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New Clan Abilities (Ventrue)

in Kombinierte neue Disziplinen 13.03.2016 13:09
von Quatamoc (gelöscht)
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Discipline Powers

Fealty (Dominate ••••• •)
This power allows the Ventrue to sanctify an oath or
promise freely given (and even one falsely given) so that
the oath-giver is incapable of going back on his word or
refusing to fulfill his promise. This power will not function
if the target was compelled to give the oath, but it will
work if the oath-giver is tricked into making it.
System: The player rolls Charisma + Politics (difficulty is
oath-giver’s current Willpower). The number of successes
determines the duration during which the oath-giver is bound.
While the effect lasts, the oath-giver must spend a Willpower
point prior to each action he attempts which violates his
promise, and he suffers one level of bashing damage during
each scene in which he is conscious and yet not actively doing
something to fulfill the oath. If the oath was for a specific
action, the duration ends once it is accomplished.
Successes - Duration
1 Success - One day
2 Successes - One week
3 Successes - One month
4 Successes - One year
5 Successes - Ten years

Curse the Laurel (Fortitude ••••• •)
An unusual application of Fortitude, this power allows
a Ventrue who has been successfully staked to slowly
restructure her very heart around the offending stake so
that it ceases to paralyze the Ventrue.
System: The player spends a Willpower point and rolls
Stamina + Survival (difficulty 9). The number of successes
determines how quickly the stake can be negated, according to
the chart below. Each use of this power affects a single stake.
On a failed roll, the player can spend another Willpower and
roll again, but he cannot combine successes from multiple
rolls. Only the roll with the most successes applies. On a botch,
the vampire may not attempt to neutralize the stake again.
Successes - Time until the stake is neutralized
1 Success - One month
2 Successes - One week
3 Successes - Immediate
The power only removes the stake from the heart, not
from the body. It will remain trapped in the Ventrue’s
dead flesh until removed, a process that causes two health
levels of aggravated damage.


Combination Disciplines

Command from Afar (Auspex ••••, Presence ••••)
This power has lost much of its former value since the
advent of the cellphone, but many Ventrue (in both Sects)
still swear by it for its impeccable security. By combining the
long range effects of Summoning with the communicative
benefits of Telepathy, the Ventrue can give complicated
instructions over nearly any distance to any individual who
is blood bonded to her or that she shares vinculum with.
System: The player must spend a Willpower point
to activate this power, and then roll the character’s
Charisma + Expression. For each success, the Ventrue
can communicate up to five words to a single ghoul,
blood-bound vampire, or packmate with vinculum over
any distance, so long as it is night where both of them
are. The target will intuitively know whom the mental
message comes from. The target is under no particular
compulsion to obey, beyond any the compulsion normally
attached to the bond or vinculum.
This power costs 24 experience points to learn.

Denial of Aphrodite’s Kiss (Dominate •••, Presence •••)
It is an insult to the Ventrue’s dignitas that he may be
victimized by a lesser Kindred’s use of one of the signature
disciplines of his Clan. This power allows the Ventrue to
apply the immunity to Dominate attempts by vampires of
higher Generation to Presence attempts instead.
System: Once learned, this power is always active. Any
use of Presence Levels One, Two, or Three against the
Ventrue by another vampire will be ineffective if that
vampire’s Generation is higher than that of the Ventrue.
This power costs 18 experience points to learn.

Divine Aura (Auspex ••, Presence •••)
This power is commonly used by those Ventrue antitribu
who also study Auspex. It allows the antitribu to instill
the power of her Entrancement into her own aura so
that anyone who attempts to study that aura risks bowing
before her.
System: The antitribu must spend one blood point to
activate Divine Aura for the night. Until the sun rises, if
any other Kindred attempt to inspect the antitribu’s aura,
she may make a reflexive Entrancement attack against him.
The player makes the roll for the antitribu as normal, but
the Cainite need not focus her attention on the target.
Indeed, it is not even necessary for the antitribu to know
that the aura reading attempt was made.
This power costs 15 experience points to learn.

Impeccable Manners (Auspex ••, Presence •)
The Ventrue intuitively senses the mood of another
person through an unconscious awareness of her aura.
Then, he instinctively modifies his actions so as to shy
away from offensive conduct while effortlessly doing things
that appeal to the subject.
System: While the Ventrue is interacting socially with
another person, the player must roll Perception + Etiquette
(difficulty 6 for mortals or 8 for supernatural beings). Each
success on this roll reduces the difficulty of all mundane
Etiquette or Persuasion rolls made against the same target
by -1 for the rest of the scene. This benefit does not modify
Discipline rolls.
This power costs 9 experience points to learn.

Rescue Beacon (Fortitude •, Presence ••••)
Fortitude will not defend against all attacks. The wise
Ventrue is prepared for the day his luck runs out and his
skill is insufficient. One always needs a backup plan. This
power automatically activates a Summoning to the nearest
individual who has tasted the Ventrue’s blood in the event
he is either forced into torpor or paralyzed via staking.
System: If the vampire either falls into torpor or is
successfully staked, this power activates automatically.
The player spends a blood point and rolls Charisma +
Subterfuge (difficulty 4); this power is an explicit exception
to the general rule that a vampire cannot spend blood
while staked. The vampire can only use this power to
Summon someone who has tasted the Ventrue’s blood
(ghouls, blood-bound vampires, packmates with vinculum,
etc.). Otherwise, the power works as Summon (V20, pp.
195-196).
This power costs 15 experience points to learn.

Retaliatory Terror (Fortitude •, Presence ••)
Those who dare to attack the Ventrue are soon taught the
error of their ways. When an attacker successfully inflicts
damage on the Ventrue, the terrifying power associated
with her Dread Gaze strikes out at the offender, seemingly
straight out of the wound.
System: Whenever the Ventrue takes damage from
a Brawl or Melee attack, the player spends one blood
point and makes a reflexive Charisma + Intimidation roll
(difficulty equal to the victim’s Wits + Courage). However,
the difficulty is reduced by the number of health levels
of damage the attacker inflicted on the Ventrue, to a
minimum of 4. If successful, the effects are as per Dread
Gaze (V20, pp. 194-195). The power cannot be used to
retaliate to a successful attempt to stake the Ventrue, as
he will be unable to spend blood to activate it.
This power costs 9 experience points to learn.

Telepathic Command (Auspex ••••, Dominate •)
Generally, the Auspex power of Telepathy cannot be used
as a means to silently Dominate another, as both powers
require concentration from the vampire. A Ventrue with
this power overcomes that limitation.
System: The vampire must still make eye contact with the
target (V20, p. 152). If he does so, he can use Command via
telepathic means so that the order is not audible to others
nearby. The power cannot affect vampires of lower Generation.
This power costs 15 experience points to learn.

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