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  • Custom Disciplines and Devotions?

    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.


    ----------------------------------------

    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!

    ---------------------------------------------------


    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.
    Last edited by Nyrufa; 08-31-2014, 10:09 PM.

  • #2
    Come on, you know you've been thinking of some of these.

    Comment


    • #3
      While Telekinesis IS a power you see a bunch in Vampire fiction, I think it could do with a much more creative mechanical approach and an evocative name. I'd rather it be a series or a couple of Devotions than a weirdly constructed Discipline.

      Cryokinesis similarly suffers from a lack of an interesting name/capabilities. I remember the Caporetti having a simple devotion about the cold of the grave and stuff. I could easily see them having that power expanded, but I hope it'd be more clever than a combat discipline that just inflicts damage all over the place/reads like a packet of World of Warcraft Mage abilities or whatever.

      Sorry, but that's honestly how it feels. I think the thought of "what if vampires had some ability to do with the cold?" is neat, but needs to be thematized more and made mechanically interesting.

      Same thing with TK.

      Also as a general note, it seems like most vampire powers, barring a few devotions, tend to work off of flat durations rather than durations calculated off of successes and stuff. IMO that requires less "bookkeeping" and is a cleaner solution for a lot of abilities.


      I am no longer participating in the community. Please do not contact me about my previous work.

      Comment


      • #4
        True, the Disciplines often have fancy, dead language names, but calling it ESP didn't seem right to me, since it sounded too close to Auspex.

        As for Cryokinesis, that's the only ice based name I could think of for it. Maybe if I knew any Latin, I could make a better name, and like I said, it needs some work done. And there are cases in which vampires have been described as having elemental capabilities, most commonly dealing with Ice. Rarely I'll see vampires depicted as having powers of electricity, but only the Castlevania games depict them as having flame related powers to my knowledge. Triple Fireball Dracula, for example.


        As for TK being "weirdly" constructed. I don't see it as such, it's a pretty basic power who's levels of advancement give the vampire a better understanding and control over its performance. Such as being able to lift heavier objects than its more basic form, and being able to weaponize the kinetic force they produce. Originally, I had written it's levels of mastery to increase in increments of 2, starting at level 1 and going up to 5 with telekinetic strength of 2, 4, 6, 8, 10. But I decided against that, as it would mean a proper master could be flinging cars around the environment by winking at them., and that didn't really seem like something a vampire has been portrayed to do.
        Last edited by Nyrufa; 08-29-2014, 01:14 AM.

        Comment


        • #5
          Dominate level 5, Auspex level 4 - The Eye's Mind: If used properly, this Devotion can be the ultimate tool for politics, philosophy, and even therapeutic purposes. The Eye's Mind allows the vampire to transmit and receive imagination between others. Making the subject view the world from the philosophical stand point of another, or gaining a temporary reprieve from the Derangements that plague them. While under the effects of this Devotion, the person who's imagination is being transmitted gains a +3 on Persuasion attempts to the receiving party, and those suffering Derangements become temporarily sane if they are sharing the imagination of someone without such a condition.



          Protean 2, Resilience 3 - Steel Claws: In some legends, a vampire can produce claws made of organic metal or crystal. With this devotion, the vampire's claws become nearly indestructible. They gain a bonus of +2 to blocking even against other weaponry when fighting unarmed.


          Celerity 5, Protean 5 - Intangibility: The vampire's ability to evaporate and reform is so fast, it appears to be instantaneous. With this Devotion, the vampire gains a +3 on attempts to dodge, as they allow the attack to pass through their body. Attacks which can still harm Body of Spirit are still effective, however.



          Celerity 3, Vigor 2 - Shockwave: The vampire is able to strike with such brute force, that it produces a concussive blast on impact. The vampire's bashing attacks function as explosives (bashing damage), and can strike up to 2 additional opponents who are close (within unarmed striking range) to the initial target.



          Majesty 5, Dominate 4 - Bloody Messiah: The vampire's power to influence others is so absolute, that their victims worship them as a god. They would gladly end their lives to appease their savior, and will crucify (relatively speaking) anyone who would defy them. Those under the effects of Bloody Messiah will do anything, anything the vampire commands of them with euphoric loyalty. This Devotion does have a similar effect to Conditioning however in that prolonged exposure robs the victim of their ability to fend for themselves. They come to rely on the Bloody Messiah to ease their troubles and bless them for good service. Over time, the user can find their blind obedience to become more annoying than gratifying when they are constantly bothered by every little detail.

          Comment


          • #6
            There was a thread where someone requested a cold-based discipline a while ago, and a few of us made attempts. I made my adaptation a bit more of a social discipline, after others offered various interpretations on it as an outright physical ice discipline. To me, just putting ice everywhere is a bit too sorcerous for B&S:

            https://docs.google.com/document/d/1...zKahVwMuE/edit

            Credit to everyone else who brainstormed in that thread too.
            Last edited by Unahim; 08-31-2014, 08:05 AM.


            Homebrew
            - CtL 2E: Seeming Benefits for every Contract

            Comment


            • #7
              Alright, I'm going to edit my first post with the revised version of Cryokinesis. I'd love to hear what you guys think about it. First power is still the same, but everything else was changed to what I hope was more imaginative.

              But putting ice everywhere is kind of the inspiration I had for the Discipline. Think of the stories involving vampires living in the arctic wasteland, their Havens being castles made out of sculpted ice, and they cryogenically freeze themselves when they sleep. Making it strictly offensive was not very imaginative in hindsight, but still, it has cool possibilities.
              Last edited by Nyrufa; 08-31-2014, 11:15 AM.

              Comment


              • #8
                Originally posted by Nyrufa View Post
                But putting ice everywhere is kind of the inspiration I had for the Discipline. Think of the stories involving vampires living in the arctic wasteland, their Havens being castles made out of sculpted ice

                The first of the bloodline?




                Ok sorry, I could not resist.

                And she is awesome.

                Comment


                • #9
                  You are now thinking of her eating a bloody, human heart!

                  Comment


                  • #10
                    You should probably list stats/skills used and vitae/willpower costs for the different dots of the discipline. Right now, it's not really feeling like a B&S style discipline to me, though. When you look at the new disciplines, you can clearly see that all of the powers are somewhat interconnected, making it feel more like one whole rather than a grabbag of abilities with a vaguely similar theme.

                    Majesty requires awe to build off of, and the weaker condition (charmed) can be upgraded to the stronger one (enthralled) in two different ways, while green eyes works different based upon which of these conditions the target has. Dominate starts with mesmerise, and branches out from there depending on what you choose to do next. Entombed Command branches out again based upon what other level of the discipline you use it with. Nightmare gets stronger when the first dot is active, but also a lot less subtle. And so on. While not required, adding this sort of interaction will give the discipline a lot of the same cool factor the new disciplines have, and it might also help you think of the discipline as a more coherent whole.

                    Try not to make a single dot too specific in its use. Having a 2 dot that is "make ice objects" and then having a 3 dot that is "make coffin around self" seems like it could be one and the same dot, if you wanted to go for that.

                    One possible way of doing it (out of innumerably many): make the first dot "The Gathering Cold" or something like that. I would make it free, and rely on intelligence (strength of mind) + expression (for want of a more suitable, maybe occult) + discipline. Use of this dot level gathers cold to yourself (bet you didn't see that coming), or expels heat, depending on how technical you want to get. This inflicts penalties on people nearby and freezes things. Forget that "a gentle, thin ice coating..." stuff, just freeze it all. The first dot is supposed to be awesome by itself already, and "-1 to physical attributes" seeriously isn't doing it! Make every turn you use this power consecutively gather more cold, and let the penalties go up, let water freeze, floors glaze over, plants burst from freezing sap, whatever. You could smack everyone in the area of the thing with a penalty equal to turns focused (or whatever mechanic you come up with, it could be amount of successes of the first roll, too) - their dots in the discipline. Everyone includes the user. "# of turns active" is actually pretty bad mechanic I think, but I've got no alternative in mind right now.

                    Then have the next levels teach you different ways to "discharge" the cold. Have one level that weaponizes it, making the cold a storm of iceshards dealing light damage and distracting people, which can be unleashed in full or in part in some sort of ranged attack fashion if wanted, too. Have one level that is "build stuff", the size and durability of the thing dependent upon the amount of stacks of Gathering Cold you have, or something like that. The complexity of the form is decided by successes rolled on activation. Have one power that lets you travel along ice as a glacial reflection at ten times your normal speed, exiting where you please. The final level should be the capstone, making all of the above somehow much worse... for your enemies. Something like Entombed Command might work nicely, letting you add an extra effect or special catch to the 2-4 dot abilities. Maybe the movement dot could then have that cheesy cartoon effect where the villain's reflection is in all the ice walls of the cave at once.

                    Just brainstorming and not thinking the mechanics out, you could go another route entirely easily, but you get what I'm saying?

                    Oh, also, the discipline should have a "suggested modifiers" table for the first dot based upon environment.
                    Last edited by Unahim; 08-31-2014, 09:05 PM.


                    Homebrew
                    - CtL 2E: Seeming Benefits for every Contract

                    Comment


                    • #11
                      I am using this one for a bloodline I am developing for my Vancouver game. The bloodline is based on a Wabanaki Federation story about a "Ghost Witch" that drinks the blood of travelers and hunters. Since the stories often involve blizzards and people splitting up, I wanted to make this part of their powers.


                      Wesehan (Strong Winds) discipline.
                      • 1 Dot- Nodin (Wind): The Ghost-Witch is able to command the direction of the wind. With a great gust of force the vampire knocks the target off their feet. The range of this effect is ten feet per blood potency.
                        • Cost: 1 vitae
                        • Intelligence+Survival+Wesehan vs. Target’s Dexterity+Athletics
                        • Action: Instant and Contested
                        • Dramatic Failure: The force of the winds is too much for the Ghost-Witch to contain. The vampire suffers the Heavy Winds tilt (GMC: Page 209), at grade 1, for 3 turns.
                        • Failure: Either the wind simply does not change, or the target is able to dodge the effects. Nothing happens.
                        • Success: The vampires wind is able to buffet the target. The victim takes bashing damage equal to successes.
                        • Exceptional Success: The force of the wind damages the victim’s hearing. For the next 3 turns the victim takes a -3 penalty to all aural perception checks.
                        • Modifiers: In a heavy storm: +3, Gusts of wind: +1, Light breeze: -2, Stagnant air -4, Inside: -1
                      • 2 Dot- Ayabamoyanimad (Whirlwind): The Ghost-Witch is able to produce even stronger winds, but is unable to control them with such precision. This power creates a cyclone.
                        • Cost: 1 vitae
                        • Wits+Survival+Wesehan
                        • Action: Instant
                        • Dramatic Failure: The force of the winds is too much for the Ghost-Witch to contain. The vampire suffers the Heavy Winds tilt (GMC: Page 209), at grade 1, for 3 turns.
                        • Failure: The winds do not seem to gather. Nothing happens.
                        • Success: The winds gather around the vampire. Everyone within (Wesehan x Blood Potency) yards of the vampire suffers the Heavy Winds tilt, this includes the vampire using this power. The only people excepted is ones with a wall between the vampire and the victim. the vampire gains a +3 bonus to resisting the effects of the wind. The power lasts for the scene.
                        • Exceptional Success: The vampire gains stronger control over the winds. The vampire may prevent people equal to the number of dots in Wesehan within the whirlwind from suffering the Heavy Winds tilt.
                        • Modifiers: In a heavy storm: +3, Gusts of wind: +1, Light breeze: -2, Stagnant air -4, Inside: -1
                      • 3 Dot- Kimiwan (Rain): The vampire’s control over the weather allows them to use the wind to bring about heavy rains or strong snow. While using Ayabamoyanimad, the vampire may spend an additional vitae to add the Heavy Rain or Blizzard tilt (GMC: Page 208 and 209). If this effect lasts for more than an hour, then there is a high chance that the Blizzard tilt will be worsened by 4 inches of snow, or more rarely, the area gains the Flooded tilt (GMC: Page 209). Those who are unaffected by the Heavy Winds tilt are also unaffected by the Heavy Rain or Blizzard tilt, but they are not free from suffering the effects of the snow or flooding.
                      • 4 Dot- Mikwam (Ice): After the rain the vampire is able to turn the snow and water on the ground into ice. By spending an additional vitae during Kimiwan the vampire can turn the ground icy. This makes anyone affected by the previous tilts also affected by the Ice tilt (GMC: Page 210).
                      • 5 Dot- Takibisan (Cold): During the whirlwind the vampire can make the temperature drop suddenly. During Ayabamoyanimad, the vampire is able to spend an additional vitae and make everyone affected by the Heavy Winds tilt also suffer the Extreme Cold tilt (GMC: Page 209).


                        Devotion
                        Kijizowan (Fever): During particularly strong storms the vampire is able to create paranoia and fear within those affected by their storms. This power can only be activated during the Blizzard tilt. This power can affect a group equal in size to the number of dots the vampire has in Wesehan times 2.
                      • Cost: 1 vitae
                      • Wits+Intimidate-highest resolve among targets
                      • Prerequisites: Wesehan 3, Nightmare 2
                        Experience Cost: 3
                      • Action: Instant
                      • Dramatic Failure: The vampires manipulation of fear makes the targets realize the need to stay together. This power cannot affect any of the targets for the rest of the night.
                      • Failure: Although presented with fear, they are able to resist. Nothing happens.
                      • Success: Each of the targets become afraid of staying together. The target with the lowest resolve becomes frightened of staying with the group. If there are multiple with the lowest Resolve, then the storyteller should choose which one is affected based on their own judgement. They gain the Frightened Condition (Blood and Smoke: Page 303) with the group itself as the source. In addition, everyone who stays can be targeted later, with a +1 benefit to the roll.
                      • Exceptional Success: After the first person becomes frightened, check the power again, therefore making two people flee in terror.

                      Comment


                      • #12
                        It's not intended to be a B&S Discipline, since I haven't read it and therefor don't understand how they operate. Also, when I look at it, it seems like I did make them have interconnected themes like you suggested.


                        Level 1 - Decreases temperature, producing light coats of frost on nearby props.

                        Level 2 - Can create enough ice to produce a useful tool or weapon.

                        Level 3 - Can create enough ice to cover one's body.

                        Level 4 - Can pass through ice, possibly explained as rapidly causing the ice to melt and freeze again as they move through it.

                        Level 5 - Can create enough ice to form entire complexes.



                        Levels 1, 2, 3, and 5 all focus on creating larger quantities of ice than the level that came before it. Level 4 is really the only one that deviates from it.



                        Anyways, changed the first power to Exhausting Cold.

                        How's that?
                        Last edited by Nyrufa; 08-31-2014, 10:07 PM.

                        Comment


                        • #13
                          I just realized, we have stories of extremely powerful vampires destroying clocks, shattering windows, and even defying god's protection. But to the best of my knowledge, we don't have any disciplines based on that. So here it is, I used a Latin translater to find a more appropriate and archaic sounding name, and created the Discipline of Exitium, which translates to destruction, ruin, death, and mischief.



                          Exitium: Many are the tales who speak of vampires that were cursed by God for their unforgivable sins. But every so often there emerges a vampire who is a creature of such evil, such malicious intent, that they destroy all they touch. Exitium is the Discipline of ruin, and destruction, a fitting name for such an ability. Those who wield this terrifying power can reduce the world to dust with their passing, and those who study it are often the most wretched, hate filled Kindred in the world.

                          Exitium is believed to be practiced almost exclusively within Belial's Brood, for no civilized Kindred could devote themselves so completely to destruction and hatred that even God himself flees from their presence. Or such are the legends of those who have mastered this fearsome Discipline.


                          Level 1 - Disruptive Presence:

                          Cost: None
                          Dice Pool: None
                          Action: Reflexive
                          Duration: Scene

                          Stories tell of technological appliances malfunctioning and breaking down as the vampire approaches. Video feed becomes hazy static, electronic clocks start flashing and older models fall apart. Windows crack, wood rots, stone crumbles away and metal rusts or tarnishes. Objects within a radius of 10 yards equal to the vampire's Blood Potency will suffer 1 damage to their durability equal to that blood potency. Disruptive Presence can only effect objects up to a size 3 or smaller.


                          Level 2 - My Chains are Broken:

                          Cost: 1 Vitae per round
                          Dice Pool: Strength
                          Action: Instant
                          Duration: Concentrated

                          It is remarkably difficult to capture a vampire who wields this power, for locking mechanisms and restraints crumble to dust at their will. For each success rolled, the vampire inflicts 1 point of damage to the durability of either a lock or some tool used to bind them (rope, wire, chains, est). If its durability is reduced to 0, it is dissolved completely. Otherwise the vampire must continue using this power each round to further damage the bonds.


                          Level 3 - Touch of the Ages:

                          Cost: 2 Vitae per round
                          Dice Pool: Dexterity
                          Action: Grapple
                          Duration: Varies, see below


                          The vampire's touch has the ability to rapidly age a target even going so far as to reduce it to dust if they maintain contact long enough. Touch of Ages requires they actually have to touch the subject (likely involving a grapple). If they succeed, the victim will physically age by 1 year equal to the number of successes the vampire rolled. If physical contact is not broken, they will continue to age each round until they stop touching the vampire. For supernatural beings like the vampires, they can simply regenerate back to their previous age, but for mortals, this power inflicts permanent harm!


                          Level 4 - Ruinous Presence:

                          Cost: 1 Vitae per round
                          Dice Pool: None, improves the effects of Disruptive Presence

                          The vampire's Disruptive Presence can effect objects of great size, such as buildings, bridges highways, and heavy machinery. Ruinous Presence increases the power of Disruptive Presence, so it can now effect objects up to a maximum size of 10!


                          Level 5 - God Can Not Help Thee:

                          Cost: 3 Vitae
                          Dice Pool: Strength + Willpower
                          Action: Instant
                          Duration: Permanent

                          Undoubtedly one of the most terrifying abilities a vampire can draw upon. With this level, the vampire has become a creature of such destructive power that even the protection of of God himself can not stand in his presence! With "God Can Not Help Thee", the vampire can destroy a holy relic or weapon with a simple touch, whereupon the target bursts into flames and or melts into a puddle of slag depending on what it is made from. The vampire is also capable of trespassing through holy wards or sacred ground, the barriers for which dissolve away instantly at their touch.

                          If the target for God Can Not Help Thee is being empowered by someone, this initiates a contest in which the two roll a number of die equal to their Willpower and if the vampire rolls more successes, the object or protection is destroyed. If, however, the vampire loses, the protection stands firm.


                          ------------------------------------

                          Devotions:


                          Majesty 5, Exitium 1: Instigating Presence -

                          Cost: +2 Vitae
                          Dice Pool: None, modifies the effects of Majesty

                          The Vampire's presence invokes feelings of hatred and wrath in those who are too weak willed to resist it. Those who fall under the victim of Majesty will ignite into a full blown riot, attacking everything in sight, aside from the vampire and others under the control of this Devotion.


                          Dominate 4, Exitium 2: Love is Fleeting -

                          Cost: +1 Vitae
                          Dice Pool: Strength + Willpower

                          With this Devotion, the vampire has the ability to destroy blood bonds. When doing so, the vampire enters the subject's mind and destroys the psychic restraints binding them to their master.


                          Protean 1, Exitium 4: Unnatural Disaster -

                          Cost +3 Vitae
                          Dice Pool: Strength + Intelligence
                          Action: Instant
                          Duration: Scene

                          A freak storm, a rock slide, a deadly earthquake, Unnatural Disaster gives the vampire the ability to unleash nature's wrath with themselves as the focal point. When using Unnatural Disaster, the vampire can invoke a disaster who's power is equal to the number of successes rolled. The class of a tornado, the magnitude of an earthquake, the combined weight of a land slide, whatever!

                          Comment


                          • #14
                            Cruac 3: Wolf Slayer -

                            Cost: 1 Vitae
                            Dice Pool: Crafts + Medicine
                            Action: Instant
                            Duration: Permanent

                            With this ritual, the vampire is able to fashion a blade which is exceedingly deadly to Lupines. The vampire brews a potion that is made out of crushed belladonna petals, silver shavings, and a vial of their own blood. Once the potion has been created, it is used to cool a freshly crafted blade still hot from the forge, infusing its magic into the weapon. The blade will inflict normal damage levels to other victims, but inflicts aggravated damage to Werewolves who are subjected to it. The type and quality of the weapon that is cooled with the potion determines how much damage it can inflict.


                            Theban Sorcery 5: The Deluge

                            Cost: 4 Vitae
                            Dice Pool: Strength + Intelligence
                            Action: Instant
                            Duration: Scene

                            Ingredients: 1 gallon of purified water

                            God flooded the entire planet for 40 days and 40 nights. While the Sanctified can't pull off such awesome power, they can still unleash the power of water in tremendous degrees. When the spell is cast, the vampire pours out the container of water they are carrying. The water comes rushing out in a great torrent, as if released from a dam, and the amount that washes out is far, far greater than a simple gallon! The water floods the area by 1 size rating each round until the entire area has been submerged. Those caught in the path (in front of the caster) of the water are smashed by the wave, inflicting 3 bashing damage on impact +1 more bashing damage for each round the water continues to flow. When the scene ends, the water recedes and dries up.

                            Comment


                            • #15
                              Originally posted by Nyrufa View Post
                              Cruac 3: Wolf Slayer -

                              Cost: 1 Vitae
                              Dice Pool: Crafts + Medicine
                              Action: Instant
                              Duration: Permanent

                              With this ritual, the vampire is able to fashion a blade which is exceedingly deadly to Lupines. The vampire brews a potion that is made out of crushed belladonna petals, silver shavings, and a vial of their own blood. Once the potion has been created, it is used to cool a freshly crafted blade still hot from the forge, infusing its magic into the weapon. The blade will inflict normal damage levels to other victims, but inflicts aggravated damage to Werewolves who are subjected to it. The type and quality of the weapon that is cooled with the potion determines how much damage it can inflict.


                              Theban Sorcery 5: The Deluge

                              Cost: 4 Vitae
                              Dice Pool: Strength + Intelligence
                              Action: Instant
                              Duration: Scene

                              Ingredients: 1 gallon of purified water

                              God flooded the entire planet for 40 days and 40 nights. While the Sanctified can't pull off such awesome power, they can still unleash the power of water in tremendous degrees. When the spell is cast, the vampire pours out the container of water they are carrying. The water comes rushing out in a great torrent, as if released from a dam, and the amount that washes out is far, far greater than a simple gallon! The water floods the area by 1 size rating each round until the entire area has been submerged. Those caught in the path (in front of the caster) of the water are smashed by the wave, inflicting 3 bashing damage on impact +1 more bashing damage for each round the water continues to flow. When the scene ends, the water recedes and dries up.
                              Why are these structured as devotions? What is the difference between these devotions and rituals? In my opinion, difference is too little to have them as devotions and they should be rituals (otherwise, why shouldn't I just learn all the spells I want as devotions?)

                              Anyways, I'll also rewrite them as rituals, or as to what I feel they should be like. Copy pasting yours, making my changes and commenting on the changes. (I've done this ,because listing all the changes I'd be making on them would be quite long and wouldn't give the full view (cross referencing) for other readers. So this is basically a suggested list of changes, in a more readable form)


                              Cruac 4(3): Wolf Slayer - - The effect feels like a level 4 one, tho, due to the limitation some might allow it at 3. I'm also writing the values for the third one in (X)

                              Target number of successes: 8(7)
                              Cost: 4(3) Vitae - The cost for cruac rites is equal to the level of the rite
                              Dice Pool: Manipulation + Occult + Cruac - this is the dice pool for Cruac sorcery
                              Action: Normal sorcery action (30 minutes per roll)
                              Duration: One month

                              With this ritual, the vampire is able to fashion a blade which is exceedingly deadly to Lupines. The vampire brews a potion that is made out of crushed belladonna petals, silver shavings, and a vial of their own blood. Once the potion has been created, it is used to cool a freshly crafted blade still hot from the forge, infusing its magic into the weapon. The blade will inflict normal damage levels to other victims, but inflicts aggravated damage to Werewolves who are subjected to it. The type and quality of the weapon that is cooled with the potion determines how much damage it can inflict.


                              Theban Sorcery 2: The Deluge

                              Cost: 1 Willpower
                              Dice Pool: Intelligence + Academics + Theban Sorcery
                              Action: 30minutes per roll
                              Duration: The rest of the night, however the water stays for a scene (the effect only happens once the water is poured out)

                              Sacrifice: 1 gallon of purified water

                              God flooded the entire planet for 40 days and 40 nights. While the Sanctified can't pull off such awesome power, they can still unleash the power of water in tremendous degrees. When the spell is cast, the vampire pours out the container of water they are carrying. The water comes rushing out in a great torrent, as if released from a dam, and the amount that washes out is far, far greater than a simple gallon! The water floods the area by 1 size rating each round until the entire area has been submerged. Those caught in the path (in front of the caster) of the water are smashed by the wave, inflicting 3 bashing damage on impact +1 more bashing damage for each round the water continues to flow. When the scene ends, the water recedes and dries up.


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