So with the powers of Vitae being practically limitless, what sort of custom Disciplines and Devotions have you guys invented or come across during your experiences with the game?
Telekinesis: In popular vampire lore, some members of the undead are depicted as having the ability to manipulate the world without physically touching it. Telekinesis is the Discipline of long reach, allowing the vampire to pick up, repel, attract, and even throw objects (and eventually people) from a distance.
Level 1 - Training Weights: The vampire can project psionic force with a strength of 2. Anything weighing 100 lbs or less can be moved about with their minds.
Level 2 - Psi Bullet: The vampire is capable of transmitting bashing damage from weapons and unarmed combat through telekinesis. The distance Psi Bullet can reach is equal to the successes rolled in yards.
Level 3 - Heavy Weights: The vampire can project psionic force with a strength of 4. Anything weighing 400 lbs or less can be moved about with their minds.
Level 4 - Psi Blade: The vampire is capable of transmitting lethal damage from weapons and claws through telekinesis. The distance Psi Blade can reach is equal to the successes rolled in yards.
Level 5 - Transvection: The vampire is capable of personalized flight at their normal movement speed.
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Note: the following Discipline still needs some work. I've been trying to come up with an ice based power for a while, but I'm unclear as to hold intense cold is handled in the WoD setting.
Cryokinesis: Skin as cold as ice, able to stand unbothered in a freezing blizzard. Some vampires exhibit the chill of the grave or an hours old corpse. In some of the most extreme cases, there have been vampires who are said to be at one with the powers of ice. Windows frost as they pass, man's breath becomes visible upon the air, snow begins to fall. Cryokinesis is the Discipline of ice and snow, giving the vampire a potent and deadly power if they can get their hands on a teacher.
Level 1 - Exhausting Cold: The vampire's presence is enough to cause the temperature in the environment to drop significantly, to the point where ice begins to form over susceptible materials. Doors become harder to open as the metal becomes jammed, the lack of body heat causes a loss of physical performance, some liquids may become traversable by foot as they are solid enough to walk upon. Plants wither or burst, and snow might begin to fall in the local area. When using Exhausting Cold, the vampire effects an area of 5 yard equal to their Blood Potency (maximum of 50 yards at 10). Those who are subjected to the Exhausting Cold must roll a Strength + Stamina against the vampire's Blood Potency each round they remain exposed to it. If they fail to make the save, they will incur a penalty of -1 on all physical dice rolls, with the penalty continuing to stack each time they fail. Those who have their die pool reduced to 0 are presumed to have become too cold to remain conscious any longer, and pass out.
Level 2 - Ice Sculpture: The vampire's power over ice is so skillful, they can now produce items made out of the material. The use of Ice Sculpture requires a successful Crafts roll, and if it succeeds, will be just as functional as the real thing. If the roll fails or the item is exposed to sunlight, it will quickly begin to melt. The use of this power begins to conjure the ice into existence by freezing nearby moisture in the air, or more preferably from a source of water.
Level 3 - Glass Coffin: The vampire is able to create a protective shell of ice around their body which protects them against sunlight, at the cost of rendering them immobile. Glass Coffin can be used as an emergency shelter when they need to sleep through the day, and it has a durability rating equal to the vampire's Blood Potency if anyone attempts to forcefully pry them out of it. When they deactivate this power, the ice dissolves into a puddle of water instantly, granting them mobility once again.
Level 4 - Enter the Mirror: The vampire with this power is able to pass through solid ice as though it were liquid, giving them a greater level of mobility when in frozen climates, especially if there is a wall of ice blocking their path. For each success rolled, the vampire can travel through 1 yard of solid ice. If no successes are rolled and the vampire is still traveling, it can result in the vampire being entombed in ice until they make enough successes to free themselves.
Level 5 - Palace of Ice: A far larger scale of Ice Sculpture, the Vampire can now forge an entire Haven out of ice if they so choose! Palace of Ice allows them to create the size of the Haven, but any security measures, decorations, or furniture must be added normally. They can fashion not only the building itself, but also the furniture and basic appliances within. The size of the Haven determines how many weeks it takes to complete its construction (Size 1 takes 1 week, Size 5 takes 5 weeks, est.).
At the start of each week, the vampire must make a Crafts roll to see if they can successfully build it. If they fail the roll, the new additions melt before they can finish, and they'll have to take an additional week to try again (the failed week still passes, but is wasted effort). If they succeed the roll, the Palace of Ice does not melt as long as they expend 1 Vitae equal to its size each night to maintain its effect. Unlike Ice Sculpture, exposure to sunlight does not cause the effects to melt!
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Vigor 1, Resilience 1 - Juggernaut: By combining super human strength with near invulnerability, the vampire can strengthen the benefits granted by either Discipline separately. When using the Juggernaut devotion, the vampire can double the effects granted by either Vigor or Resilience.
Celerity 2, Majesty 5 - Manic Breakdown: The vampire is able to send the victim's emotions into an ecstatic flux rapidly shifting between pain, pleasure, admiration, fear, love, hatred, joy and sorrow. Victims who succumb to this power will fall to their knees, reeling from the emotional onslaught as they are stunned for a number of rounds equal to the successes rolled, or until they are shocked back to their senses, such as attacking them.
Protean 4, Resilience 3 - Dread Beast: With this devotion, the vampire does not simply take on the form of a wild animal, they vastly exaggerate its size! Giant spiders as big as a man, wolves the sizes of horses, bats large enough to carry a man into the sky, these are just some possibilities. When using Dread Beast, the animal form's size is increased by +1 for each success rolled. This increase in size also provides temporary Health if the size exceeded the vampire's natural form.
Telekinesis: In popular vampire lore, some members of the undead are depicted as having the ability to manipulate the world without physically touching it. Telekinesis is the Discipline of long reach, allowing the vampire to pick up, repel, attract, and even throw objects (and eventually people) from a distance.
Level 1 - Training Weights: The vampire can project psionic force with a strength of 2. Anything weighing 100 lbs or less can be moved about with their minds.
Level 2 - Psi Bullet: The vampire is capable of transmitting bashing damage from weapons and unarmed combat through telekinesis. The distance Psi Bullet can reach is equal to the successes rolled in yards.
Level 3 - Heavy Weights: The vampire can project psionic force with a strength of 4. Anything weighing 400 lbs or less can be moved about with their minds.
Level 4 - Psi Blade: The vampire is capable of transmitting lethal damage from weapons and claws through telekinesis. The distance Psi Blade can reach is equal to the successes rolled in yards.
Level 5 - Transvection: The vampire is capable of personalized flight at their normal movement speed.
----------------------------------------
Note: the following Discipline still needs some work. I've been trying to come up with an ice based power for a while, but I'm unclear as to hold intense cold is handled in the WoD setting.
Cryokinesis: Skin as cold as ice, able to stand unbothered in a freezing blizzard. Some vampires exhibit the chill of the grave or an hours old corpse. In some of the most extreme cases, there have been vampires who are said to be at one with the powers of ice. Windows frost as they pass, man's breath becomes visible upon the air, snow begins to fall. Cryokinesis is the Discipline of ice and snow, giving the vampire a potent and deadly power if they can get their hands on a teacher.
Level 1 - Exhausting Cold: The vampire's presence is enough to cause the temperature in the environment to drop significantly, to the point where ice begins to form over susceptible materials. Doors become harder to open as the metal becomes jammed, the lack of body heat causes a loss of physical performance, some liquids may become traversable by foot as they are solid enough to walk upon. Plants wither or burst, and snow might begin to fall in the local area. When using Exhausting Cold, the vampire effects an area of 5 yard equal to their Blood Potency (maximum of 50 yards at 10). Those who are subjected to the Exhausting Cold must roll a Strength + Stamina against the vampire's Blood Potency each round they remain exposed to it. If they fail to make the save, they will incur a penalty of -1 on all physical dice rolls, with the penalty continuing to stack each time they fail. Those who have their die pool reduced to 0 are presumed to have become too cold to remain conscious any longer, and pass out.
Level 2 - Ice Sculpture: The vampire's power over ice is so skillful, they can now produce items made out of the material. The use of Ice Sculpture requires a successful Crafts roll, and if it succeeds, will be just as functional as the real thing. If the roll fails or the item is exposed to sunlight, it will quickly begin to melt. The use of this power begins to conjure the ice into existence by freezing nearby moisture in the air, or more preferably from a source of water.
Level 3 - Glass Coffin: The vampire is able to create a protective shell of ice around their body which protects them against sunlight, at the cost of rendering them immobile. Glass Coffin can be used as an emergency shelter when they need to sleep through the day, and it has a durability rating equal to the vampire's Blood Potency if anyone attempts to forcefully pry them out of it. When they deactivate this power, the ice dissolves into a puddle of water instantly, granting them mobility once again.
Level 4 - Enter the Mirror: The vampire with this power is able to pass through solid ice as though it were liquid, giving them a greater level of mobility when in frozen climates, especially if there is a wall of ice blocking their path. For each success rolled, the vampire can travel through 1 yard of solid ice. If no successes are rolled and the vampire is still traveling, it can result in the vampire being entombed in ice until they make enough successes to free themselves.
Level 5 - Palace of Ice: A far larger scale of Ice Sculpture, the Vampire can now forge an entire Haven out of ice if they so choose! Palace of Ice allows them to create the size of the Haven, but any security measures, decorations, or furniture must be added normally. They can fashion not only the building itself, but also the furniture and basic appliances within. The size of the Haven determines how many weeks it takes to complete its construction (Size 1 takes 1 week, Size 5 takes 5 weeks, est.).
At the start of each week, the vampire must make a Crafts roll to see if they can successfully build it. If they fail the roll, the new additions melt before they can finish, and they'll have to take an additional week to try again (the failed week still passes, but is wasted effort). If they succeed the roll, the Palace of Ice does not melt as long as they expend 1 Vitae equal to its size each night to maintain its effect. Unlike Ice Sculpture, exposure to sunlight does not cause the effects to melt!
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Vigor 1, Resilience 1 - Juggernaut: By combining super human strength with near invulnerability, the vampire can strengthen the benefits granted by either Discipline separately. When using the Juggernaut devotion, the vampire can double the effects granted by either Vigor or Resilience.
Celerity 2, Majesty 5 - Manic Breakdown: The vampire is able to send the victim's emotions into an ecstatic flux rapidly shifting between pain, pleasure, admiration, fear, love, hatred, joy and sorrow. Victims who succumb to this power will fall to their knees, reeling from the emotional onslaught as they are stunned for a number of rounds equal to the successes rolled, or until they are shocked back to their senses, such as attacking them.
Protean 4, Resilience 3 - Dread Beast: With this devotion, the vampire does not simply take on the form of a wild animal, they vastly exaggerate its size! Giant spiders as big as a man, wolves the sizes of horses, bats large enough to carry a man into the sky, these are just some possibilities. When using Dread Beast, the animal form's size is increased by +1 for each success rolled. This increase in size also provides temporary Health if the size exceeded the vampire's natural form.
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