Harvested from the WW Forum. Original thread by Ramza.
"I can't be the only person that saw the new scales of the dragon and started furiously thinking of examples. Here's what I've come up with so far, please feel free to comment on these, criticize them or post your own scales or scale ideas."
"I can't be the only person that saw the new scales of the dragon and started furiously thinking of examples. Here's what I've come up with so far, please feel free to comment on these, criticize them or post your own scales or scale ideas."
Originally posted by Ramza
Aversion Therapy
Prerequisite Coil: Taste of Fealty
Procedure: The dragon injects or feeds a vessel a dose of poison, it needs to be enough to cause painful effects (and cause the sickened condition) but need not be lethal. Then the dragon feeds on the vessel and experiences the effects(causing the sickened condition). Next the dragon pours some of this tainted vitae into a container of some kind and mixes it with nasty tasting substances. It is then left out until it has nearly lost its mystical potency, at this point it is fed to the subject.
Outcome: The subject develops the sickened condition. For each point of vitae consumed add a +1 modifier(or remove a -1 modifier) to the roll to resist vitae addiction. Despite consuming kindred vitae no blood bond is formed.
Learned Helplessness
Prerequisite Coil: Lease the Beast
Procedure: Some method of confining the dragon is prepared, possibly a small chamber with a solid door, or heavy chains. Then a stimulus that could provoke frenzy is placed to be visible but not accessible from the confined position. This could be a flame, a container of blood, a mortal, something irritating(loud disliked music, picture of foes, etc). Then the dragon frenzies while confined, letting the beast see but not escape from or deal with the stimuli. This is done for at least an hour every few days.
Outcome: The beast grows numb to the presence of the stimuli. Depending on how often and for how long the dragon engages this scale they gain a +1 to +3 modifier to resist frenzy that would cause a frenzy type associated with that stimulus(fear for fire, hunger for blood, anger for annoying things, etc).
Stake Proofing
Prerequisite Coil: The Warm Face
Procedure: Several thin sheets of metal are inserted into the chest, surrounding the heart. The procedure is fairly straightforward and simple, requiring only 2 or 3 hours. A single Medicine + Intelligence roll is made, on a failure the plates are ejected from the body the next time the subject sleeps, otherwise they remain in place.
Outcome: The plates prevent a wooden stake from piercing the heart. As long as they remain in place the kindred has a single point of lethal damage that cannot be healed.
Sober Love
Prerequisite Coil: Taste of Fealty
Procedure: The heart of an animal is removed, symbols are carved in it, and all the openings but one are sealed. The dragon then bleeds into the heart and mixes in several herbs and drugs. The concoction is then poured out and fed to the subject.
Outcome: The subject advances one step in blood bond towards the dragon but does not develop vitae addiction. The substance is unpleasant tasting but not toxic.
SPF 50,000
Prerequisite Coil: Sun’s Forgotten Kiss
Procedure: The dragon concocts a substance based on suntan lotion taken to its extreme. The process is time consuming(generally at least a week is required), the ingredients expensive(3 dots of resources, at least) and it requires access to at least a bare bones laboratory, though the substance lasts indefinitely once created.
Outcome: An extremely strong form of suntan lotion is created. Some of the ingredients are toxic so it cannot be used by humans(not that it would give them any more benefit than a normal suntan lotion). It is generally placed in a bathtub and soaked in it to prevent any chance of missing a spot, though it can be applied normally. It lasts until the kindred sleeps, at which point it is forced out of the skin. The lotion reduces the exposure of the kindred to the sun, downgrading all damage taken from the sun. It is extremely greasy, and not absorbed fully by the skin giving the kindred a slimy appearance, additionally the smell is a terrible harsh chemical odor that prevents the kindred from smelling much of anything and may give social penalties.
Moons Fury
Prerequisite Coil: Beasts Power
Procedure: The dragon must first obtain blood from a werewolf. Next the blood is mixed with things that irritate or infuriate the dragon, and vitae taken from the dragon while in a frenzy. The result is then consumed.
Outcome: The dragon feels fury beyond what the beast is ordinarily capable of. All rolls to resist frenzy at are -3 and willpower cannot be spent to resist frenzy. The kindred may reflexively enter anger frenzy by specifying a target, though it must be something at least a little annoying or irritating. While in frenzy the kindred’s blood potency is considered to be 3 dots higher for purposes of dice bonuses, discipline use and resistance. This effect lasts until the next full moon, at which point the kindred gets only a chance die to resist frenzy and the blood potency increase is 5 dots rather than 3. The effect then ends at daybreak.
Spare Parts
Prerequisite Coil: The Warm Face
Procedure: The kindred subject has an arm or leg removed. The wound on the limb is cauterized with a brand containing mystical symbols. The subject may regenerate the limb at any point for the normal cost. The removed limb is stored in a refrigerator and fed a small amount of blood once a month.
Outcome: The limb is preserved. At any point in the future if the limb has been injured or destroyed the injured limb may be removed, then the preserved limb’s brand is removed then the limb is joined to the kindred and sewn on. The limb works normally and the stitches are ejected the next time the subject slumbers.
Prerequisite Coil: Taste of Fealty
Procedure: The dragon injects or feeds a vessel a dose of poison, it needs to be enough to cause painful effects (and cause the sickened condition) but need not be lethal. Then the dragon feeds on the vessel and experiences the effects(causing the sickened condition). Next the dragon pours some of this tainted vitae into a container of some kind and mixes it with nasty tasting substances. It is then left out until it has nearly lost its mystical potency, at this point it is fed to the subject.
Outcome: The subject develops the sickened condition. For each point of vitae consumed add a +1 modifier(or remove a -1 modifier) to the roll to resist vitae addiction. Despite consuming kindred vitae no blood bond is formed.
Learned Helplessness
Prerequisite Coil: Lease the Beast
Procedure: Some method of confining the dragon is prepared, possibly a small chamber with a solid door, or heavy chains. Then a stimulus that could provoke frenzy is placed to be visible but not accessible from the confined position. This could be a flame, a container of blood, a mortal, something irritating(loud disliked music, picture of foes, etc). Then the dragon frenzies while confined, letting the beast see but not escape from or deal with the stimuli. This is done for at least an hour every few days.
Outcome: The beast grows numb to the presence of the stimuli. Depending on how often and for how long the dragon engages this scale they gain a +1 to +3 modifier to resist frenzy that would cause a frenzy type associated with that stimulus(fear for fire, hunger for blood, anger for annoying things, etc).
Stake Proofing
Prerequisite Coil: The Warm Face
Procedure: Several thin sheets of metal are inserted into the chest, surrounding the heart. The procedure is fairly straightforward and simple, requiring only 2 or 3 hours. A single Medicine + Intelligence roll is made, on a failure the plates are ejected from the body the next time the subject sleeps, otherwise they remain in place.
Outcome: The plates prevent a wooden stake from piercing the heart. As long as they remain in place the kindred has a single point of lethal damage that cannot be healed.
Sober Love
Prerequisite Coil: Taste of Fealty
Procedure: The heart of an animal is removed, symbols are carved in it, and all the openings but one are sealed. The dragon then bleeds into the heart and mixes in several herbs and drugs. The concoction is then poured out and fed to the subject.
Outcome: The subject advances one step in blood bond towards the dragon but does not develop vitae addiction. The substance is unpleasant tasting but not toxic.
SPF 50,000
Prerequisite Coil: Sun’s Forgotten Kiss
Procedure: The dragon concocts a substance based on suntan lotion taken to its extreme. The process is time consuming(generally at least a week is required), the ingredients expensive(3 dots of resources, at least) and it requires access to at least a bare bones laboratory, though the substance lasts indefinitely once created.
Outcome: An extremely strong form of suntan lotion is created. Some of the ingredients are toxic so it cannot be used by humans(not that it would give them any more benefit than a normal suntan lotion). It is generally placed in a bathtub and soaked in it to prevent any chance of missing a spot, though it can be applied normally. It lasts until the kindred sleeps, at which point it is forced out of the skin. The lotion reduces the exposure of the kindred to the sun, downgrading all damage taken from the sun. It is extremely greasy, and not absorbed fully by the skin giving the kindred a slimy appearance, additionally the smell is a terrible harsh chemical odor that prevents the kindred from smelling much of anything and may give social penalties.
Moons Fury
Prerequisite Coil: Beasts Power
Procedure: The dragon must first obtain blood from a werewolf. Next the blood is mixed with things that irritate or infuriate the dragon, and vitae taken from the dragon while in a frenzy. The result is then consumed.
Outcome: The dragon feels fury beyond what the beast is ordinarily capable of. All rolls to resist frenzy at are -3 and willpower cannot be spent to resist frenzy. The kindred may reflexively enter anger frenzy by specifying a target, though it must be something at least a little annoying or irritating. While in frenzy the kindred’s blood potency is considered to be 3 dots higher for purposes of dice bonuses, discipline use and resistance. This effect lasts until the next full moon, at which point the kindred gets only a chance die to resist frenzy and the blood potency increase is 5 dots rather than 3. The effect then ends at daybreak.
Spare Parts
Prerequisite Coil: The Warm Face
Procedure: The kindred subject has an arm or leg removed. The wound on the limb is cauterized with a brand containing mystical symbols. The subject may regenerate the limb at any point for the normal cost. The removed limb is stored in a refrigerator and fed a small amount of blood once a month.
Outcome: The limb is preserved. At any point in the future if the limb has been injured or destroyed the injured limb may be removed, then the preserved limb’s brand is removed then the limb is joined to the kindred and sewn on. The limb works normally and the stitches are ejected the next time the subject slumbers.
Originally posted by machineiv
Clean Consumption
Prerequisite Coil: Leash the Beast
Procedure: To commit this Scale, two vampires must be attached to a cyclical pump and filtration system, such as a kidney dialysis machine. One of the monsters is the recipient, one the victim. The victim suffers diablerie as the machine draws his blood from his husk and feeds it into the recipient. The diablerie works as per p. XX, but assign the machine a dice pool instead of using the recipient's Strength + Resolve. As a rule of thumb, double the Availability of the item. Unlike standard diablerie, each roll takes ten minutes of pumping and filtration. The victim must be restrained or torpid during the process.
Outcome: Usually when a vampire commits diablerie, she gains the Tainted Condition, reflecting the last vestiges of the victim's soul fighting back against his killer. With this procedure, the vitae drawn is filtered and purified, and prevents the Condition. The recipient receives Experiences and Disciplines per a standard diablerie. However, due to the purity of the blood, she does not gain diablerie addiction. She does still suffer vitae addiction.
Prerequisite Coil: Leash the Beast
Procedure: To commit this Scale, two vampires must be attached to a cyclical pump and filtration system, such as a kidney dialysis machine. One of the monsters is the recipient, one the victim. The victim suffers diablerie as the machine draws his blood from his husk and feeds it into the recipient. The diablerie works as per p. XX, but assign the machine a dice pool instead of using the recipient's Strength + Resolve. As a rule of thumb, double the Availability of the item. Unlike standard diablerie, each roll takes ten minutes of pumping and filtration. The victim must be restrained or torpid during the process.
Outcome: Usually when a vampire commits diablerie, she gains the Tainted Condition, reflecting the last vestiges of the victim's soul fighting back against his killer. With this procedure, the vitae drawn is filtered and purified, and prevents the Condition. The recipient receives Experiences and Disciplines per a standard diablerie. However, due to the purity of the blood, she does not gain diablerie addiction. She does still suffer vitae addiction.
Originally posted by LOOK
-------------------------------
Bestial Invigoration
Prerequisite Coil: Stir the Beast
Procedure: Every day, for at least a week, at a designated time (decided by the Dragon) the subject of the scale must gorge himself to capacity on blood and vitae, then promptly enter a prolonged frenzy lasting at least a half-hour. After a week or so of this repeated process the subject’s beast comes to eagerly await its scheduled ‘playtime’.
Outcome: The subject adds three dice to all actions performed within roughly two hours (plus or minus) of the designated time. However, he also becomes much more prone to frenzy, subtracting two dice from all rolls to resist during that time. This scale will persist indefinitely so long as the subject continues to gore and frenzy on a regimented schedule. Failure to do so for more than five days consecutively will undo scale’s effect.
-------------------------------
Sunspot Exhaustion
Prerequisite Coil: Conquer the Red Fear
Procedure: The subject, a vampire, is exposed repeatedly to bursts of light and fire in close proximity (close enough to risk frenzy, but not harm). At the same time the Dragon practitioner whispers a hypnotic mundra, often accompanied by soft music.
Outcome: The subject will not frenzy from exposure to sunlight or fire for the next 24 hours. However, the process is exhausting, and she gains the Enervated condition compounding every six hours until she next slumbers.
-------------------------------
Dissident Cowing Treatment
Prerequisite Coils: Viovode Undisputed
Procedure: As with most scales practiced by the Viovodes, the subject is first restrained. The more complete their binding the more effective the treatment is likely to be. Then the practitioner, along with any allies she wishes to bring, then surrounds the subject and pulverizes his beast. This is accomplished by repeatedly invoking the predatory aura, targeting the subject while he is totally helpless.
Outcome: The subject’s beast is smashed into submission, he develops a deep subconscious fear of other kindred and loses the ability to lash out with his beast. This affliction lasts one month against all kindred, but endures for a full year when confronting anyone actually involved in the scale.
-------------------------------
Bestial Invigoration
Prerequisite Coil: Stir the Beast
Procedure: Every day, for at least a week, at a designated time (decided by the Dragon) the subject of the scale must gorge himself to capacity on blood and vitae, then promptly enter a prolonged frenzy lasting at least a half-hour. After a week or so of this repeated process the subject’s beast comes to eagerly await its scheduled ‘playtime’.
Outcome: The subject adds three dice to all actions performed within roughly two hours (plus or minus) of the designated time. However, he also becomes much more prone to frenzy, subtracting two dice from all rolls to resist during that time. This scale will persist indefinitely so long as the subject continues to gore and frenzy on a regimented schedule. Failure to do so for more than five days consecutively will undo scale’s effect.
-------------------------------
Sunspot Exhaustion
Prerequisite Coil: Conquer the Red Fear
Procedure: The subject, a vampire, is exposed repeatedly to bursts of light and fire in close proximity (close enough to risk frenzy, but not harm). At the same time the Dragon practitioner whispers a hypnotic mundra, often accompanied by soft music.
Outcome: The subject will not frenzy from exposure to sunlight or fire for the next 24 hours. However, the process is exhausting, and she gains the Enervated condition compounding every six hours until she next slumbers.
-------------------------------
Dissident Cowing Treatment
Prerequisite Coils: Viovode Undisputed
Procedure: As with most scales practiced by the Viovodes, the subject is first restrained. The more complete their binding the more effective the treatment is likely to be. Then the practitioner, along with any allies she wishes to bring, then surrounds the subject and pulverizes his beast. This is accomplished by repeatedly invoking the predatory aura, targeting the subject while he is totally helpless.
Outcome: The subject’s beast is smashed into submission, he develops a deep subconscious fear of other kindred and loses the ability to lash out with his beast. This affliction lasts one month against all kindred, but endures for a full year when confronting anyone actually involved in the scale.
-------------------------------
Comment