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  • Gangrel Bloodline - Mystikoi

    Updates

    (1.1.14 - 4:03 PM PST) Converted Spiritus Sancti discipline to bloodline specific devotions with the exception of Embracing the Invisible Other, which is covered in Coils of the Wyrm. Still need to come up with sample questions for Communion with the Higher Realms.

    (1.1.14 - 4:03 PM PST) Changed the bloodline discipline from Spiritus Sancti to Auspex.

    (1.1.14 - 4:08 PM PST) Updated bloodline weakness.

    (1.1.14 - 4:21 PM PST) Still working on setting XP cost for bloodline devotions. Working on their history to relate them to the Strix per Tatterdemalion King's suggestion. Going to work the scholarly angle and transcendence angle to make them more Ordo friendly. Getting rid of the deformity and religious background as they no longer make sense for B&S.

    This bloodline has a really good concept, but their original theme was poorly done. I do feel that they fit in well with the Strix storyline which is a great plot point for their origin. Their history needs a complete overhaul so they mesh better with the Ordo and the Strix. I still do see them as a mostly Ordo based bloodline. You can find the original write up for them on page 120 of Ancient Bloodlines. There are also mentions of them in Ancient Mysteries, which are great tie-ins. I am open to suggestions.

    I feel the bloodline should retain the following (including Mystikos as their name).
    Parent Clan: Gangrel
    Nickname: Illuminated
    Bloodline Disciplines: Animalism, Protean, Resilience, Auspex

    Weakness: Despite their scholarly leanings, members of the Mystikoi bloodline suffer from the Gangrel clan flaw. Additionally, the Mystikoi possess a connection to their Beast that few among even the Gangrel know. While a Mystikoi can spend willpower to hold off frenzy for a turn and stay temporarily in control, they do not get the bonus normally allowed to resist frenzy once they stop spending willpower and make a resistance roll. They are also limited by the lower of their resolve or composure for the amount of willpower they can spend to resist anyone frenzy. This has no effect on riding the wave.


    Below are the unique devotions that are only available to Mystikos. Other kindred simply do not possess the unique connection with their beast that the Mystikoi have and therefore cannot learn these devotions.

    In the Presence of the Spirit World (Requires Auspex 3)
    The Illuminated closes their eyes, opening their soul to the wisdom of the Beast. When they opens their eyes again, they have filled with the controlled rage of the Beast, transforming into a pair of slits, not unlike a great cat, that reflect red when they catch the light. While in this state of half-frenzy, the character is able to perceive and communicate with the spirit world.

    Cost: 1 Vitae and 1 Willpower

    Dice Pool: None

    Action: Instant

    Through the animalistic urges of the Beast, the character gains an understanding of the spiritual world. For the remainder of the scene the Illuminated may see all local entities lurking in Twilight. In addition, the character can communicate with them using no special roll, regardless of what language they speak. The power confers no ability to see through walls; any opaque structures block the character’s sight of the spiritual. The character also loses the ability to converse with denizens of the material realm, instead they appear to bark and growl at empty air.
    The Illuminated rides the razor’s edge of frenzy and must make a reflexive Resolve + Composure (clan and bloodline weakness applies) roll for each minute the power is active. If character fails, the power ends and they enter an immediate uncontrolled frenzy. Otherwise, the player may end the power voluntarily, choosing whether the character rides the wave or abandons frenzy entirely.

    Communion with the Higher Realms (Requires Auspex 4)
    The Illuminated learns to let go of their Beast, allowing it to roam free and join the sacred breath of the spirit world. As their Beast communes with the cosmos, they fall into a deep sleep reminiscent of torpor from which they cannot be awakened. When the character opens their eyes again, they have gleaned information from the cosmos and garnered truth from it.

    Cost: 1 Vitae and 1 Willpower

    Dice Pool: Resolve + Composure + Auspex

    Action: Instant

    Dramatic Failure: The character fails utterly, accidentally loosing the Beast and immediately enters an uncontrolled frenzy. This frenzy cannot be ended by any supernatural means.

    Failure: The character enters an uncontrolled frenzy.

    Success: The character enters a death-like trance and casts their Beast into the void. The player can then specify a number of questions equal to the successes gained on the activation roll pertaining to a specific situation they are currently aware of. They remain in the trance for an hour minus five minutes per success rolled, after which, they awaken and the beast conjures images to the answers rather than just words.. In addition to the sample questions below, the character can ask questions suggested for Auspex 1, 2 and 3 if they would be relevant.

    Exceptional Success: Additional successes are their own reward.

    Sample Questions


    Suggested modifiers
    Modifier Situation

    +3 The character has two dots in Meditative Mind and meditates successfully prior to the ritual.

    +2
 The character is in the vicinity of a powerful Wyrm’s Nest.

    +1 The character is in the vicinity of a weak Wyrm’s Nest.

    -1 The character is hungry. If a character has one dot in Meditative Mind, this penalty is ignored.

    -2 The character is starving. If a character has one dot in Meditative Mind, this penalty is ignored.

    -1 to -3 The character is in a distracting environment, ranging from loud distant noises (-1) to immediate flashing lights or pounding music (-3). Penalties for each distraction are cumulative. If a character has one dot in Meditative Mind, these penalties are ignored.


    Divine Mantle (Requires Auspex 5 and Protean 4)
    Elder Illuminated profess not only to an understanding of the nature of reality above that of any other Kindred, but also defend that knowledge with powers beyond the pale of the average vampire’s experience. Through this power the character allows their Beast to rise closer to the surface.

    Cost: 1 Vitae and 1 Willpower

    Dice Pool: Resolve + Composure + Auspex

    Action: Extended. Each roll represents thirty minutes of meditation. Five successes are required.

    Dramatic Failure: The character fails utterly, loosing the Beast. They immediately enter an uncontrolled frenzy and remains in it for the rest of the scene. This frenzy cannot be ended by any supernatural means.

    Failure: The character enters an uncontrolled Frenzy.

    Success: The character makes progress towards their goal. Upon accumulating the necessary number of successes, the character gains the following while the power is active, whether or not they are in frenzy:

    +3 bonus to all Animalism Rolls.

    The Unseen Sense Merit for all supernatural entities who can enter maddened rages (vampires and werewolves for example) as well as for entities that exist primarily in Twilight (such as spirits and ghost).

    The character gains an investment (see below). A character may only have a single Investment at any given time.

    This remains part of the character’s person for one night per success above the 5 needed to activate this power, and can be ended at any time.

    Exceptional Success: Additional successes are their own reward.
    While the character is under the affects of this power, they exist in a state of near frenzy and suffer a -3 penalty to rolls that involve resisting frenzy.
    In order to change investments a new activation of this power must be made. A character cannot have more than one Investment at a time and activations of this power while one is active will undo the previous investment.

    Investments

    Focused Will: The character gains the 9 again rule when spending Willpower for extra dice. When using Willpower to avoid being hit or otherwise resist a power, they enjoy a +4 rather than a +2 modifier.

    Furious Strength: The character gains a bonus die to all physical dice pools. Furthermore, they benefit from the 9 again rule on such rolls. Finally, their attacks cause Knockdown (p. 168, World of Darkness Rulebook).

    Mandate of the Archons: The character may utilize the Dominate power Iron Edict (whether or not they has it) on spirits and ghosts. The Illuminated adds their rating in Auspex rather than Dominate, and the Twilight entity resists with Power + Resistance. The character need not establish eye contact, but both the target and the Illuminated must be able to perceive one another. The power otherwise functions as normal, but the character may not use this Investment to control the actions of entities other than spirits or ghosts.

    Predator’s Awareness: The character gains a +1 to all Perception rolls. Furthermore, they benefit from the 9 again rule on such rolls. Finally, they benefit from the Danger Sense Merit.

    Resolute Heart: All attempts to influence the character’s mind, by Dominate, Majesty or other means, suffer a -3 penalty. Rolls for the character to resist or throw off mental influence receive a +3 dice bonus.

    Vicious Bite: The character’s fangs elongate and sharpen, but can never be retracted while they benefit from this Investment. The character need not grapple before making a bite attack and their fangs inflict +1 aggravated damage.

    Suggested modifiers
    Modifier Situation

    +3 The character has two dots in Meditative Mind and meditates successfully prior to the ritual.

    +2
 The character is in the vicinity of a powerful Wyrm’s Nest.

    +1 The character is in the vicinity of a weak Wyrm’s Nest.

    -1 The character is hungry. If a character has one dot in Meditative Mind, this penalty is ignored.

    -2 The character is starving. If a character has one dot in Meditative Mind, this penalty is ignored.

    -1 to -3 The character is in a distracting environment, ranging from loud distant noises (-1) to immediate flashing lights or pounding music (-3). Penalties for each distraction are cumulative. If a character has one dot in Meditative Mind, these penalties are ignored.






    Last edited by Maskah; 01-01-2014, 08:43 PM.

  • #2
    This is what I came up with for Spiritus. I really need help with the level 4 as it remains unchanged, but really lacks the conversion much in the way Auspex was converted. The over all Discipline needs a new description for the same reason that the clan history needed an overhaul. Over all I feel that this is pretty balanced and thematic in the new system.


    Spiritus



    1 Embracing the Invisible Other

    Being closely to their beast, the Illuminated can bring it to the surface with the lure of Vitae. The Illuminated opens her mind to the whispers of her beast and gives it its due, and the two work in tangent to overcome the obstacles of the material realm.
    Cost: 1 Vitae and 1 Willpower
    Dice Pool: None
    Action: Reflexive
    The player may choose to spend one vitae at any time to activate this ability. Doing so allows the character to ride the wave of frenzy, even if she would normally be unable to do so (such as if she were in an involuntary Frenzy or in the process of being programmed through the Discipline of Dominate). All other rules regarding riding the wave (the Willpower cost is included in the activation) remain the same, with the exception that vitae cost replaces the extended roll.

    2 Eyes of the Inner Archon
    The Illuminated closes her eyes, opening her soul to the wisdom of the Beast. When she opens her eyes again, they have filled with the controlled rage of the Beast, transforming into a pair of slits, not unlike a great cat, that reflect red when they catch the light. While in this state of half-frenzy, she casts down the lies of the demiurge in order to perceive the spiritual truth of the world.
    Cost: 1 Vitae and 1 Willpower
    Dice Pool: None
    Action: Instant
    The character enters a form of half-frenzy in which she can she can perceive all local entities in Twilight for the remainder of the scene. The power confers no ability to see through walls; any opaque structures block the character’s sight of the spiritual. She rides the razor’s edge of frenzy and must make a reflexive Resolve + Composure roll for each minute the power is active. If she fails, the power ends and she enters an immediate uncontrolled frenzy. Otherwise, the player may end the power voluntarily, choosing whether the character rides the wave or abandons frenzy entirely.

    3 In the Presence of the Holy Spirit

    Through the animalistic urges of the Beast, the character gains an understanding of the spiritual world. While using this power, the character can communicate with entities in Twilight, regardless of what language they speak, but lose the ability to converse with the denizens of the material realm. Instead she barks and growls at apparently empty air, hanging at the very edge of frenzy.
    Cost: 1 Vitae and 1 Willpower
    Action: Instant
    The character enters a form of half-frenzy in which she can communicate through speech with local entities in Twilight for the remainder of the scene. She also loses the ability to converse with those present physically. She rides the razor’s edge of frenzy and must make a reflexive Resolve + Composure roll for each minute the power is active. If she fails, the power ends and she enters an immediate uncontrolled frenzy. Otherwise, the player may end the power voluntarily, choosing whether the character rides the wave or abandons frenzy entirely.

    4 Communion with the Higher Realms

    The Illuminated learns to let go of her Beast, allowing it to roam free and join the sacred breath of the Holy Spirit. As her Beast communes with the divine, she falls into a deep sleep reminiscent of torpor from which she cannot be awakened. When she opens her eyes again, she has gleaned information from the cosmos and garnered truth from the Holy Spirit.
    Cost: 1 Vitae and 1 Willpower
    Dice Pool: Resolve + Occult + Spiritus
    Action: Instant
    Dramatic Failure: The character fails utterly, accidentally loosing the Beast upon herself. She immediately enters an uncontrolled frenzy. She may not utilize Embracing the Invisible Other, Leashing the Beast or Chastise the Beast to resist or exit it.
    Failure: The character enters an uncontrolled frenzy.
    Success: The character enters a death-like trance and casts her Beast into the void. She remains in the trance for an hour minus five minutes per success rolled.
    Exceptional Success: Additional successes are their own reward.
    The character must specify a particular question or concern she wishes information on before activating the power. If successful, the character awakes with memories of a surreal vision that offers insight into the question. These can be prophetic, but more typically offer abstract clues to help the character resolve the situation at hand. The Storyteller may be as obtuse with this information as she wishes, but is encouraged to make it useful.
    Mechanically, the character gains a +2 to all rolls to investigate the dream imagery (including rolls to investi- gate the subject of the vision). Furthermore, she acquires a +3 bonus to apply to a single roll that works towards resolving the situation (as she comes to understand some of the imagery in a sudden flashing moment of insight). The character may benefit from only one vision at any given time. Using this power a second time removes all mechanical benefits garnered from the first use.

    5 Accepting the Mantle of the Divine

    Elder Illuminated profess not only to an understanding of the nature of reality above that of any other Kindred, but also defend that knowledge with powers beyond the pale of the average vampire’s experience. Through this power the Mystikos allows her Beast to rise to the surface.
    Cost: 1 Vitae and 1 Willpower
    Dice Pool: Resolve + Composure + Spiritus
    Action: Extended. Each roll represents thirty minutes of meditation. five successes are required.
    Dramatic Failure: The character fails utterly, accidentally loosing the Beast upon herself. She immediately enters an uncontrolled frenzy and remains in it for the rest of the scene. She may not utilize Embracing the Invisible Other to exit it.
    Failure: The character enters an uncontrolled Frenzy.
    Success: The character makes progress towards her goal. Upon accumulating the necessary number of successes, the character garners an Investment (see below). This Investment remains part of the character’s person for one night per success above the 5 needed to activate this power, and can be ended at any time.
    Exceptional Success: Additional successes are their own reward.
    The Illuminated gain the following bonuses in addition to an Investment, whether or not she is in Frenzy:
    • +3 bonus to all Animalism Rolls.
    • The Unseen Sense Merit for all supernatural entities who can enter maddened rages (vampires and werewolves for example) as well as for entities, who exist primarily in Twilight (such as spirits and ghost). By spending one Vitae, the character can perceive Twilight entities for a scene.
    • The character gains an investment. A character may only have a single Investment at any given time.
    While the character is under the affects of this power, she exists in a state of half-frenzy available only to masters of Spiritus, but suffers a -3 penalty to rolls that involve resisting frenzy. In order to change investments a new activation of this power must be made. A character cannot have more than one Investment at a time and activations of this power while one is active will undo the active investment.


    Investments
    Focused Will: The character gains the 9 again rule when spending Willpower for extra dice. When using Willpower to avoid being hit or otherwise resist a power, she enjoys a +4 rather than a +2 modifier.
    Furious Strength: The character gains a bonus die to all physical dice pools. Furthermore, she benefits from the 9 again rule on such rolls. Finally, her attacks cause Knockdown (p. 168, World of Darkness Rulebook).
    Mandate of the Archons: The character may utilize the Dominate power Iron Edict (whether or not she has it) on spirits and ghosts. The Illuminated adds her rating in Spiritus rather than Dominate, and the Twilight entity resists with Power + Resistance. The character need not establish eye contact, but both the target and the Illuminated must be able to perceive one another. The power otherwise functions as normal, but the character may not use this Investment to control the actions of entities other than spirits or ghosts.
    Predator’s Awareness: The character gains a +1 to all Perception rolls. Furthermore, she benefits from the 9 again rule on such rolls. Finally, she benefits from the Danger Sense Merit.
    Resolute Heart: All attempts to influence the character’s mind, by Dominate, Majesty or other means, suffer a -3 penalty. Rolls for the character to resist or throw off mental influence receive a +3 dice bonus.
    Vicious Bite: The character’s fangs elongate and sharpen, but can never be retracted while she benefits from this Investment. She need not grapple before making a bite attack and her fangs inflict aggravated damage.


    Suggested modifiers for powers with dice pool activation. Does not apply to investments.
    Modifier Situation

    +3 The character has two dots in Meditative Mind and meditates successfully prior to the ritual.
    +2
 The character is in the vicinity of a powerful Wyrm’s Nest.
    +1 The character is in the vicinity of a weak Wyrm’s Nest.
    -1 The character is hungry.
    -2 The character is starving.
    -1 to -3 The character is in a distracting environment, ranging from loud distant noises (-1) to immediate flashing lights or pounding music (-3). Penalties for each distraction are cumulative. If a character has one dot in Meditative Mind, these penalties are ignored.
    Last edited by Maskah; 12-30-2013, 09:16 PM.

    Comment


    • #3
      Some general musing regarding them:

      I honestly see their Discipline as redundant; most of what they do appears more like the current Protean with a mix of Auspex devotions or level altering merit to perceive spiritual entities more readily. As for the God Machine? Not really relevant to them. They're plenty of divine weirdness out there that they may or may not perceive or touch upon without saying "It's this they interact with" given they have a decidedly Christian bent anyhow. You could just as readily point a finger to Exarchs and others, but I honestly don't think you gain much usingsomething like that in relation to them.

      Strix-wise, they're a bloodline of effectively gnostic Gangrel that push their senses to refinement via harnessing the Beast as their spiritual guide, purportedly touching upon higher planes and entities; they're spiritualists whereas the Strix are decidedly more... well, grounded. The Breath Drinkers however... that's where the Strix come in. I'd imagine they had ongoing conflicts with them in the past, if not a vested interest given their occult angle; check Ancient Mysteries regarding the Flash Point where the Mystikoi are active. My assumption is that the Breath Drinkers were Strix backed, or possessed vampires causing quite the problems at that time. Hell, they may have started along their path with "good" intentions at the nudging of a cagey Strix, "listen to your beast, embrace it, look upon the inhuman, divine vistas that exist all around you" with the specific intent of them dehumanizing themselves for what they perceive and connect with.

      The Ordo Dracul currently make odd-bedfellows. Reunification with God/Unity? Transcendence in some sort of holy perfection? These do -not- seem like folks the Ordo's new take would take consistently well too outside of as a heretical branch or something quite odd like the Cthonics; they need something with more teeth rewritten to make sense, as is I do not think they'd get open acceptance let alone survival among them. They actually fly in the face of some of the Ordo ideology outright, though they make some sense among Anoushka's crew or as a hidden objective.

      In some odd ways, they make more sense among the Crones now, harnessing the Beast and it's potential among other things; the pagan angle is a formality/vehicle when you're dealing with gnostic heretics anyhow with their triumvirate approach though they may be considered somewhat heretical even among them.

      Hell, even certain branches of the Lance make more sense for these guys when you start looking at what going Ecstatic and the like from Theban Sorcery does among other things, and how much of what they do was predicated on Riding the Wave, tempering the Beast with their rational side, perhaps even as something that catalysed what they are.

      Actually, the more I think on it hey're just as readily Brood in their own branch somewhat like the Mercy Seat. Their triumvirate has direct analogues with very little stretching to Pneuma, Soma and Sarx. Their focus on the Beast as a spiritual guide... well, depending on what they think of the divine and God, these most definitely work well among them too. Very, very well in fact. Right down to the Brood's Investments given what the later levels of Spiritus Sancti did. Reunification is all fine and well until you look at what Old Testament style divinity is like. They may have some very interesting outlooks when you take in account the Passion, suffering, sacrifice, Beast as spiritual guide and transcendence; there's certainly room for more Gnostic approaches in the Brood.

      I'm not sure how much of a tweak they need given their current weakness; it doesn't scale, but being unable to spend Willpower on Frenzy rolls to avoid it when you already take a cap from the B&S Bane is pretty harsh, though if something more evocative comes to mind I'll toss the idea down.


      Werewolf: the Forsaken Overhaul: A W:tF Shard and House Rules, Pre-Idigam Chronicles and taking different route. Constantly being Updated.
      New Bloodlines and Blood and Smoke Updates: Homebrew Bloodlines and updates to prior ones.
      Belial's Brood Blood and Smoke: An updated take on the Forsworn.

      Comment


      • #4
        That is some pretty good insight. They were originally Authored to be mainly Ordo, but again they would be heretics in the Ordo with their original story. In essence their original story makes no sense. Though I do see them useful to the Ordo as they would be very handy for controlling and finding a Wryms Nest. I don't so much seem them as brood due to the fact that they are manipulating their beast to gain and advantage and are still in control when they do so. This is much in the way that Cruac and Theban manipulate the beast to achieve a goal. Outright following the beast is defiantly brood.

        I see them as more connected to the spirit world through the beast. One of the things beast represents instincts, and this is why vampires have enhanced natural senses. By enhancing these senses they are able to interact with the spirit world. Much in the same way animals can sense the supernatural through their instincts.

        I really like you idea about the Strix and this bloodline it is a really good one.

        I agree there is too much overlap with Auspex and Animalism.

        So Spiritus should be replaced with Auspex and where applicable Spiritus should be converted to devotions.
        Last edited by Maskah; 12-31-2013, 03:23 AM.

        Comment


        • #5
          This is what I cam up with to convert the level 2 and 3 powers into a lvl 3 Auspex Devotion. Though I am not sure what the XP cost of it should be.

          In the Presence of the Spirit World (Requires Auspex 3)
          The Illuminated closes their eyes, opening their soul to the wisdom of the Beast. When they opens their eyes again, they have filled with the controlled rage of the Beast, transforming into a pair of slits, not unlike a great cat, that reflect red when they catch the light. While in this state of half-frenzy, the character is able to perceive and communicate with the spirit world.

          Cost: 1 Vitae and 1 Willpower

          Dice Pool: None

          Action: Instant

          Through the animalistic urges of the Beast, the character gains an understanding of the spiritual world. For the remainder of the scene the Illuminated may see all local entities lurking in Twilight. In addition, the character can communicate with them using no special roll, regardless of what language they speak. The power confers no ability to see through walls; any opaque structures block the character’s sight of the spiritual. The character also loses the ability to converse with denizens of the material realm, instead they appear to bark and growl at empty air.
          The Illuminated rides the razor’s edge of frenzy and must make a reflexive Resolve + Composure (clan and bloodline weakness applies) roll for each minute the power is active. If character fails, the power ends and they enter an immediate uncontrolled frenzy. Otherwise, the player may end the power voluntarily, choosing whether the character rides the wave or abandons frenzy entirely.
          Last edited by Maskah; 12-31-2013, 06:43 PM. Reason: Update Formatting

          Comment


          • #6
            This is what I cam up with to convert the level 4 power to a lvl 4 Auspex devotion. I am really not sure what to put down for sample questions and would appreciate any input on it.

            Communion with the Higher Realms (Requires Auspex 4)
            The Illuminated learns to let go of their Beast, allowing it to roam free and join the sacred breath of the spirit world. As their Beast communes with the cosmos, they fall into a deep sleep reminiscent of torpor from which they cannot be awakened. When the character opens their eyes again, they have gleaned information from the cosmos and garnered truth from it.

            Cost: 1 Vitae and 1 Willpower

            Dice Pool: Resolve + Composure + Auspex

            Action: Instant

            Dramatic Failure: The character fails utterly, accidentally loosing the Beast and immediately enters an uncontrolled frenzy. This frenzy cannot be ended by any supernatural means.

            Failure: The character enters an uncontrolled frenzy.

            Success: The character enters a death-like trance and casts their Beast into the void. The player can then specify a number of questions equal to the successes gained on the activation roll pertaining to a specific situation they are currently aware of. They remain in the trance for an hour minus five minutes per success rolled, after which, they awaken and the beast conjures images to the answers rather than just words.. In addition to the sample questions below, the character can ask questions suggested for Auspex 1, 2 and 3 if they would be relevant.

            Exceptional Success: Additional successes are their own reward.

            Sample Questions


            Suggested modifiers
            Modifier Situation

            +3 The character has two dots in Meditative Mind and meditates successfully prior to the ritual.

            +2
 The character is in the vicinity of a powerful Wyrm’s Nest.

            +1 The character is in the vicinity of a weak Wyrm’s Nest.

            -1 The character is hungry. If a character has one dot in Meditative Mind, this penalty is ignored.

            -2 The character is starving. If a character has one dot in Meditative Mind, this penalty is ignored.

            -1 to -3 The character is in a distracting environment, ranging from loud distant noises (-1) to immediate flashing lights or pounding music (-3). Penalties for each distraction are cumulative. If a character has one dot in Meditative Mind, these penalties are ignored.
            Last edited by Maskah; 12-31-2013, 06:41 PM. Reason: update modifiers

            Comment


            • #7
              And finally here is what I have to convert the level power to a devotion.

              Divine Mantle (Requires Auspex 5 and Protean 4)
              Elder Illuminated profess not only to an understanding of the nature of reality above that of any other Kindred, but also defend that knowledge with powers beyond the pale of the average vampire’s experience. Through this power the character allows their Beast to rise closer to the surface.

              Cost: 1 Vitae and 1 Willpower

              Dice Pool: Resolve + Composure + Auspex

              Action: Extended. Each roll represents thirty minutes of meditation. Five successes are required.

              Dramatic Failure: The character fails utterly, loosing the Beast. They immediately enter an uncontrolled frenzy and remains in it for the rest of the scene. This frenzy cannot be ended by any supernatural means.

              Failure: The character enters an uncontrolled Frenzy.

              Success: The character makes progress towards their goal. Upon accumulating the necessary number of successes, the character gains the following while the power is active, whether or not they are in frenzy:
              • +3 bonus to all Animalism Rolls.
              • The Unseen Sense Merit for all supernatural entities who can enter maddened rages (vampires and werewolves for example) as well as for entities that exist primarily in Twilight (such as spirits and ghost).
              • The character gains an investment (see below). A character may only have a single Investment at any given time.
              This remains part of the character’s person for one night per success above the 5 needed to activate this power, and can be ended at any time.

              Exceptional Success: Additional successes are their own reward.
              While the character is under the affects of this power, they exist in a state of near frenzy and suffers a -3 penalty to rolls that involve resisting frenzy.
              In order to change investments a new activation of this power must be made. A character cannot have more than one Investment at a time and activations of this power while one is active will undo the previous investment.

              Investments

              Focused Will: The character gains the 9 again rule when spending Willpower for extra dice. When using Willpower to avoid being hit or otherwise resist a power, they enjoy a +4 rather than a +2 modifier.

              Furious Strength: The character gains a bonus die to all physical dice pools. Furthermore, they benefit from the 9 again rule on such rolls. Finally, their attacks cause Knockdown (p. 168, World of Darkness Rulebook).

              Mandate of the Archons: The character may utilize the Dominate power Iron Edict (whether or not they has it) on spirits and ghosts. The Illuminated adds their rating in Auspex rather than Dominate, and the Twilight entity resists with Power + Resistance. The character need not establish eye contact, but both the target and the Illuminated must be able to perceive one another. The power otherwise functions as normal, but the character may not use this Investment to control the actions of entities other than spirits or ghosts.

              Predator’s Awareness: The character gains a +1 to all Perception rolls. Furthermore, they benefit from the 9 again rule on such rolls. Finally, they benefit from the Danger Sense Merit.

              Resolute Heart: All attempts to influence the character’s mind, by Dominate, Majesty or other means, suffer a -3 penalty. Rolls for the character to resist or throw off mental influence receive a +3 dice bonus.

              Vicious Bite: The character’s fangs elongate and sharpen, but can never be retracted while they benefit from this Investment. The character need not grapple before making a bite attack and their fangs inflict +1 aggravated damage.

              Suggested modifiers
              Modifier Situation

              +3 The character has two dots in Meditative Mind and meditates successfully prior to the ritual.

              +2
 The character is in the vicinity of a powerful Wyrm’s Nest.

              +1 The character is in the vicinity of a weak Wyrm’s Nest.

              -1 The character is hungry. If a character has one dot in Meditative Mind, this penalty is ignored.

              -2 The character is starving. If a character has one dot in Meditative Mind, this penalty is ignored.

              -1 to -3 The character is in a distracting environment, ranging from loud distant noises (-1) to immediate flashing lights or pounding music (-3). Penalties for each distraction are cumulative. If a character has one dot in Meditative Mind, these penalties are ignored.
              Last edited by Maskah; 12-31-2013, 06:44 PM. Reason: update requirements

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