World of Darkness: Tenebris Raptis

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Join date : 2010-01-30
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PostSubject: N-W of Combos   Tue May 17, 2011 2:16 pm

Name of the Fallen - Auspex 3 , Thaumaturgy 1 10 Experience Points to learn

Wame of the Fallen could likely be made to function withb Necromancy in place of Thaumaturgy at the Storyteller's discretion. Because few Archons or Templars have access to this Discipline, however, this is not a standard technique. This Discipline is available to Archons and Templars.

System: The player must spend a Blood Point and roll Perception + Empathy; the difficulty depends on whether the subject was mortal or vampire, as well as ont he length of time since he died. the Character must have in her possession at least a small piece of the corpse, though something as tiny as a finger bone or even the ashes of a Kindred who has suffered Final Death will suffice. If the roll fails, that character may not try to identify that particular subject again unless she can find a new sample of the body. If the roll indicates a botch, the character receives false information. The knowledge granted by this power appears instantly; the character falls into no "trance" such as that experienced when using Necromancy's Spirit's Touch. The Kindred with this power may identify a deceased person, Kindred or kine, simply by handling a piece of the corpse.

Time Since Death Difficulty if Kindred Difficulty if Kine
Less than 24 hours 4/4
One day to one week 6/4
Less than one month 7/6
Less than six months 8/6
Less than one year 10/6
Less than ten years 10 (Need three successes)/ 7
Less than one century 10 (Need five successes)/ 8
Greater than one century NA/10


Pater Szlachta - Protean 4 , Vicissitude 3 18 Experience Points to learn

Some Tzimisce combine the Protean power to turn into an animal with the possibilities of Vicissitude. Forces of chaotic charge surge through the Fiend's body, forces she must direct while experiencing bone-breaking pain. When the Tzimisce can bear the strain no longer, the body settles into the Pater Szlachta or bogatyri form — so named by Tzimisce Anarchs to insult either their servants or the "elder valiant champions" who served the Anarchs' Sires. In the modern nights, this power is still known to a few Tzimisce, who sometimes user it in contests of improvisational Fleshcrafting.

System: Spend two Blood Points and roll Stamina + Medicine (difficulty 7). The change takes (5 - the number of successes) turns to complete, during which the Tzimisce can only howl, drool vitae, and writhe. The character can rearrange his Physical Attributes (one dot per success), but no Attribute can exceed the limit imposed by Generation. The player can describe what sort of alterations she wants to make, but the process is difficult to control. In the end, the Storyteller is the final arbiter, choosing one physical state for the character in bogatyri form or certain Vicissitude modifications such as bone spikes, spine-saws, etc. Botches earn whatever physical Flaws the Storyteller chooses, maybe permanent ones. The change lasts for one scene.


Pulse Of Undeath - Auspex 1 , Potence 3 12 Experience Points to learn

By focusing her heightened awareness and physical prowess, a Kindred can "feel" for which of the physical gifts of Caine another Kindred may have learned. Potence manifests as a vibration of the muscles, Fortitude generates a cold rigidity in the body and Celerity causes a brief feeling of vertigo.

System: This power enables a character to know which, if any, of the three physical Disciplines (Celerity, Fortitude, Potence) another character possesses and at what level. The player rolls Perception + Empathy (difficulty 6). Each success indicates that the character learns the nature and level of one of the other character's physical Disciplines. In some cases, particularly if the subject has a higher rating in a given Discipline than the character using this power, the results may be imprecise. A character may feel the telltale dizziness that indicates Celerity, but might well be unsure of the subject's potential with it.


Quicken sight - Auspex 1 , Celerity 2 9 Experience Points to learn

The hand is not quicker than the eye when the eye belongs to an Archon or Templar with this power. Quicken Sight allows the character to see fast-moving objects in detail that even Heightened Senses alone cannot reveal. A character with this power can focus on and follow a single card while the deck is being shuffled, track the single loaded chamber in a game of Russian roulette, read the headlines on a newspaper as he drives past the newsstand at 60 mph, or even pick out subliminal images in film.

System: The player spends one Blood Point to activate this power, which lasts for a scene. Any time the character wishes to see, follow, or examine something that is moving too quickly for normal observation, the player must make a Wits + Alertness roll (difficulty based on how quickly the item is moving, but normally 6 or 7). Even one success allows the character to observe the item, though more successes bring greater detail and clarity.


Random Patterns - Auspex 2 , Dementation 2 14 Experience Points to learn

Developed by Malkavian Templars but slowly increasing in usage among Archons as well, Random Patterns allows the character to anticipate an opponent's next move in time to counter it. Blows can be blocked or avoided before they're even thrown, pursuit can be cut off, and bluffs can be called. The power doesn't allow the character to see into the future per se, so much as it reads the patterns in the chaos and random chance that surround the target and allows the Kindred to determine his next move based on previous actions and lines of probability.

System: The player spends one Blood Point and rolls Perception + Empathy (or Awareness, if you're using that optional Talent), against a difficulty of 5 to 7, determined by the Storyteller's assessment of how predictable the opponent is based on his nature. For instance, a character with a Nature of Curmudgeon or Perfectionist is probably fairly predictable and thus difficulty 5, while a Nature of Deviant or Monster is probably less predictable and thus difficulty 7. The difficulty can be further modified by derangements. If the roll succeeds, the character adds a number of automatic successes to his next action equal to the number of successes on the Random Patterns roll. This action must be a contested or combat-related roll against the target. For example, the bonus could be applied to a pursuit, melee, or dodge, but not to the activation of a Discipline.


Retain The Quick Blood - Celerity 3 , Quietus 3 15 Experience Points to learn

In the nights of the Anarch Revolt, the Assamites had an informal alliance with the antitribu who raged against their Sires. Although few Anarchs possessed knowledge of the Assamite Discipline of Quietus, a few did, and they learned this blood-conserving technique to aid them. In the modern nights, this combination Discipline is known only to a few Anarchs, most elders or Sabbat deserters. Still, it is a powerful tool at the call of Kindred who know how to use it. Retain The Quick Blood allows a Kindred to call upon the prenatural gifts of vitae without expending them as is often required for other Disciplines.

System: Any blood that the player spends on Celerity returns to her Blood Pool at the rate of one Blood Point per hour. Blood returned in this way will never exceed the character's maximum Blood Pool — if she's full at the time that another point of blood would return to his system, that Blood Point is lost, (as are any that would be returned from use on Celerity).


See The Reflected Form - Auspex 4 , Protean 4 24 Experience Points to learn

Those Gangrel who are both incredibly perceptive and have mastered the most basic full-body change become sensitive to the potentiality of shape in others. Using this power, the Gangrel may pull detailed information from his subject's aura. She may see the beast forms of Gangrel or other vampires using Protean; the progression of forms of the Lupines and other shape-changing beasts; the half-real dream forms of faeries; and the forms that Vampires may assume using Disciplines such as Obtenebration, Serpentis, and Vicissitude. Skilled practitioners may be able to spot such subtle items as which form the subject is most comfortable in, or which is her native form. A few Gangrel have claimed to see the forms a Gangrel childe will assume upon learning Shape Of The Beast, or even totemic animals in the auras of normal humans.

System: The player rolls Perception + Occult (difficulty 7). One success gives the character knowledge of her subject's Protean beast forms, or the most powerful form assumed using another Discipline or ability. Three successes allows the character to see all of her subject's defined forms (if the subject vampire commonly assumes a certain body shape using Vicissitude, that will be seen, but the fact that she stretched her nose like Pinocchio last night will not). Upon reaching five successes, the character may see potential forms, or the emotions connected with the changes in shape at the Storyteller's discretion. This ability may be resisted with Obfuscate in the usual Auspex vs. Obfuscate manner. Also, this ability does not give any information about the "faces" worn by a vampire with Mask Of A Thousand Faces — that ability clouds the mind, and is not a true shape change.


Sanguinary Expulsion - Fortitude 2 , Protean 3 or Thaumaturgy 3 15 Experience Points to learn

Developed by Elder Archons as a counter agaainst the terrors (true and imagined) of the Vaulderie, this power allows a vampire to ingest small amounts of blood without absorbing them into her system. This not only prevents the formation of Blood Bonds and Vinculum, but also protects against blood-borne poisons, drugs, and diseases. The unpleasant after-effects of this power make most Archons reluctant to utilize it, but it beats letting the Sabbat or some arrogant Elder compromise your loyalties.

System: The player rolls Stamina + Fortitude (difficulty 5 + the number of Blood Points consumed, maximum 9). If she fails, the blood is consumed normally and all effects occur as normal. If the roll succeeds, the character is able to hold the blood internally without absorbing it, and may vomit it back up later. This prevents any Blood Bonds, Vinculi, poisons, or other abnormal properties of the blood from affecting the character. On the other hand, the character may not spend even a single Blood Point until the tainted blood is regurgitated; if she does so for any reason (including waking up in the evening), the power ends instantly and the blood is absorbed as normal. Although it doesn't cost a Blood Point to activate the power, an additional Blood Point (above and beyond the number consumed) is vomited back up and lost when the tainted blood is purged.


The Seventh Chinese Brother - Celerity 2 , Fortitude 5 21 Experience Points to learn

According to a folk tale, there were once seven Chinese brothers, each of whom was possessed of a unique mystical ability. One of these brothers' blessings was bones of iron, which he used to prevent his head from being chopped off. This power emulates that folk tale, allowing the Kindred to harden a part of her body and speed the recuperative powers of her blood to it so as to make it impossible to sever a limb. Those Anarchs practicing this power have intimated that they have most often had to protect their own heads from being severed, but that it works equally well in situations that would result in the loss of a hand, arm, leg, et cetera.

System: The player spends a Willpower Point and selects an appendage (including the head and neck). The next blow that would result in that limb being lopped off is ignored utterly — it does no damage at all. The character may then activate the power again, if she wishes. As long as she has Willpower, she can protect herself. A lesser-known but still viable application of this power is to harden the flesh and bone that protects the heart. In this case, a Kindred can protect herself from being staked, at least initially. If the end of the scene comes before the disastrous blow comes, the power has no effect, but it can be invoked again during a future scene. Additionally, a character may protect only one appendage at a time in this manner.


Shadow Feint - Celerity 2 , Obfuscate 2 Assamite only 14 Experience Points to learn

The way of the assassin is deception, not direct confrontation. However, even the most straightforward members of the warrior caste acknowledge the utility of misdirection in combat. This technique allows its wielder to slow her enemies' perceptions of her, leaving their image of her a fraction of a second behind her actual physical location. This makes the fighters' moves virtually impossible for an opponent to anticipate, allowing her to strike with little fear of reprisal.

System: The player spends a Blood Point at the beginning of a turn in which the character's Celerity is active, and the character's first action for the turn must be evasive movement. For the rest of the turn, all attack rolls made against the character have their difficulty increased by 2, to a maximum of 10. This power is considered an Obfuscate power for purposes of negation. An observer with sufficient Auspex is immune to it, as is one viewing his target through a video camera or other electronic intermediary.


Shroud Of Absense - Dominate 3 , Obtenebration 3 18 Experience Points to learn

This power Refines Shroud Of Night and combines the Abyss's intrusion into the world with psychic manipulation of bystanders. Instead of a highly visible cloud of blackness, Shroud of Absence creates a region into which nobody looks. Bystanders don't think to linger in the area. Anyone scanning the scene just keeps looking, her eyes not resting on the shrouded zone. It is a darkness as much of the mind as of the world.

System: The player spends a Blood Point and rolls Manipulation + Occult (difficulty 7). Success creates a blind spot about ten feet across, located anywhere within the line of sight of its creator and capable of moving at up to the vampire's walking speed. Anyone wishing to peer inside must earn more successes on a Willpower roll (difficulty 7) than the creator achieved on the Shroud Of Absence roll. Otherwise, she just doesn't think to consider it. Note that this power is wholly supernatural in origin, and most mortals will not have had the experience to even consider that they can try to see what is so malevolently forcing their attention away.


Smiling Jack's Trick - Dominate 3 , Obfuscate 3 18 Experience Points to learn

Attributed to the rogue Anarch Smiling Jack, this power causes a Kindred to confuse one Kindred with another. For a brief period, the subject consistently mistakes the user of this gift with another Kindred in the immediate vicinity. According to the story, Jack found himself caught by a scourge and his lieutenant. Invoking this power, Jack made the scourge believe that his lieutenant was actually the Anarch and vice versa. As the scourge turned his attentions to the lieutenant, Jack escaped into the night, cackling all the while.

System: The player makes a contested Manipulation + Performance roll (difficulty of the subject's Intelligence + 5, to a maximum of 10) against the subject's Wits + Subterfuge (difficulty 7). If the subject gains more successes, the power fails. If the character succeeds, the subject briefly but unfalteringly transposes the character using the power with another Kindred in her line of sight. From there on out, it's up to the character to make the best of the situation, but the strangeness of the change usually buys enough time to escape, if not to completely change the Anarch's position. Note that this is a Dominate power, so it works only on those subjects of equal or lower Generation as the user. The duration of the power's effect is one hour - (10 times the subject's Intelligence) minutes.


Soul Decoration - Auspex 2 , Obfuscate 2 , Vicissitude 3 20 Experience Points to learn

The aura is a byproduct of the body. Chance the body, change the soul. The body's experiences can be summed up in the aura, but this phenomenon is the product of physical forces. By Fleshcrafting certain locations on the body — charkas, joints, erogenous zones — a Tzimisce with this power can "paint" whatever aura she chooses. Auras summarize the individual, revealing mood, the stain of diablerie, and the Curse of Caine. When under the gaze of perceptive eyes, sometimes it's better to control such things.

System: After spending three Willpower Points, the player rolls her character's Perception + Empathy. The difficulty of this roll is equal to the subject's Willpower — stronger personalities resist alteration. The number of successes indicates how completely the aura can be changed to the Tzimisce's specifications. The deception lasts one night per success. During this time, the aura doesn't change to reflect new conditions in its owner. Keep in mind that these are changes only to the aura, not the subject himself. At the Storyteller's discretion, the subject may feel token emotions to match his new colors. She might feel somewhat distrustful if her aura was painted light green, for instance.

1 success Can alter shades of (pale or bright)
2 successes Can alter the main color
3 successes Can alter psychological state (frenzied, psychotic, etc.)
4 successes Can conceal or falsify diablerie and magic use
5 successes Can conceal or falsify natural condition (vampire, shapeshifter, ghost, etc.)


Smothering Darkness - Obtenebration 2, Obfuscate 1 9 Experience Points to learn

A Magister may use Smothering Darkness to summon fluttering shadows that immediately flock to the nearest light sources (torches, candles, oil lamps and the like) and douse them. The behaviour of these shadows is akin to moths; they find the brightest light source then dive into it in hopes of being consumed. By using this power a Lasombra can plunge an entire area into darkness almost immediately, rendering those unprepared for it completely helpless.

System: Each success on a Wits + Occult roll (diff 6) produces a fluttering shadow which then proceeds immediately to the nearest light source in an attempt to douse it. These shadows can cause no damage but may well collide with other characters in their flight, producing confusion and fear. The shadows can smother any fire up to the size of a torch; anything larger requires the attention of multiple shadows. As soon as a shadow douses a flame, that shadow vanishes. If there are more shadows than there are fires to extinguish, the excess number will flap around in the dark, likely causing more confusion, before finally vanishing into whatever dark place they originated.


Shadow Eyes - Obtenebration 3, Auspex 3 12 Experience Points tp learn

This particular skill is a matter of control and delicacy, not raw power. The wielder summon forth small patches of blackness which cover the eyes of the target, rendering him effectively blind and giving him a demonic appearance. Those thus afflicted my find themselves in more than a little trouble with their neighbors who have little tolerance for the blind, and less for those that appear unnatural.

System: The player rolls Dexterity + Occult (diff 7). If he succeeds, he summons the darkness successfully and blinds his target. The number of successes determines the duration of the shadows.

Additional successes produce longer effects. The enveloping shadow cannot be removed by anything short of plucking out the eye thus covered - a somewhat drastic remedy.

Successes
1 one turn
2 one minute
3 five minutes
4 30 minutes
5 one hour

NOTE: This power affects all of the eyes of the victim, whether he be a one-eyed beggar, a 'normal' vampire, a Salubri or the mythical Argus. Certain Lasombra have been able to create a purely comsetic variation on this power, covering their own eyes with the shadows while still maintaining the ability to see clearly. Using this power has the same difficulty as a regular use of Shadowed Eyes but can impose terror on any beholding it ((Willpower roll, difficulty 5 to avoid fleeing in fear).


Sympathetic Agony - Chimerstry 2, Fortitude 4 Ravnos Only 12 Experience Points to learn

The Kshatriya caste of India developed this power to shift the pain of wounds inflicted on them to their enemies. Whenever the target strikes a Ravnos using this power, the target feels the pain instead of the Ravnos. This power enabled Kshatriya to better survive their wounds and more quickly dispatch their enemies.

System:This power costs one blood point to invoke. The Ravnos still takes the damage, this power merely transfers the pain of the damage to the inflictor of the damage instead.


True Love's Face - Obfuscate 3, Presence 3 18 Experience Points to learn
Through perfect combination of Mask of 1000 faces and Entrancement, the Setite can appear to another person as someone he already loves. The Setite can choose to impersonate someone she knows the victim loves. If she does not know of such a person, she can let the victim define his own "true love" and let the power do the rest. In that case, however, the Setite may have to use all her wits to discover who the victim thinks she is.
System: The setite character receives a roll of Charisma + Empathy(diff 6).Success means that the chosen victim sees the vampire as a loved one for as long as the vampire remains in her presence.

Typhonic Beast - Potence 3, Serpentis 4 21 Experience Points to learn
Warrior Setites are most likely to learn this combination power. The vampire takes the form of the mysterious typhonic animal.
System: This power requires the expenditure of three blood points: the transformation takes three turns to complete. The transformed vampire gains one dot each of strength, dexterity and stamina, as well as the benefits of potence. The typhonic form gains the soak benefits of Skin of the Adder. The setite also gains the venomous bite of Form of the Cobra, doubles her running speed, and gains +2 dice on all Perception rolls related to smell or hearing.


Weigh the Heart - Auspex 3, Serpentis 5 24 Experience Points to learn
The ancient Egyptians believed that conscience and judgment resided in the heart: in the afterlife the gods weighed a person's heart, the record of his deeds, against the feather of truth. A setite who has learned the heart of darkness can not only remove a vampire's heart to keep it safe, he gains a potential insight into the consciences of other. He can develop that potential through the Auspex. Like the god Thoth a vampire with this power can "weigh" another persons heart to read his character and sins. Such knowledge of another person's character makes tempting, corrupting or teaching him much easier.
System: This power calls for a Perception + Empathy roll (diff Cool. Each success reveals one truth about the target's character, with particular emphasis on the persons weaknesses, passions and guilt. The first truth is allways the targets Nature. Subsequent truths might include any derangement or mental flaws, strong passions or deep-laid fears and guilts(although never specific details about specific crimes).
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