Corps (Potence ••••, Presence ••••)
The power of the Brujah to raise a mob or even an army
is not to be ignored. Those inspired by the vampire’s use
of this power fight fearlessly and ferociously.
System: The player rolls Charisma + Leadership
(difficulty 7). Any opposing force that attempts to
intimidate (whether supernaturally or no) those affected
by Esprit de Corps find that the difficulty of such attempts
increases by 2. The number of successes determines the
maximum size of the crowd to be affected.
Successes - Results
1 Success - One person
2 Successes - Two people
3 Successes - Six people
4 Successes - 20 people
5 Successes - All allies in the immediate vicinity (whether a
battle group or everyone in a large room)
In addition, for every two successes rolled, each affected
person acquires the equivalent of one dot of Potence for
the duration of the scene, up to a maximum of three dots.
This benefit applies regardless of whether the affected
person is a mortal, ghoul, or vampire — since mortals
cannot spend blood points, they can only use the “passive”
effects of Potence (see V20, p. 192).
This power costs 24 experience points to learn.

Iron Heart (Potence •••, Presence •••)
Common among Individualists who quest for selfcontrol,
Iron Heart fortifies the Brujah against supernatural
powers that affect her emotions, her self-control, or her
reason (including Dominate, Dementation, and Presence),
while also allowing her to inspire others to resist such
manipulations themselves.
System: This power has two effects. First, a Brujah who has
acquired this power permanently increases the difficulty of
all attempts to manipulate her through supernatural means
(whether Disciplines or other magic) by 2, to a maximum of
9. Against unrolled supernatural effects (such as Majesty),
the Brujah instead reduces the difficulty of any relevant
resistance rolls by 2. This aspect of the power is always active.
Second, if the player spends a Willpower point while the
character actively persuades another to resist such effects,
the difficulty of any such supernatural manipulation
increases by 1 (or the difficulty of the character’s resistance
roll against unrolled effects is reduced by 1).
This power costs 18 experience points to learn.

Leaps and Bounds (Celerity ••, Potence ••)
Through this intersection of strength, speed, and will,
the Brujah can leap amazing distances, whether to evade
foes or flee a burning building.
System: The Brujah multiplies all vertical and horizontal
jumping distances by the lesser of her Celerity or Potence
(see the rules for jumping in V20, p. 260). The player does
not need to roll anything to make the jump but, at the
Storyteller’s discretion, may need to roll Dexterity + Athletics
(difficulty 4) to land safely depending on the environment.
This power costs 12 points to learn.

Pulse of Undeath (Auspex •, Potence •)
Canny Brujah with this power can go into fights
forewarned about their opponents’ capabilities. The Brujah
can intuitively sense which, if any, physical Disciplines
another vampire possesses.
System: The player rolls Perception + Empathy
(difficulty 6). Each success informs the Brujah of one
physical Discipline (Celerity, Potence, or Fortitude)
possessed by the target observed, as well as that
Discipline’s approximate level.
This power costs 6 experience points to learn.

Reluctant Performance Artist (Dominate •••, Presence •••)
Popular among the Situationists, this power not only
lets the Brujah transform a mortal into an unwilling
performer, it transforms other mortals into a captive
audience. Other, less artistic Brujah who learn this
power find it useful as a distraction to cover for their
clandestine activities.
System: The player adds one Willpower point to the
cost of using Mesmerize on a mortal who the Brujah the
commands to perform some action in a public place. For
Situationists, this action is typically something absurd or
otherwise bizarre, consistent with modern performance
art. Theoretically, however, the Brujah could command
the mortal to do anything, such as start an argument
with someone else or commit an act of public vandalism.
Other mortals who observe the performer and whose
current Willpower ratings do not exceed the successes
rolled by the Brujah are powerless to do anything except
watch attentively. If the performer does something
dangerous or illegal, treat each audience member’s
Willpower as if it were 1 higher. If the performer attacks
anyone in the audience, treat each audience member’s
Willpower as if it were 3 higher.
If the performance is completed without interruption,
affected audience members will move on and either forget
about the performer’s actions or rationalize the events
as being part of an artistic performance (no matter how
odd the scene). Whether a particular mortal thinks the
performance is any good will probably depend on her
appreciation for performance art.
This power costs 18 experience points to learn.

Scourge of Alecto (Celerity ••, Presence ••••)
An obscure power often found among older Idealists,
Scourge of Alecto allows the Brujah to chain his own
Beast and then, through an act of supreme will, unleash
it within the body of someone else nearby. Doing so does
not alter the Brujah’s own propensity for frenzy, but it
can inflict both damage and frenzies upon his enemies.
System: The player must spend a point of Willpower
while the character spends a full turn concentrating on a
single target (which may be mortal, vampire, or any other
type of supernatural character). Then the player rolls the
Brujah’s permanent Willpower (difficulty equals target’s
current Willpower). Each success inflicts one level of
bashing damage as the Brujah’s manifested fury attacks the
target from the inside. Additionally, if the target is someone
normally susceptible to frenzy, she must immediately roll
to resist it at a +2 difficulty.
This power costs 18 experience points to learn.

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