I Accidentally the Clans
Brujah
Nickname: Philosophers
Disciplines: Presence, Animus, Potence
Weakness: As the founder of the Brujah perished from her progeny's betrayal, she cursed her line to forever be undone by their own treachery. Whenever a Brujah breaks a promise or knowingly makes a false statement in verbal or written language, the Brujah loses one Blood Point and one temporary Willpower. This weakness does not apply to stealth, illusions, misdirection, lying by omission, or rhetorical questions, as long as no literally false statement is made.
Malkavians
Disciplines: Dominate, Animus, Auspex
Weakness: Malkavians have difficulty controlling their disciplines. If a Malkavian has any discipline power that does not require Blood or Willpower expenditure to activate it is always active if it does not require a roll to activate.
For instance, A Malkavian with Auspex O always has heightened senses, and is always at risk of sensory overload. A Malkavian with Potence will have difficulty refraining from using the full strength provided by their Potence for any physical task.
If a Malkavian has any discipline powers that require a roll to activate, they must activate the discipline and make the roll reflexively whenever they take all actions necessary to activate the discipline. For instance, if a Malkavian makes makes eye contact with someone and utters any imperative phrase, they must roll to activate Dominate O if they possess it.
A Malkavian may spend one Willpower to suppress all discipline powers until they use any power from any discipline on purpose.
Ravnos
Disciplines: Animus, Transmutation, Fortitude
Weakness: There is a reason why nomadic peoples around the world fear the Ravnos, and it is not because any such peoples would like to be associated with this clan. Rather, it is that an ancient dictum by the Ravnos clan founder prohibits them from entering any human dwelling uninvited -- that is, any permanent dwelling.
For these purposes, a "permanent human dwelling" is defined as a contiguous region protected from rainfall wherein at least one non-ghoul human has slept within the past seven days. Any Ravnos entering such an area without an invitation from a non-ghoul human takes damage as if they were in direct sunlight. This damage takes the form of rapid desiccation into a mummified corpse. In addition, a Ravnos cannot use any disciplines on any non-ghoul humans inside a permanent human dwelling.
Old Clan Tzimisce
Disciplines: Animalism, Transmutation, Dominate
New Clan Tzimisce
Disciplines: Animalism, Vicissitude, Dominate
Lasombra
Disciplines: Potence, Transmutation, Dominate
Assamites
Disciplines: Celerity, Obfuscate, Transmutation
I Accidentally the Disciplines
Animus
Many naive Kindred think Animus is the art of using one’s Beast as a weapon, but practitioners of Animus know the Beast is an end, not a means. In fact, vampires who study Animus learn to twist one of humanity's noblest gifts -- empathy -- into the tool of a predator.
The founder of the Brujah is said to have created this Discipline in rebellion against his sire, and no True Brujah has been able to learn it, nor has any vampire in history been able to learn both Animus and Temporis. Further, any vampire with Temporis is immune to the effects of Animus powers at or below their level of Temporis.
O Sense Fear
When people say they have a “sense” of empathy, they usually mean they have an intuitive way of figuring out people's emotions using information from other senses. Not so with those who study Animus. These vampires often report being able to synesthetically hear, see, and smell fear directly, even in people they can’t perceive in any other way. They can literally feel when the tension in a room begins to mount, allowing them to sense when danger approaches and react before others act.
System: Add your Empathy score to all your Initiative rolls. With a Perception + Awareness roll, you can perceive any person roughly close enough to see in an open field, no matter what barriers separate you, as long as that person's temporary Willpower is below yours. This does not help you determine anyone's direction.
On the other hand, if you can perceive a person in your vicinity by any means, and that person botches a Virtue or Willpower roll, or hits zero temporary Willpower, you must make a frenzy check, difficulty of that person's permanent Willpower.
A vampire may turn this power off or on as a free action, as with the Auspex power: Heightened Senses.
True Brujah may claim to have feelings, and each can boast a few acts of violence, parts of which one has to admit must have been utterly senseless no matter what came before. Animus nonetheless remains eerily blind to True Brujah, which coincidentally makes it difficult for Animus practitioners to distinguish True Brujah from werespiders. This has resulted in several millennia worth of conspiracy theories, to the point where in the modern nights, young Brujah are mainly referring to stories about True Brujah when they say they “know” werespiders exist. And to the point where no one can say “loathsome Ananasi” with as much honesty in their unbeating hearts as the True Brujah.
OO The Haunting
As the existing Dementation ability.
OOO Quell the Beast
As the existing Animalism ability.
OOOO Madness Network
The undead had an Internet long before the living invented theirs. A vampire with this power can psychically communicate any message to any person whose blood the vampire has consumed at any point in their living or undead existence.
System Sending a psychic message requires one point of Willpower per receiver. The message takes hay as much time to send psychically as it would take to say aloud. While a person is sending or receiving a message, they take a +2 difficulty penalty on all Mental rolls. Any receiver may spend one Willpower to ignore the remainder of a message. If someone does this, they are unable to receive the rest of the message. The sender has no way of knowing when a receiver "tunes out" in this way.
OOOOO Horrid Reality
As the existing Chimerstry ability.
Animalism
O Feral Whispers
OO Beckoning
OOO Master’s Command
An animalist at this level of mastery can give an animal a simple set of instructions, and expect those instructions to be followed in the long term. The animal will do as it is told until following the instructions causes it injury, or otherwise interferes with its physical needs.
System: Roll Manipulation + Animalism, difficulty 7. Each success allows for more complex instructions:
1 success: One simple instruction: “Guard this door.”, “Go away.”, “Lead me to someone who smells like this thing.”
2 successes: Two instructions or one conditional instruction: “If you see someone who smells like this thing, attack them.”, “Find all the shiny things in this area and put them next to this tree.”
3 successes: Three instructions or conditionals: “If you see someone who smells like this thing, find me and show me where that person was.”
4 successes: “If you see someone who smells like this thing, try to get their attention and lead them to me.”
5 successes: “If you see someone who smells like this thing, follow them. If they talk to someone who smells like this other thing, find me and show me where they met.”
The animal must be able to understand each individual instruction. If the instructions result in the animal being injured or prevent the animal from eating, drinking, defecating, or sleeping for about six hours, the animal will forget the instructions.
OOOO Subsume the Spirit
OOOOO Bird's Eye
You can possess multiple animals at once and move in and out of their minds at will. This is the power for which the Nosferatu are most feared, allowing a large nest to establish a vast network of animal spies.
System: The roll is the same as that for Subsume the Spirit, but if successful, the Animalist can enter and exit the animal’s mind at will. An animal partially possessed in this way is capable of psychically alerting you at any time, and can be instructed to do so under certain circumstances using Master’s Command. You can connect to as many animals at a time in this way as you have dots in Self-Control/Instinct, but can only control one at a time.
Transmutation
The Discipline of Transmutation is one of the most bizarre, flouting the laws of physics more than any other. Practitioners can alter the mass and materials of their own bodies, releasing themselves from the constraints of physical matter.
O Feather Foot
The first step toward mastering Transmutation is to alter one’s own weight, allowing for spectacular feats of acrobatics.
System: You can activate or deactivate this power at will. While it is active, add your Transmutation score to all Athletics rolls on which weighing less would help, such as jumping and climbing, and subtract your Transmutation score from rolls where more weight would help, such as attack rolls and rolls to stand your ground against resistance. Further, add 10 feet to your maximum jumping height for each dot of Transmutation you possess.
OO Ghost Body
The vampire can abandon the constraints of having a material form and walk through solid objects like a ghost.
System: For one Blood Point, you can walk through any physical barrier less than a foot thick. You cannot pass through any barrier that contains any amount of silver, or anything that is moving relative to you, including water in pipes. You also risk electrocution if you pass through live electrical wires. Any attempt to do any of these things will fail, and incur one point of unsoakable aggravated damage.
OOO Earth Meld
As the Protean OOO power.
OOOO Blood Form
As the Vicissitude OOOOO power.
OOOOO Mist Form
As the Protean OOOOO power.
Vicissitude
O Rend Flesh
Tzimisce who lack the medical knowledge to craft flesh into wondrous horrors can still rip it apart.
System: Whenever you attempt to damage an opponent while grappling, you can spend a Blood Point to have the attack do lethal damage instead of bashing.
OO Mend Flesh
Few Tzimisce are what one would call “compassionate”, but many have ghouls, revenants, and packmates who often need medical attention. Moreover, all Tzimisce must learn how a body works normally before they can play God.
System: If you spend a turn laying hands on a living or undead subject and make a successful Intelligence + Medicine roll, difficulty 6, you can spend a Blood Point to heal them as if you were spending it to heal yourself.
You can also perform cosmetic surgery using this power. In this case, the Intelligence + Medicine roll is difficulty 9 and takes one hour, and a Blood Point is required, as with healing. If successful, the subject gains one dot of Appearance. On a botch, the subject loses one dot of appearance.
When using Mend Flesh, you can never spend more than one Blood Point per roll, regardless of your generation.
OOO Bonecraft
OOOO The Hand of Death
While recent Vicissitude infectees can crudely tear flesh, advanced users can apply their medical knowledge to cause truly horrific damage by tearing through bodies like putty. Learned Tzimisce are known for ripping off limbs and removing organs with their bare hands.
System: When you try to damage someone by grappling them, you may spend a Blood Point. If you do, your Medicine skill is added to the attack roll and the damage is aggravated. You can do this multiple times per attack as long as you can spend that many Blood Points per round.
OOOOO The Hand Divine
By injecting your own blood into a human or animal corpse, you can restore it to a form of living death, though one far inferior to the one vampires enjoy. Unless embalmed, these shambling horrors decay like normal corpses.
System: One Blood Point must be injected into the subject for each fifty pounds of weight. The subject is considered blood bound to the vampire who raised them, and retains the skills, attributes, and personality they had in life. At least at first.
For each day after the subject's death, they must make a decay roll. To do this, the subject must roll Stamina, difficulty 8 if they were not embalmed, or 6 if they were. On a success, they permanently lose one dot from an attribute. On a failure, they lose one dot from one attribute in each category and take one bashing damage. A botch is like a failure, but the damage is lethal.
If the subject spends time refrigerated, reduce the difficulty of that day's decay roll by 2 for each eight hours of refrigeration.
If The Hand Divine is used one or more days after the subject's death, the subject must make a retroactive decay roll for each day since death.
Subjects raised using The Hand Divine cannot heal damage without assistance from someone using Mend Flesh.
Protean
O Eyes of the Beast
OO Feral Claws
With the addition that all Gangrel's claws come with webbing, per Blood-Dimmed Tides.
OOO Aspect of the Beast
As the Spiritus OOO power.
OOOO Shape of the Beast
OOOOO Horrid Form
As the Vicissitude OOOO power, but in addition, the user adds one point to any physical attribute or Perception per animalistic trait they possess.
Brujah
Nickname: Philosophers
Disciplines: Presence, Animus, Potence
Weakness: As the founder of the Brujah perished from her progeny's betrayal, she cursed her line to forever be undone by their own treachery. Whenever a Brujah breaks a promise or knowingly makes a false statement in verbal or written language, the Brujah loses one Blood Point and one temporary Willpower. This weakness does not apply to stealth, illusions, misdirection, lying by omission, or rhetorical questions, as long as no literally false statement is made.
Malkavians
Disciplines: Dominate, Animus, Auspex
Weakness: Malkavians have difficulty controlling their disciplines. If a Malkavian has any discipline power that does not require Blood or Willpower expenditure to activate it is always active if it does not require a roll to activate.
For instance, A Malkavian with Auspex O always has heightened senses, and is always at risk of sensory overload. A Malkavian with Potence will have difficulty refraining from using the full strength provided by their Potence for any physical task.
If a Malkavian has any discipline powers that require a roll to activate, they must activate the discipline and make the roll reflexively whenever they take all actions necessary to activate the discipline. For instance, if a Malkavian makes makes eye contact with someone and utters any imperative phrase, they must roll to activate Dominate O if they possess it.
A Malkavian may spend one Willpower to suppress all discipline powers until they use any power from any discipline on purpose.
Ravnos
Disciplines: Animus, Transmutation, Fortitude
Weakness: There is a reason why nomadic peoples around the world fear the Ravnos, and it is not because any such peoples would like to be associated with this clan. Rather, it is that an ancient dictum by the Ravnos clan founder prohibits them from entering any human dwelling uninvited -- that is, any permanent dwelling.
For these purposes, a "permanent human dwelling" is defined as a contiguous region protected from rainfall wherein at least one non-ghoul human has slept within the past seven days. Any Ravnos entering such an area without an invitation from a non-ghoul human takes damage as if they were in direct sunlight. This damage takes the form of rapid desiccation into a mummified corpse. In addition, a Ravnos cannot use any disciplines on any non-ghoul humans inside a permanent human dwelling.
Old Clan Tzimisce
Disciplines: Animalism, Transmutation, Dominate
New Clan Tzimisce
Disciplines: Animalism, Vicissitude, Dominate
Lasombra
Disciplines: Potence, Transmutation, Dominate
Assamites
Disciplines: Celerity, Obfuscate, Transmutation
I Accidentally the Disciplines
Animus
Many naive Kindred think Animus is the art of using one’s Beast as a weapon, but practitioners of Animus know the Beast is an end, not a means. In fact, vampires who study Animus learn to twist one of humanity's noblest gifts -- empathy -- into the tool of a predator.
The founder of the Brujah is said to have created this Discipline in rebellion against his sire, and no True Brujah has been able to learn it, nor has any vampire in history been able to learn both Animus and Temporis. Further, any vampire with Temporis is immune to the effects of Animus powers at or below their level of Temporis.
O Sense Fear
When people say they have a “sense” of empathy, they usually mean they have an intuitive way of figuring out people's emotions using information from other senses. Not so with those who study Animus. These vampires often report being able to synesthetically hear, see, and smell fear directly, even in people they can’t perceive in any other way. They can literally feel when the tension in a room begins to mount, allowing them to sense when danger approaches and react before others act.
System: Add your Empathy score to all your Initiative rolls. With a Perception + Awareness roll, you can perceive any person roughly close enough to see in an open field, no matter what barriers separate you, as long as that person's temporary Willpower is below yours. This does not help you determine anyone's direction.
On the other hand, if you can perceive a person in your vicinity by any means, and that person botches a Virtue or Willpower roll, or hits zero temporary Willpower, you must make a frenzy check, difficulty of that person's permanent Willpower.
A vampire may turn this power off or on as a free action, as with the Auspex power: Heightened Senses.
True Brujah may claim to have feelings, and each can boast a few acts of violence, parts of which one has to admit must have been utterly senseless no matter what came before. Animus nonetheless remains eerily blind to True Brujah, which coincidentally makes it difficult for Animus practitioners to distinguish True Brujah from werespiders. This has resulted in several millennia worth of conspiracy theories, to the point where in the modern nights, young Brujah are mainly referring to stories about True Brujah when they say they “know” werespiders exist. And to the point where no one can say “loathsome Ananasi” with as much honesty in their unbeating hearts as the True Brujah.
OO The Haunting
As the existing Dementation ability.
OOO Quell the Beast
As the existing Animalism ability.
OOOO Madness Network
The undead had an Internet long before the living invented theirs. A vampire with this power can psychically communicate any message to any person whose blood the vampire has consumed at any point in their living or undead existence.
System Sending a psychic message requires one point of Willpower per receiver. The message takes hay as much time to send psychically as it would take to say aloud. While a person is sending or receiving a message, they take a +2 difficulty penalty on all Mental rolls. Any receiver may spend one Willpower to ignore the remainder of a message. If someone does this, they are unable to receive the rest of the message. The sender has no way of knowing when a receiver "tunes out" in this way.
OOOOO Horrid Reality
As the existing Chimerstry ability.
Animalism
O Feral Whispers
OO Beckoning
OOO Master’s Command
An animalist at this level of mastery can give an animal a simple set of instructions, and expect those instructions to be followed in the long term. The animal will do as it is told until following the instructions causes it injury, or otherwise interferes with its physical needs.
System: Roll Manipulation + Animalism, difficulty 7. Each success allows for more complex instructions:
1 success: One simple instruction: “Guard this door.”, “Go away.”, “Lead me to someone who smells like this thing.”
2 successes: Two instructions or one conditional instruction: “If you see someone who smells like this thing, attack them.”, “Find all the shiny things in this area and put them next to this tree.”
3 successes: Three instructions or conditionals: “If you see someone who smells like this thing, find me and show me where that person was.”
4 successes: “If you see someone who smells like this thing, try to get their attention and lead them to me.”
5 successes: “If you see someone who smells like this thing, follow them. If they talk to someone who smells like this other thing, find me and show me where they met.”
The animal must be able to understand each individual instruction. If the instructions result in the animal being injured or prevent the animal from eating, drinking, defecating, or sleeping for about six hours, the animal will forget the instructions.
OOOO Subsume the Spirit
OOOOO Bird's Eye
You can possess multiple animals at once and move in and out of their minds at will. This is the power for which the Nosferatu are most feared, allowing a large nest to establish a vast network of animal spies.
System: The roll is the same as that for Subsume the Spirit, but if successful, the Animalist can enter and exit the animal’s mind at will. An animal partially possessed in this way is capable of psychically alerting you at any time, and can be instructed to do so under certain circumstances using Master’s Command. You can connect to as many animals at a time in this way as you have dots in Self-Control/Instinct, but can only control one at a time.
Transmutation
The Discipline of Transmutation is one of the most bizarre, flouting the laws of physics more than any other. Practitioners can alter the mass and materials of their own bodies, releasing themselves from the constraints of physical matter.
O Feather Foot
The first step toward mastering Transmutation is to alter one’s own weight, allowing for spectacular feats of acrobatics.
System: You can activate or deactivate this power at will. While it is active, add your Transmutation score to all Athletics rolls on which weighing less would help, such as jumping and climbing, and subtract your Transmutation score from rolls where more weight would help, such as attack rolls and rolls to stand your ground against resistance. Further, add 10 feet to your maximum jumping height for each dot of Transmutation you possess.
OO Ghost Body
The vampire can abandon the constraints of having a material form and walk through solid objects like a ghost.
System: For one Blood Point, you can walk through any physical barrier less than a foot thick. You cannot pass through any barrier that contains any amount of silver, or anything that is moving relative to you, including water in pipes. You also risk electrocution if you pass through live electrical wires. Any attempt to do any of these things will fail, and incur one point of unsoakable aggravated damage.
OOO Earth Meld
As the Protean OOO power.
OOOO Blood Form
As the Vicissitude OOOOO power.
OOOOO Mist Form
As the Protean OOOOO power.
Vicissitude
O Rend Flesh
Tzimisce who lack the medical knowledge to craft flesh into wondrous horrors can still rip it apart.
System: Whenever you attempt to damage an opponent while grappling, you can spend a Blood Point to have the attack do lethal damage instead of bashing.
OO Mend Flesh
Few Tzimisce are what one would call “compassionate”, but many have ghouls, revenants, and packmates who often need medical attention. Moreover, all Tzimisce must learn how a body works normally before they can play God.
System: If you spend a turn laying hands on a living or undead subject and make a successful Intelligence + Medicine roll, difficulty 6, you can spend a Blood Point to heal them as if you were spending it to heal yourself.
You can also perform cosmetic surgery using this power. In this case, the Intelligence + Medicine roll is difficulty 9 and takes one hour, and a Blood Point is required, as with healing. If successful, the subject gains one dot of Appearance. On a botch, the subject loses one dot of appearance.
When using Mend Flesh, you can never spend more than one Blood Point per roll, regardless of your generation.
OOO Bonecraft
OOOO The Hand of Death
While recent Vicissitude infectees can crudely tear flesh, advanced users can apply their medical knowledge to cause truly horrific damage by tearing through bodies like putty. Learned Tzimisce are known for ripping off limbs and removing organs with their bare hands.
System: When you try to damage someone by grappling them, you may spend a Blood Point. If you do, your Medicine skill is added to the attack roll and the damage is aggravated. You can do this multiple times per attack as long as you can spend that many Blood Points per round.
OOOOO The Hand Divine
By injecting your own blood into a human or animal corpse, you can restore it to a form of living death, though one far inferior to the one vampires enjoy. Unless embalmed, these shambling horrors decay like normal corpses.
System: One Blood Point must be injected into the subject for each fifty pounds of weight. The subject is considered blood bound to the vampire who raised them, and retains the skills, attributes, and personality they had in life. At least at first.
For each day after the subject's death, they must make a decay roll. To do this, the subject must roll Stamina, difficulty 8 if they were not embalmed, or 6 if they were. On a success, they permanently lose one dot from an attribute. On a failure, they lose one dot from one attribute in each category and take one bashing damage. A botch is like a failure, but the damage is lethal.
If the subject spends time refrigerated, reduce the difficulty of that day's decay roll by 2 for each eight hours of refrigeration.
If The Hand Divine is used one or more days after the subject's death, the subject must make a retroactive decay roll for each day since death.
Subjects raised using The Hand Divine cannot heal damage without assistance from someone using Mend Flesh.
Protean
O Eyes of the Beast
OO Feral Claws
With the addition that all Gangrel's claws come with webbing, per Blood-Dimmed Tides.
OOO Aspect of the Beast
As the Spiritus OOO power.
OOOO Shape of the Beast
OOOOO Horrid Form
As the Vicissitude OOOO power, but in addition, the user adds one point to any physical attribute or Perception per animalistic trait they possess.
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