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  • Virtually unchanged, I imagine. I like the idea of making it a general affliction, though. I feel like B&S has opened the door for more quirky stuff like that.


    I am no longer participating in the community. Please do not contact me about my previous work.

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    • So since I'm planning to run a Strix Chronicle game with VII as a major antagonist (and the Akhud as VII) I went ahead and wrote up a conversion for the Akhud Clan Bane, Praestantia and its Devotions, and Ahranite Sorcery. In my particular version, Ahranite Sorcery is going to require a dot of Covenant Status: VII to learn, but I wanted to keep the connection between the Akud and VII relatively agnostic in my writeup, so those who wanted to use the clan without tying them to the covenant could still make use of it if they so desired. I also left any references to the clan's history as written in the VII book pretty vague, and only hinted at the connection to Shaddad, so it's also usable by anyone who prefers the version of their history that's hinted at in Blood and Smoke.

      Akhud and Praestantia:

      Akhud

      Clan Bane (The Fraternal Curse): The Akhud cannot betray their own - in word or in deed. If she knowingly tries to harm another member of her clan, whether directly or indirectly, the Akhud must roll Humanity. The number of successes achieved on this roll acts as a cap on any rolls she makes that could harm her clanmate for the remainder of the scene. If she fails the Humanity roll, however, she cannot take any action that might harm her fellow Akhud – even under torture or mental compulsion, it is physically impossible for her to complete the action.
      Favored Attributes: Strength or Wits
      Disciplines: Celerity, Praestantia, Obfuscate

      Praestantia

      Where the physical Disciplines of Celerity, Vigor, and Resilience grant superhuman speed, strength, and fortitude respectively, there is another, more subtle physical talent that can be enhanced with the power of the Blood. It is referred to as kinesthetic perception, and it is the purview of a little-known discipline called Praestantia. Sometimes simplified into the concept of hand-eye coordination, kinesthetic perception is one’s innate sense of distance, movement, and balance. By the use of Praestantia, a vampire can exceed the natural limits of this ability and instinctively calculate the position of objects in space relative to her body in an instant, moving with flawless timing and precision. This nearly precognitive level of split-second decision-making is so acute that many who have witnessed it cannot believe it is possible with even superhuman levels of kinesthesia alone. The powers of Praestantia, therefore, have often been attributed to more esoteric sources, such as demonic pacts. The truth is, this Discipline is so rare, even the most learned kindred scholars understand very little about it; but whether it is “merely” enhanced physical prowess, or literal prophetic visions, the results are undeniable.

      Cost: None or 1 Vitae per active effect
      Dice Pool: None
      Action: None (for persistent effects) or Reflexive (for active effects)
      Duration: Permanent (for persistent effects) or one turn (for active effects)
      Like other physical Disciplines, Praestantia has two kinds of effects: persistent and active. Persistent effects are always on, and have no cost. Active effects are reflexive and cost one Vitae per effect.
      Persistent: Add the vampire’s dots in Praestantia to her Dexterity. This can raise her Dexterity above the normal limits imposed by her Blood Potency.
      Active: By spending Vitae, a character using Praestantia gains a surge of kinesthetic insight, instantly assessing a situation and choosing whether or not to peruse a course of action based on its likelihood to succeed. Chose one effect from the following list. No Praestantia effect can be used more than once in the same turn.
      • Add a number of dice equal to her dots in Praestantia +1 to any Dodge roll she makes this turn.
      • Abort any failed action involving one of the following skills: Athletics, Brawl, Firearms, Stealth and Weaponry. Doing so gives up her normal action, but she does avoid any potential consequences of failing (or dramatically failing) the roll. For example, if the vampire was attempting to jump across a chasm, or throw a knife, the player can make the roll to see if she would succeed. If she does, fine, she can go through with the action normally. If she sees the roll would fail, she can stop just short of the edge, or hold onto her weapon.


      Praestantia Devotions:


      Devotions

      Hair-Thin Dodge
      (Auspex ··, Praestantia ··)

      Normally, when someone tries to dodge, the goal is to get as far away from the incoming attack as possible. It’s only natural when a weapon or a fist is coming your way to increase the distance between yourself and the source of danger. But to someone with this devotion, the increased margin for error is outweighed by the additional effort it requires; why expend the energy to dodge the chainsaw by a foot when an inch is more than you need?

      Cost: 1 Vitae
      Dice Pool: None
      Action: None; enhances Praestantia
      When the user activates Praestantia to add to her Dodge rolls for the turn, she can spend an additional point of Vitae to activate Hair-Thin Dodge. If she does, she rolls double her defense (plus the bonus from Praestantia) to Dodge, no matter how many opponents are attacking her. This does not allow her to Dodge attacks that deny her Defense, such as Firearems or attacks from enemies she cannot perceive.
      This Devotion costs 2 Experiences to learn.

      Perfect Weapon
      (Vigor ·, Praestantia ·, Fighting Finesse Merit)

      There are advantages and disadvantages to any fighting technique, whether they rely on brute force, or precision and accuracy. But to a combatant with this Devotion, there is no differentiation between the two – she can perfectly balance both, eliminating the inherent weaknesses of either.

      Cost: 1 Vitae
      Dice Pool: None
      Action: Reflexive

      When attacking with a weapon or style for which she has Fighting Finesse, the Vampire may reflexively spend a point of Vitae to substitute her dots in Vigor for her dots in Praestantia or vice versa. In other words, while a character with Fighting Finesse for knives could normally only attack with either Strength + Vigor + Weaponry or Dexterity + Praestantia + Weaponry, with this merit she can attack with Strength or Dexterity + Praestantia or Vigor + Weaponry.
      This Devotion costs 1 Experience to learn.

      Vaporous Step
      (Celerity ·, Praestantia ·)

      Reports of VII attacks often claim that the assailants eliminated their target without a sound. This Devotion allows the user to achieve something similar, though whether or not this is how the VII accomplish it is uncertain.

      Cost: None
      Dice Pool: None
      Action: Instant
      Duration: Scene

      For the remainder of the scene, the vampire’s movements make no sound whatsoever. Even running over a creaky wooden floor covered in dried leaves in the middle of an echo chamber, her footsteps are completely silent. She can therefore soundlessly approach a target, stake his heart, and carry his body away without any more than the muffled crack of her victim’s ribs being heard. This does not stop her victim from screaming out, of course, but most are never given the chance.
      This Devotion costs 1 Experience to learn.


      And Ahranite Sorcery:


      Ahranite Sorcery

      Ahranite Sorcery is a form of blood sorcery, like Cruac or Theban. Legends say it was taught to the children of Ahran by a Demon in the long forgotten nights before the fall of the Camarilla, but none alive tonight can say for certain. What is certain, however, is that any who learn the secrets of this ancient sorcery become plagued by insidious whispers that urge them to give into their baser instincts and succumb to the Beast. Any rolls a ritualist makes to resist frenzy suffer a penalty equal to her dots in Ahranite Sorcery. Whether these are mere hallucinations, or the voice of the Unnamed Demon, none can say.

      All Ahranite Sorcery rituals require the use what is called a Cauldron of Shaddad. It is a large cauldron, roughly the size of a bathtub, typically inscribed with arcane symbols whose meanings have been lost with the rest of the knowledge of this ancient sorcery. One symbol in particular, known only as the Seal of the Unnamable, must be carved into the cauldron and subsequently damaged or destroyed. This presumably has symbolic significance, but it too has been forgotten. All that is known is that the seal must be carved and damaged for any Ahranite Sorcery ritual to function. The cauldron must be filled with human blood, and at least 5 Vitae, which can be supplied by any vampire present, though it is most commonly the victim who provides the tribute. Finally, the ritualist spends a point of Willpower, and the request is made.

      Cost: 1 Willpower
      Dice Pool: Presence + Occult + Ahranite Sorcery
      Action: Extended. Ritualists may roll as many times as the unmodified dice pool. The base time per roll is half an hour, reduced to 15 minutes if the character has more dots in Ahranite Sorcery than the dot rating of the ritual being cast. A ritual must be completed in one attempt. Ritualists do not receive any bonus for attempting a ritual having already failed with a near miss; rituals automatically fail if interrupted; and ritualists may not use Defense while casting. Many rituals are also Contested or Resisted, as noted in their descriptions.
      Unless a Merit that modifies extended actions expressly says that it applies to Sorcery, Ahranite Sorcery rolls are not affected by it.

      Roll Results:
      Dramatic Failure: The ritual completely fails, and the sacrifice is wasted. The ritualist gains the Tainted Condition. The next ritual attempted by the vampire suffers a -2 dice penalty.
      Failure: The ritualist is having difficulty, and accumulates no successes. The player decides whether to abandon the ritual entirely or continue. If the ritualist continues, she gains the Stumbled Condition.
      Success: The ritual accumulates successes. If the target number of successes is met, the ritual’s effect immediately takes place.
      Exceptional Success: the ritualist makes great strides in achieving the ritual. The player decides which of the following effects takes place in addition to accumulating successes.
      • Reduce the target number of successes by her dots in Ahranite Sorcery.
      • Reduce the time per roll to 15 minutes (or to 5 minutes if she has more dots in Ahranite Sorcery than the rating of the ritual).
      • Apply the Ecstatic Condition if and when the ritual succeeds.
      If the target number of successes is met, the ritual’s effect immediately takes place.

      Ahranite Sorcery Rituals

      Most Ahranite Sorcery rituals have been lost to the sands of time – their scriptures destroyed in some ancient war long since forgotten in the fog of ages. Those few that are still known offer too little insight into its motifs to reconstruct the lost knowledge or improvise new rites. Those written here are all that remains, and perhaps it is best that way; there is no telling what blasphemies could be wrought by one who uncovered the full potential of this lost Discipline.

      Initiation (·)
      Target Number of Successes: 3
      Sacrament: At least 1 Vitae of the ritualist’s own blood, included in the mixture in the Cauldron of Shaddad.
      This unique ritual earns its name because it is used to induct outsiders into the Akhud Clan. It only works on Vampires, and they must not already be a member or Initiate of the Akhud Clan. The potential initiate drinks of the blood in the cauldron, and it acts like the blood of an Avus, allowing the drinker to join the Akhud like a bloodline. The initiate gains the Akhud Clan Bane in addition to that of his original clan, and can learn Praestantia at in-clan costs.

      Seek the Wise Blood (·)
      Target Number of Successes: 5
      The ritualist enters the cauldron and mystically enhances all of the vitae currently in her system. For the next month, she is always aware of the location of any Vitae affected this way, regardless of distance. She could, therefore, feed some to her Ghoul so that she would always know his whereabouts (until he spends it, that is). She could hide a small amount of it on someone she wishes to follow and use it like a tracking device. Some Ahranites have been known to forge documents containing false secrets of their covenant in their own blood in order to discover the location of a rival’s hidden library.

      Draugr Curse (··)
      Target Number of Successes: 7
      Contested: by Composure + Blood Potency
      This ritual only works on a Vampire not of the Akhud Clan, and not under the effects of Initiation. The victim, who must be submerged in the cauldron during the ritual, falls into torpor for a number of nights equal to his Blood Potency. When he awakens, he has no memory of the ritual. At best, he might recall the occasional flash – a brass cauldron, the taste of blood, the sensation of drowning – but nothing specific. He has the Persistent Amnesia Condition related to the events of the ritual. In addition, if he is subject to a Predatory Aura contest within one lunar month of the ritual, he immediately enters Frenzy, with the goal of killing whoever dared challenge his beast.

      Thirsting Dagger (··)
      Target Number of Successes: 7
      Sacrament: A brass dagger, dipped into the Cauldron of Shaddad
      The dagger used in this ritual is dipped into the cauldron and immerges with a mystical ability to drain the blood of its victims. In effect, this functions as the Spray maneuver from the 5th dot of Kindred Dueling, only the vitae is absorbed by the blade rather than gushing out of the target. On a successful attack roll with this weapon, its wielder can choose to remove Vitae from the victim instead of Health levels. Damage can be divided between Health damage and Vitae loss however the attacker chooses after the roll is made. These properties last until the next sunrise.

      Restored Image (···)
      Target Number of Successes: 6
      Contested: by Composure + Blood Potency
      This ritual only works on a Kindred subject, who must be submerged in the cauldron during the ritual. For the next lunar month, the subject is unaffected by The Lost Visage. His Beast does not instinctively keep him out of view in reflective surfaces, and he appears normally in recordings and pictures. When the duration ends, he disappears from such records once more. As with the lost visage, however, these disappearances are inconspicuous and easily dismissed as coincidence. The picture gets coffee spilled on it right over the vampire’s face, or the digital file becomes corrupted or damaged.

      Visage of the Nameless (···)
      Target Number of Successes: 6
      Contested: by Composure + Blood Potency
      The subject of this ritual must be an Akhud or a vampire under the effects of Initiation, and must be submerged in the cauldron during the ritual. When he immerges, all who look upon him see the face of some Nameless Demon, rather than his own face. Until the next sunrise, anyone who sees the subject must make a reflexive Resolve + Composure roll. On a failure, they gain the Frightened Condition with the subject as the source of their fear. On a success, they gain the Shaken condition

      Sinner’s Skin (····)
      Target Number of Successes: 10
      Resisted: by Stamina for a living or undead victim
      Sacrament: A human body (living, dead, or undead), submerged within the Cauldron of Shaddad.
      The body is placed into a cauldron, and its skin boiled off. For a corpse, this only requires the base number of successes. For a living or undead subject, the base successes inflict one lethal damage, and each additional success increases the damage by one. The victim’s health boxes must be filled entirely with lethal damage for their skin to come off. Of course, clever ritualists will often “prepare” a captured victim by beating them within an inch of their life prior to commencing the ritual, in order to make the casting easier.

      The flesh of the victim rises to the surface of the cauldron in one piece, like a macabre flesh suit. This “suit” can be worn by anyone (not just the ritualist) of roughly human size and shape to disguise herself as the victim. She takes on all physical qualities of the victim, from height, weight, and appearance down to gait and even body odor. If the victim was a vampire, the wearer even gives off predatory aura at the victim’s Blood Potency. Similarly, a vampire wearing the skin of a human does not give off predator’s taint at all.

      The disguise, while frighteningly effective, is far from flawless. The wearer gains the victim’s physical qualities, but not his voice or memories. Wearing the skin also does not grant any merits the victim may have had, even Giant or Striking Looks. The wearer may appear larger or fairer, but she does not gain the mechanical benefits such as increased health or social dice pools. What she does gain, however, is a +5 bonus on any rolls to pass as the victim himself.

      The suit lasts for one lunar month, and can be removed and put back on as many times as is necessary, just like clothing. Once the month is out however, the magic wears off, and the skin ceases to function as a magical disguise, appearing only as the pile of warped and decaying flesh it always was.

      The Mantle of the Demon (·····)
      Target Number of Successes: 11
      Sacrament: A full-length garment, such as a cloak or long jacket, submerged within the Cauldron of Shaddad.
      The garment, which is placed into the cauldron during the ritual, immerges with magical protective qualities. Anyone who wears the cloak is shielded from ritual magic. (At the Storyteller’s discretion, this can apply to Werewolf Rites, Mage spells, or any other form of magic that requires an extended ritual to perform). Any ritual that targets the wearer suffers a -1 penalty on the casting roll. Additionally, whether the ritual succeeds or fails, the caster automatically suffers one level of aggravated damage. This protection lasts until a total of five aggravated damage have been dealt this way, or until the garment is destroyed.

      Shaddad’s Vengance (·····)
      Target Number of Successes: 5+
      The ritualist submerges herself in the cauldron, and through this ritual, prepares a fiery retribution for whoever brings about her demise. If the caster’s Final Death is at the hands of another, whoever dealt the final blow is immediately engulfed in wicked flames, which deal aggravated damage to kindred and mortals alike.

      At the base number of successes, the ritualist’s killer takes only a single point of aggravated damage upon her death. However, for each success achieved beyond the target when the ritual is cast, the murderer takes an additional point of aggravated damage. He gets no defense against the inferno, he merely bursts into flames and takes the damage, no matter his distance from the ritualist when he killed her.

      The few who have witnessed the effects of this ritual and lived to tell of its horrors claim it is no ordinary conflagration. They speak of a demon made of pure hellfire embracing the killer, the crackling of the flames like its laughter as it drags the sinner’s soul with him back to hell. Of course, the validity of their claims is suspect, as none who have witnessed the vengeful flames have returned with their sanity completely intact. Indeed, to see this ritual’s effects is an Integrity breaking point at a -5 penalty for mortals, and cause for a Frenzy test at -5 for Vampires.

      A vampire can only be under the effect of one instance of Shaddad’s Vengeance at a time. Casting it on herself again does not “stack” with a previous casting, so she cannot multiply its effects by performing the ritual several times. She can, however, replace one instance of Shaddad’s Vengeance with a new one, replacing her successes rolled the last time she performed the ritual with those achieved on the new casting.


      And here's a link to it on Google Docs as well:
      Last edited by Charlaquin; 12-19-2013, 10:31 PM.


      Going by Willow now, or Wil for short. She/Her/Hers.

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      • I've had this variation of Obtenebration's Shroud of Night:

        Shroud of Night
        The first thing that a practitioner of Obtenebration learns is that to master the shadows, you must defeat the light. Shroud of Night swallows any illumination in an area with the area based on the number of dots the user has in Obtenebration, fires go out and bulbs go dark. Any electric devices affected by this power are still allowed to function normally, just without the ability to produce light, so, a cell phone may still make and receive calls, but the back light on the phone wont work.
        Cost: none
        Dice Pool: Presence + Intimidation + Obtenebration
        Action: Reflexive
        10 yds²
        •• 15 yds²
        ••• 20 yds²
        •••• 25 yds²
        ••••• 30 yds²
        Last edited by BlackRajanya; 12-25-2013, 02:38 AM.

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        • Here's my take on a B&S-style version of Gustus, the signature discipline of the Marcellarius bloodline

          Gustus
          The Marcellarius have turned feeding from merely a practice of necessity to an art form, their bites gaining a supernatural quality above that of 'normal' vampires. Their Beasts infect them with an insatiable hunger, but gives them the ability to gorge themselves like no other vampire, tearing and devouring raw flesh and bone as well as blood; some kindred with especially sharp senses swear that before a Marcellarius feeds on a victim, their mouth changes into a primordial nightmare of fangs.

          Cost: None or 1 Vitae per active effect

          Dice Pool: None

          Action: None (for persistent effects) or one term (for active effects)

          Duration: Permanent (for persistent effects) or one turn (for active effects)

          Like the physical Disciplines of Celerity, Resilience and Vigour, Gustus has two kinds of effects: Persistent and active. Persistent effects are alwaus on and have no cost. Active effects are reflexive and cost one Vitae per effect.

          Persistent: Add the vampire's dots in Gustus to her maximum number of Vitae she may store at any one time, and as a bonus to Lashing Out when hungry or starving (see p. 92 and 104). In addition, a vampire with Gustus may feed on raw meat that is no older than 24 hours, consuming 1 point of Size for the equivalent 1 point of Vitae.

          Active: By spending a point of Vitae Gustus augment's a vampire's bite even further. For each point of Vitae spent choose one effect from the following list. A vampire may spend additional Vitae to invoke multiple effects simultaneously, but no effect of Gustus may be used more than once per turn.
          • Increase the vampire's Weapon bonus for their fangs by a number equal to their dots in Gustus.
          • Make a Feed at the same time as making a Damage move during a grapple, gaining a number of Vitae equal to the full damage inflicted.
          • After successfully inflicting the Drained Condition (see p. 303) on someone, you may spread your level of Gustus dots amongst your Attributes or Skills, increasing them by that amount. This may not take your Skills above the level that your victim possesses (though Attributes are only limited by your normal Blood Potency limits).

          Comment


          • Originally posted by BlackRajanya View Post
            I've had this variation of Obtenebration 3's Shroud:

            ••• Shroud of Night
            A Khaibit has the potential to eliminate the one thing that can ruin their night. Shroud of Night swallows any illumination in an area and blackens the bulbs of modern equipment. Any electric devices affected by this power are still allowed to function normally, just without the ability to produce light, so, a cell phone may still make and receive calls, but the backlight on the phone wont work.
            Cost: 1 Willpower
            Dice Pool: Presence + Intimidation + Obtenebration
            Action: Instant
            Roll Results
            Dramatic Failure: The character fails and cannot use this power again until the next sunset.
            Failure: The character fails this attempt, but a successive attempt may be made if another Willpower is spent
            Success: The area affected by the shroud is equal to your successes x your Obtenebration, measured in square yards.
            Exceptional Success: You affect a larger area and have a bigger playground.


            still need to hash out the details, but it seems more thematic and danced with the whole "candles going out" before the vampire shows up mood.
            If nothing else, can serve as a cool devotion.

            For the Gustus discipline, something to consider: You know how the Marcellarius have one power in the old discipline writeup that let's them vomit? Also, y'know how Kindred can spend a vitae to vomit blood? And have you ever seen the Red Lanterns from DC, who can vomit boiling blood as an attack?

            Maybe that pool of bubbling vitae in their gullets is what let's them draw sustenance from eating body parts. Maybe they can get a ranged upchuck attack based on that?

            Or it could be a Devotion.
            Consumptive Slurry (Gustus 2)

            Cost: 1 Vitae
            Dice Pool: Stamina + Athletics + Gustus - victim's Defense
            Action: Instant
            The Marcellarius lurns how to expel the bubbling consumptive Vitae that sits in their gullets upon their enemies, burning their flesh and scarring their bodies. By spending 1 Vitae, the Marcellarius can vomit on their enemies. Their Vomit is a (Gustus-2) Lethal weapon and it does not require a grapple to attack with. If the attack lands successfully, it inflicts the Scarred Condition.
            This Devotion Costs 1 Experience to Learn


            I am no longer participating in the community. Please do not contact me about my previous work.

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            • I think the Devotion works well. Maybe have a Dramatic Failure make them all dispeptic?

              Oh, and I was thinking for the Bloodline Weakness: The Chymiferous Curse: A Marcellarius' speed [and/or Defence?] is capped by their Humanity.

              So inhumane Gourmands are nearly immobile, reliant on ghouls and servants to bring (and, occasionally, be) their meals, and it would explain why they're so concerned about manners for vampires who take the cannibalism aspect much farther - it gives them a minimal sense of humanity.

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              • @Leetspeak I wanted to remove the drow-like feel of the original Shroud.... even toyed with making it a one dot with 1 vitae or no cost given the level of power in B&S and remove the roll-able range, making it a set distance, modified by the number of dots in Obtenebration.

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                • I think I am going to use the Akhud as a clan, but non VII.

                  Awesome Write up


                  "No live organism can continue for long to exist sanely under conditions of absolute reality; even larks and katydids are supposed, by some, to dream." - Shirley Jackson

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                  • Originally posted by Shenron View Post
                    I think I am going to use the Akhud as a clan, but non VII.

                    Awesome Write up
                    One of my primary goals in writing it was that it be useable whether you wanted them to be VII or not. Glad to hear it's workable for you!


                    Going by Willow now, or Wil for short. She/Her/Hers.

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                    • Awesome write up of Praestantia, VII and Ahkud, Charlaquin. Congrats!


                      Userhat Aegpts Vlrs. Coren "Ojos de Fuego". Mithrael. Menehet.

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                      • This thread is gold and is adding tons to my future game. Would anyone be interested in taking up Stigmatica? It's a discipline I like to have available for the Lancea. Any help appreciated! thanks!


                        .

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                        • Updated the writeup for Vicissitude with a little tie-in to Blood & Smoke content. I also fixed up its Auspex Devotions to use the new system of Blood Sympathy. Finally, I added a Devotion with Dominate that might appeal.


                          I am no longer participating in the community. Please do not contact me about my previous work.

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                          • Originally posted by nicodemus View Post
                            This thread is gold and is adding tons to my future game. Would anyone be interested in taking up Stigmatica? It's a discipline I like to have available for the Lancea. Any help appreciated! thanks!
                            Good ol Stigmatica. I was gonna say it didn't really need an update...then inspiration struck. Here's the results.

                            Once again I went for the experimental 'clanless' approach, which I find attractive for Bloodlines like this one. Gethsemani are no longer strictly Nosferatu, instead the line is bound to a powerful Miracle (The Rite of Resurrection), and tied closely to the Lancea et Sanctum. The Discipline itself...well you'll see. I got a bit experimental and I think it really works.

                            Forum version for Gdocs haters. (warning, links still point at Gdocs)

                            Gethsemani
                            The Gethsemani are not a Bloodline in the traditional sense, any Vampire can join regardless of clan so long as she meets the following conditions: She must be a ranking member of the Lancea et Sanctum, a member of no other Bloodline, and submit herself to the Rite of Resurrection performed by another Gethsemani (see New Rites below).

                            Covenant: Lancea et Sanctum

                            Bloodline Disciplines: Normal Clan Disciplines, plus Stigmatica

                            Bloodline Bane: Penitent Ones

                            The Gethsemani believe sanctity is the only path to salvation, and live in fear that their own devotion may waver. They are wracked by fear of impurity, which ironically further savages their humanity. Banes do not prevent humanity loss in Gethsemani, instead a bane adds two additional dice to its associated degeneration roll.

                            Bloodline Discipline: Stigmatica
                            Stigmatica rests halfway between discipline and ritual, while a little coil thrown in for good measure. Though it is structured in a five dot scale, Stigmatica dots may be purchased in any order, with the total number of dots deciding it’s discipline rating (where necessary).
                            All Stigmatica powers rely on the Theban Rite Consecrate the Vessel (below), therefore almost all Gethsemani have at least one dot in Theban Sorcery.

                            Strength of Body •+
                            Purified blood provides more than just Vitae, it is charged with divinity and with each drop of blood that divinity permeates the Gethsemani, driving her dead form to new heights of power. Each point of Vitae gained from a consecrated vessel also provides a temporary dot of Strength, Dexterity, or Stamina (vampire's choice). Up to [Stigmatica] physical attribute dots may be provided in this manner. Enhanced physical attribute dots decay at a rate of one dot every morning. The player chooses which dot is lost.

                            Strength of Conviction •+
                            Gethsemani draw not only lifeforce from vessels, but faith and conviction as well. In addition to Vitae, each point of lethal damage also drains one point of the consecrated vessel's temporary willpower, which passes to the Gethsemani. This can allow her to breach her normal Temporary Willpower by up to [Stigmatica] points. Temporary willpower over her normal cap lasts one night before dissipating, or until it is spent.

                            Strength of Heart •+
                            Certain in her purity a Gethsemani exudes confidence and charisma. Each point of Vitae gained from a consecrated vessel also provides a temporary dot of Presence, Manipulation, or Composure (vampire's choice). Up to [Stigmatica] social attribute dots may be provided in this manner. Enhanced social attribute dots decay at a rate of one dot every morning. The player chooses which dot is lost.

                            Strength of Mind •+
                            With God in her veins the Gethsemani needn’t muddle her mind with fear or uncertainty. Each point of Vitae gained from a consecrated vessel also provides a temporary dot of Intelligence, Wits, or Resolve (vampire's choice). Up to [Stigmatica] mental attribute dots may be provided in this manner. Enhanced mental attribute dots decay at a rate of one dot every morning. The player chooses which dot is lost.

                            Strength of Soul •+
                            Transformed by God the Gethsemani’s natural prowess becomes magnified and empowered, such that all others will know her might. Each point of Vitae gained from a consecrated vessel increases the Gethsemani's effective Blood Potency by one dot, up to [Stigmatica] dots. This improves her Kindred Senses, Predatory Aura, Blood Sympathy and any Contested resistance rolls, but does not restrict her feeding, speed damage from sunlight, increase torpor duration, or improve Vitae capacity and expenditure rates. Enhanced Blood Potency dots decay at a rate of one dot each morning.

                            New Rites
                            Note: Though they are Theban Rites, Gethsemani miracles require no Sacrifice. Rather, the suffering if the vessel more than accounts for any sacrifice required.

                            Consecrate the Vessel •
                            Target Number of Successes: 1 Per Vitae
                            Used by the Gethsemani to create Consecrated Vessels, this rite requires the vessel be totally mundane, human, and most importantly, willing. As the Gethsemani casts deep cuts open on the subject’s wrists, ankles, forehead and chest, mirroring those of Christ during the crucifiction. The vessel bleeds consecrated vitae, taking one damage per success*.
                            To most kindred there is no difference between consecrated Vitae and normal Vitae, but to the Gethsemani they are utterly different. The simple act of Consuming Consecrated Vitae fuels the Gethsemani discipline, Stigmatica. No other Vitae can substitute.
                            *Storytellers should recall that on an Exceptional Success extra successes on a roll are applied to it’s spell factors, making it possible to inadvertently exsanguinate a vessel by casting too successfully. If exsanguinated roll a chance die, if successful the Vessel rises as a revenant within 48 hours.

                            Touch of Life ••
                            Target Number of Successes: 1 per lethal damage, 2 per aggravated damage
                            While a Gethsemani will only reap the benefits of Consecrated Vitae for a few days, vessels feel the cost for weeks at a time. Gethsemani truly cannot undo the pain she has caused, but she can accelerate the recovery. This rite only works on a Consecrated Vessel, and only in the scene in which he was consecrated. The vessel gains the Fast Healing merit. He retains this merit until all damage he suffered from Consecrate the Vessel heals completely. If he already has the Fast Healing merit it's effects are doubled, effectively quadrupling his recovery rate.
                            This Rite cannot be stacked repeatedly for hyper-fast healing.

                            Grace to the Faithful •••
                            Target Number of Successes: 5
                            A Vessel risks his life with each offering. The surest way to ensure his survival would be to make him into a Ghoul (providing him healing abilities an access to Resilience), yet it is the great tragedy that to do so would bind the Vessel the the Gethsemani, and steal his love from God. However, with this Miracle the Gethsemani can bestow that blessing, creating a Ghoul beholden to none who may still act as a vessel for the divine.
                            The Gethsemani performs the rite of consecration as usual, but instead of consuming the vitae herself, she feeds it back to the vessel. Then she casts this spell. If all goes well the vessel is transformed, becoming a ghoul. So long as he consumes only concecrated Vitae he may continue to serve as a vessel despite his supernatural nature. Renewing this state can be done only through Grace to the Faithful, though the vessel needn't consume Vitae while doing so.

                            Taste of Divinity ••••
                            Target Number of Successes: 6
                            Only the Gethsemani will be saved, no other dead can hope for redemption, but with a little magic they experience the glories of sanctity. To do so she must perform Consecrate the Vessel, but instead of drinking the Vitae herself she captures it in a cup or basin and casts this spell. When fed to another kindred this Vitae confers the effects of one of the Gethsemani’s Stigmatica powers, at a dot level equivalent to her own.

                            Rite of Resurrection •••••
                            Target Number of Successes: 15 (-1 for each day the subject was bound and starved)
                            Before this Miracle may be cast, it’s subject must submit himself to a series of tortures. He must be bound and restrained, pierced through the chest, ankles, wrists and forehead, then crucified and forced to slowly exsanguinate until he falls into torpor from starvation. He must do all of this willingly, and put up no resistance to the acts (Frenzy doesn't count, but can make the process difficult). Once the subject is torpid he is removed from the cross, cleaned, and christened with consecrated Vitae. Only then may this Rite be cast.
                            Two days after the rite is performed the subject rises again, completely restored, as a member of the Gethsemani Bloodline.
                            Last edited by PenDragon; 12-23-2013, 02:15 AM.


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                            Hacks and House Rules Hub Thread

                            CofD Hacks By Splat: Vampire | Werewolf | Mage | Mummy | Demon

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                            • Here's my own first draft at an attempt to convert Blood Tenebrous. I decided to focus on the thematics of the Shadow's predator/prey dynamic resonating with the Beast inherently, allowing the vampire to interact with spirits through that connection. It diverges a bit from the original, but retains some similar mechanics with B&S and GMC flavor. It's a fair bit more potent, but a lot of disciplines got that sort of boost.

                              https://docs.google.com/document/d/1...it?usp=sharing

                              I may eventually also add some Devotions.



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                              • thanks Pen! great stuff as always! i totally agree with your experimental approach that branches out some of these aberrations of the blood away from the traditional Clan -> Bloodline paradigm. a lot of these concepts are bigger than just one clan.

                                thanks again! will use!


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