Long story short, the two vampires in my game, both Dragons, preferred the Old Coils, so here they are -- note that some of these things refer to the Banes system that I use for managing all manner of supernatural issues. They've a bit more bite than the usual Coils.
The Coils of the Dragon
The Coils of the Dragon stand as proof that the Order’s methods bring results. Coils, like Disciplines, are on a ladder from one to four dots. With each dot comes a potent and everlasting change to a vampire’s accursed state. Coils cost 4 XP per dot, and learning the Fourth Tier of a Coil requires that the Dragon possess an Oath and thus have access to certain restricted, esoteric writings.
Coils of the Dragon, Modular Banes, and Mekhet and Nosferatu Clan Weaknesses (For those using the Banes system)
Many of the Coils work by removing one or another of the vampire's Banes. Not every vampire has every Bane, however. When a Coil would remove a Bane that the vampire already lacks, that Coil instead removes whatever Banes that the vampire accepted in place of their previous Universal Bane. In other words if Frederick the Dragon replaced the Aura of Menace Bane with a Cold Iron Bane, then upon learning the first Coil of the Soul (which would normally remove the Aura of Menace), he instead loses the Cold Iron Bane.
Similarly, the Mekhet and Nosferatu Clan Weaknesses aggravate the Sunlight and Aura of Menace Banes respectively. When one of those vampires learns a Coil that would remove their Clan Weakness-related Bane, they lose the Clan Weakness instead of the Bane. In other words, if a Nosferatu learns the first Coil of the Soul, they do not lose the Aura of Menace completely. Instead, they lose the Nosferatu Clan Weakness which makes their Aura of Menace worse, and now merely have the same sort of Aura that any non-Nosferatu vampire would have.
The Coil of the Blood
First Tier: Blood Seeps Slowly
The Dragon’s undead body doesn’t demand as much Vitae to animate itself as do those of other, less enlightened Kindred. The player need spend only one Vitae for his character to wake for a number of nights equal to the vampire’s Resolve. So, a Kindred with a Resolve of 2 loses a Vitae every other night for rising.
When rolling for starting Vitae, the vampire’s minimum Vitae is equal to Blood Potency+Resolve, instead of just Blood Potency.
Second Tier: Blood of Beasts
No matter what the vampire’s Blood Potency is, she can take sustenance from animals and humans.
Third Tier: Perspicacious Blood
The character gains three Vitae for every two Vitae she takes from a human, and receives double the Vitae consumed from living supernatural vessels. Perspicacious Blood cannot be used to gain extra Vitae from Kindred or Ghouls.
When rolling for starting Vitae, multiply the result by 150% (rounded down, usual maximums apply) to represent that the vampire is a more efficient predator and thus has more vitae to spare.
Fourth Tier: Immutable Blood
The Kindred becomes immune to the effects of vinculums. She is no longer subject to a vinculum when drinking another vampire’s vitae, though her own blood still causes vinculums to form.
The Coil of Banes
First Tier: Shedding the Scales
The Kindred loses one Personal Bane of their choice.
Second Tier: Mortal Burns
The Kindred loses the Fire Bane.
Third Tier: The Embrace of Helios
The Kindred loses the Sunlight Bane.
Fourth Tier: The Breaking of Chains
The Kindred loses their their Clan Weakness. In the case of Mekhet or Nosferatu who have already lost it through the relevant Coils, they instead lose the Sunlight or Aura of Menace Bane completely.
The Coil of the Beast
First Tier: Chastise the Beast
The player spends a Willpower point for his character to resist a frenzy of any kind automatically. The player may choose to roll Resolve + Composure as usual for his character to resist frenzy, spending the Willpower only if the roll fails.
Second Tier: Lure the Beast
The Kindred is able to ‘Ride the Wave’ more effectively. Riding the Wave does not cost a Willpower point, and it requires a base of only three successes, not five. While Riding the Wave, the Kindred is able to tell friend from foe, prioritize targets, and may end the controlled Frenzy at any time.
Third Tier: Infuriate the Beast
The Kindred is able to derive greater power from his unleashed Beast. The Dragon counts his Blood Potency as 3 higher for all Frenzy-related effects (regardless of whether or not the character is Riding the Wave).
Fourth Tier: Saddle the Beast
The character can “ride the wave” for a number of turns per night equal to her Resolve dots without rolling to activate the frenzy. These turns may be consecutive, or they can be scattered intermittently throughout the night in any way the character likes. Turns spent in frenzy this way do not contribute to the cumulative -1 penalties on subsequent attempts to ride the wave during that same night.
The Coil of Flesh
First Tier: A Taste of Life
The Dragon may eat mortal food without a Vitae cost, and does not vomit it up at the end of the scene but metabolizes it and dissolves it entirely into their body. The Dragon may thus be affected by drugs or medicines appropriately, and a Dragon who has had a full meal in the last eight hours gains a +2 bonus to Hunger Frenzy rolls.
Second Tier: The Face of Man
The character may activate the Blush of Life without a Vitae cost. Similarly, the character’s hair and nails can be made to grow each day, if the Kindred so chooses.
Third Tier: The Bruise of Life
The character’s flesh is able to heal bashing damage exactly as a mortal does: one point of bashing damage heals every 15 minutes. This quasi-natural healing cannot take place, however, if the character is currently has any Health box marked with an aggravated wound.
Fourth Tier: The Denial of Morpheus
The vampire is able to heal their wounds vastly more efficiently. When healing, 1 Vitae may heal 4 Bashing or 2 Lethal damage, while 1 Aggravated wound may be healed with just four hours and 3 Vitae.
The Coil of the Soul
First Tier: Enliven the Face
The Kindred has retrained her body to mimic the nonverbal cues of being alive, and it responds almost naturally to the cues of others. The Kindred loses the Aura of Menace Bane, though she must still expend Vitae to activate the “Blush of Life.”
Second Tier: Quiet the Soul
The Dragon submerges his madness in the pure instincts of the Beast. The Dragon can spend a Willpower point to suppress one psychological Condition such as Madness, Broken, Obsession, Fugue, Amnesia, or Addicted for the rest of the scene (other Conditions may qualify, at the Storyteller's discretion). There is no limit to the number of such Conditions that a Dragon may suppress, provided that willpower is spent for each one.
Third Tier: Mind of the Inscrutable Hydra
The Dragon has mastered the art of splitting their consciousness, creating secondary thought processes designed to confound and deny those intent on controlling her mind. The vampire gains a permanent Mind Shield effect equal to their Composure.
Fourth Tier: Focus of the Unblinking Serpent
At this point, the Kindred has shed the limits of their intellect. When Blood Buffing, they may spend Vitae to increase instant Intelligence or Wits rolls as well as Strength, Dexterity, or Stamina rolls.
The Coils of the Dragon
The Coils of the Dragon stand as proof that the Order’s methods bring results. Coils, like Disciplines, are on a ladder from one to four dots. With each dot comes a potent and everlasting change to a vampire’s accursed state. Coils cost 4 XP per dot, and learning the Fourth Tier of a Coil requires that the Dragon possess an Oath and thus have access to certain restricted, esoteric writings.
Coils of the Dragon, Modular Banes, and Mekhet and Nosferatu Clan Weaknesses (For those using the Banes system)
Many of the Coils work by removing one or another of the vampire's Banes. Not every vampire has every Bane, however. When a Coil would remove a Bane that the vampire already lacks, that Coil instead removes whatever Banes that the vampire accepted in place of their previous Universal Bane. In other words if Frederick the Dragon replaced the Aura of Menace Bane with a Cold Iron Bane, then upon learning the first Coil of the Soul (which would normally remove the Aura of Menace), he instead loses the Cold Iron Bane.
Similarly, the Mekhet and Nosferatu Clan Weaknesses aggravate the Sunlight and Aura of Menace Banes respectively. When one of those vampires learns a Coil that would remove their Clan Weakness-related Bane, they lose the Clan Weakness instead of the Bane. In other words, if a Nosferatu learns the first Coil of the Soul, they do not lose the Aura of Menace completely. Instead, they lose the Nosferatu Clan Weakness which makes their Aura of Menace worse, and now merely have the same sort of Aura that any non-Nosferatu vampire would have.
The Coil of the Blood
First Tier: Blood Seeps Slowly
The Dragon’s undead body doesn’t demand as much Vitae to animate itself as do those of other, less enlightened Kindred. The player need spend only one Vitae for his character to wake for a number of nights equal to the vampire’s Resolve. So, a Kindred with a Resolve of 2 loses a Vitae every other night for rising.
When rolling for starting Vitae, the vampire’s minimum Vitae is equal to Blood Potency+Resolve, instead of just Blood Potency.
Second Tier: Blood of Beasts
No matter what the vampire’s Blood Potency is, she can take sustenance from animals and humans.
Third Tier: Perspicacious Blood
The character gains three Vitae for every two Vitae she takes from a human, and receives double the Vitae consumed from living supernatural vessels. Perspicacious Blood cannot be used to gain extra Vitae from Kindred or Ghouls.
When rolling for starting Vitae, multiply the result by 150% (rounded down, usual maximums apply) to represent that the vampire is a more efficient predator and thus has more vitae to spare.
Fourth Tier: Immutable Blood
The Kindred becomes immune to the effects of vinculums. She is no longer subject to a vinculum when drinking another vampire’s vitae, though her own blood still causes vinculums to form.
The Coil of Banes
First Tier: Shedding the Scales
The Kindred loses one Personal Bane of their choice.
Second Tier: Mortal Burns
The Kindred loses the Fire Bane.
Third Tier: The Embrace of Helios
The Kindred loses the Sunlight Bane.
Fourth Tier: The Breaking of Chains
The Kindred loses their their Clan Weakness. In the case of Mekhet or Nosferatu who have already lost it through the relevant Coils, they instead lose the Sunlight or Aura of Menace Bane completely.
The Coil of the Beast
First Tier: Chastise the Beast
The player spends a Willpower point for his character to resist a frenzy of any kind automatically. The player may choose to roll Resolve + Composure as usual for his character to resist frenzy, spending the Willpower only if the roll fails.
Second Tier: Lure the Beast
The Kindred is able to ‘Ride the Wave’ more effectively. Riding the Wave does not cost a Willpower point, and it requires a base of only three successes, not five. While Riding the Wave, the Kindred is able to tell friend from foe, prioritize targets, and may end the controlled Frenzy at any time.
Third Tier: Infuriate the Beast
The Kindred is able to derive greater power from his unleashed Beast. The Dragon counts his Blood Potency as 3 higher for all Frenzy-related effects (regardless of whether or not the character is Riding the Wave).
Fourth Tier: Saddle the Beast
The character can “ride the wave” for a number of turns per night equal to her Resolve dots without rolling to activate the frenzy. These turns may be consecutive, or they can be scattered intermittently throughout the night in any way the character likes. Turns spent in frenzy this way do not contribute to the cumulative -1 penalties on subsequent attempts to ride the wave during that same night.
The Coil of Flesh
First Tier: A Taste of Life
The Dragon may eat mortal food without a Vitae cost, and does not vomit it up at the end of the scene but metabolizes it and dissolves it entirely into their body. The Dragon may thus be affected by drugs or medicines appropriately, and a Dragon who has had a full meal in the last eight hours gains a +2 bonus to Hunger Frenzy rolls.
Second Tier: The Face of Man
The character may activate the Blush of Life without a Vitae cost. Similarly, the character’s hair and nails can be made to grow each day, if the Kindred so chooses.
Third Tier: The Bruise of Life
The character’s flesh is able to heal bashing damage exactly as a mortal does: one point of bashing damage heals every 15 minutes. This quasi-natural healing cannot take place, however, if the character is currently has any Health box marked with an aggravated wound.
Fourth Tier: The Denial of Morpheus
The vampire is able to heal their wounds vastly more efficiently. When healing, 1 Vitae may heal 4 Bashing or 2 Lethal damage, while 1 Aggravated wound may be healed with just four hours and 3 Vitae.
The Coil of the Soul
First Tier: Enliven the Face
The Kindred has retrained her body to mimic the nonverbal cues of being alive, and it responds almost naturally to the cues of others. The Kindred loses the Aura of Menace Bane, though she must still expend Vitae to activate the “Blush of Life.”
Second Tier: Quiet the Soul
The Dragon submerges his madness in the pure instincts of the Beast. The Dragon can spend a Willpower point to suppress one psychological Condition such as Madness, Broken, Obsession, Fugue, Amnesia, or Addicted for the rest of the scene (other Conditions may qualify, at the Storyteller's discretion). There is no limit to the number of such Conditions that a Dragon may suppress, provided that willpower is spent for each one.
Third Tier: Mind of the Inscrutable Hydra
The Dragon has mastered the art of splitting their consciousness, creating secondary thought processes designed to confound and deny those intent on controlling her mind. The vampire gains a permanent Mind Shield effect equal to their Composure.
Fourth Tier: Focus of the Unblinking Serpent
At this point, the Kindred has shed the limits of their intellect. When Blood Buffing, they may spend Vitae to increase instant Intelligence or Wits rolls as well as Strength, Dexterity, or Stamina rolls.
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