text stringlengths 1.53k 5.2k | source stringclasses 1
value |
|---|---|
127 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION Chapter Four: Disciplines Disciplines are supernatural powers granted by the Embrace, which vampires cultivate to bring to bear against their foes and prey. These powers separate the Damned from mortals, providing an incomparable mys-tical edge over those who would st... | disciplinas.pdf |
128 CHAPTER FOUR: DISCIPLINES in question has barely been awakened, while a rating of six dots or higher indicates mastery beyond the capac-ity of most neonates and even ancillae. As a character increases her rating in a Discipline, she gains access to the powers listed next to the appropriate number of dots, as well a... | disciplinas.pdf |
129 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION Feral Whispers This power is the basis from which all other Animal-ism abilities grow. The vampire creates an empathic connection with a beast, thereby allowing him to com-municate or issue simple commands. The Kindred locks eyes with the animal, transmitting his desi... | disciplinas.pdf |
130 CHAPTER FOUR: DISCIPLINESThe number of successes the player achieves dictates how strongly the character's command affects the ani-mal. One success is sufficient to have a cat follow an individual and lead the character to the same location, three successes are enough to have a raven spy on a target for weeks, and fi... | disciplinas.pdf |
131 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONdifficulty of the roll is 7 in either case. This is an ex-tended action requiring as many total successes as the target has Willpower. Failure indicates that the player must start over from the beginning, while a botch in-dicates that the vampire may not affect that sub... | disciplinas.pdf |
132 CHAPTER FOUR: DISCIPLINEStorpor. Presumably this is in sympathetic response to the massive trauma of death, but some Kindred believe that the vampire's soul is cast adrift during this time and must find its way back to the body. Drawing Out the Beast At this level of Animalism, the Kindred has a keen understanding o... | disciplinas.pdf |
133 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION Shared Soul This power allows a character to probe the mind of any one animal she touches. Shared Soul can be very disconcerting to both parties involved, as each par-ticipant is completely immersed in the thoughts and emotions of the other. With enough effort or time... | disciplinas.pdf |
134 CHAPTER FOUR: DISCIPLINESSystem: The character touches the target. The player spends a Willpower point and rolls Manipu-lation + Empathy (difficulty 7). The victim makes a Self-Control/Instinct roll (difficulty 5 + the number of successes); failure results in an immediate frenzy. A botch causes the character to unlea... | disciplinas.pdf |
135 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONable to notice. It's not an all-purpose insight or miracu-lous revelation. At the character's discretion, she may selectively heighten one specific sense, rather than leaving them all on. In these cases, the difficulty to perceive stimu-li using that sense drops by one, ... | disciplinas.pdf |
136 CHAPTER FOUR: DISCIPLINES Successes Result 1 success Can distinguish only the shade (pale or bright). 2 successes Can distinguish the main color. 3 successes Can recognize the color patterns. 4 successes Can detect subtle shifts. 5 successes Can identify mixtures of color and pattern. The Aura Colors chart offers s... | disciplinas.pdf |
137 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONthese purposes, a corpse counts as an “object” and can be read accordingly. ) These visions are seldom clear and detailed, registering more like a kind of “psychic snapshot. ” Still, the Kindred can learn much even from such a glimpse. Although most visions concern the... | disciplinas.pdf |
138 CHAPTER FOUR: DISCIPLINESlover's new boyfriend,” say “You see a fleeting series of visions: A couple kissing passionately in a doorway, then the man walking alone at night; you suddenly see your hands, knuckles white, wrapped around a steer-ing wheel, with a figure crossing the street ahead; your heart, mortal now an... | disciplinas.pdf |
139 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION lost. Other beings with particular sensitivity to psychic activity, such as ghosts, werewolves, and even some magi, travel the astral plane as well, and can interact with a vampire's psychic presence normally (although the astrally projected character is not considere... | disciplinas.pdf |
140 CHAPTER FOUR: DISCIPLINES Karmic Sight The power of Aura Perception (Auspex 2) allows a vampire to take a brief glimpse at the soul of a sub-ject. This power takes Aura Perception several steps forward, allowing a vampire who has mastered Auspex 2 to probe the inner workings of a subject's mind and soul. System: Th... | disciplinas.pdf |
141 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION Mirror Reflex This power was developed by a Toreador elder who made a fearsome reputation through her fencing prow-ess, acting as a hired champion in dozens of Ventrue duels. Mirror Reflex is similar to Prediction in that it is in essence a low-level telepathic scan of... | disciplinas.pdf |
142 CHAPTER FOUR: DISCIPLINES Seeing the Unseen Auspex enables Kindred to perceive many things beyond the limits of lesser senses. Among its many uses, Auspex can detect the presence of a supernatural being who is hidden from normal sight (a vampire using Obfuscate, for example, or a ghost) or pierce illusions created ... | disciplinas.pdf |
143 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONpower instead. She can go back later and purchase the “normal” dot of Celerity later, as desired. Note that it isn't possible to “skip” levels of progres-sion for the normal Discipline-an elder with Celerity 7 that buys Projective at level 6 needs to go back and buy th... | disciplinas.pdf |
144 CHAPTER FOUR: DISCIPLINESbows, and other ranged weapons are excluded — but does grant the attacker additional dice for damage rolls. Flower of Death is not cumulative — it is impossible to “layer” uses of the power over one another to create astronomical dice pools. Zephyr Zephyr produces an effect vaguely similar ... | disciplinas.pdf |
145 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONSystem: The creator spends one blood point to make the illusion move in one significant way, or in any number of subtle ways. For example, the vampire could create the illusion of a lurking mugger lurching at her victim, or she could create the illusion of a desolate st... | disciplinas.pdf |
146 CHAPTER FOUR: DISCIPLINES Fatuus Mastery A Ravnos with Fatuus Mastery has no restriction on how often she may use the first three levels (Ignis Fatuus, Fata Morgana, and Apparition) and can main-tain or control illusions with minimal concentration or fatigue. Kindred who rely on the high cost of Chim-erstry to limit... | disciplinas.pdf |
147 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONto him sees, but hears what the man 15 feet behind him hears and feels what the child a block away feels. The end result is extremely disorienting for all victims. System: When used against a single victim, the play-er must spend one Willpower point and roll Manipula-t... | disciplinas.pdf |
148 CHAPTER FOUR: DISCIPLINEStion brings. They don't scoff too loudly, however, lest the Malkavian advance their consciousness next. Passion The vampire stirs his victim's emotions, either heightening them to a fevered pitch or blunting them until the target is completely desensitized. The Cain-ite may not choose which... | disciplinas.pdf |
149 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONinformation a player seeks. Important to its use, though, is delivering the information properly. Secrets revealed via Eyes of Chaos are never simple facts; they're tanta-lizing symbols adrift in a sea of madness. Describe the results of this power in terms of allegory... | disciplinas.pdf |
150 CHAPTER FOUR: DISCIPLINESSystem: The Kindred must gain her target's undi-vided attention for at least one full turn to enact this power. The player spends a blood point and rolls Ma-nipulation + Intimidation (difficulty of her victim's current Willpower points). If the roll is successful, the victim is afflicted with... | disciplinas.pdf |
151 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONeffect is permanent and can be undone only by another application of Restructure (though subtle differences from the character's original Nature may still remain, as it is impossible for such a fundamental change to oc-cur flawlessly). A botch on this roll changes the c... | disciplinas.pdf |
152 CHAPTER FOUR: DISCIPLINES Perhaps unsurprisingly, vampires to which Dominate comes naturally tend to be from willful, domineering Clans. The Giovanni, Lasombra, Tremere, and Ven-true all consider an iron will to be a boon, and are ea-ger to impose that iron will on any who would move against them. Eye Contact Many ... | disciplinas.pdf |
153 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONSystem: The player rolls Manipulation + Leader-ship (difficulty equal to the target's current Willpower points). The number of successes determines how well the suggestion takes hold in the victim's subconscious. If the vampire scores one or two successes, the subject c... | disciplinas.pdf |
154 CHAPTER FOUR: DISCIPLINESEven in its simplest applications, The Forgetful Mind requires tremendous skill and finesse. It's a relatively simple matter to rifle through a victim's psyche and rip out the memories of the previous night without know-ing what the subject did that evening. Doing so leaves a gap in the victi... | disciplinas.pdf |
155 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONAfter the subject is fully conditioned, other Kindred find her more difficult to Dominate. Such conditioning raises others' difficulties by two (to a maximum of 10). It is possible, though difficult, to shake Condition-ing. The subject must be separated entirely from the v... | disciplinas.pdf |
156 CHAPTER FOUR: DISCIPLINESThe vampire experiences everything the mortal body feels during possession, from pleasure to pain. In fact, any damage the victim's body sustains is also applied to the character's body (though the Kindred may soak as normal). If the mortal dies before the vampire's soul can flee from the bo... | disciplinas.pdf |
157 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONeffect, a vampire can either stop any one of those func-tions entirely or cause them to fluctuate erratically. The exact effects of any given bodily function being shut off are left to the Storyteller. Most mortals panic if suddenly struck blind, but only the shutdown o... | disciplinas.pdf |
158 CHAPTER FOUR: DISCIPLINES such as “work for the greater glory of Clan Malkavian” or “destroy all those who seek to extinguish the light of knowledge. ” Speak Through the Blood can be used by a vampire in torpor. Commands issued through this power last for one decade per success on the roll. Dif-ficulties over 10 req... | disciplinas.pdf |
159 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION Personal Armor Nobody likes to get hit, not even Cainites. The easiest way to ensure that one is not hit (or shot, or stabbed) repeatedly is to take the weapon with which one is assaulted away from one's attacker and break it. That's where Personal Armor comes in. Thi... | disciplinas.pdf |
160 CHAPTER FOUR: DISCIPLINESLike Thaumaturgy, Necromancy has also spawned a series of rituals. While not nearly so immediate in ef-fect as the basic powers of Necromancy, Necromantic rituals can have impressive long-term effects. Unsur-prisingly, the elements of Necromantic ritual are things like long-buried corpses a... | disciplinas.pdf |
161 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONUnder its effects, a necromancer sees ghosts as trans-lucent phantoms gliding among the living and hears their whispers and moans. She feels the spectral cold of their touch and smells their musty hint of decay. Yet one cannot mistake the dead for the living, as they l... | disciplinas.pdf |
162 CHAPTER FOUR: DISCIPLINESof Willpower points equal to the ghost's net successes. On a tie, the roll becomes an extended contest that continues each turn until one side wins. If the vampire botches at any point, the ghost is immune to any use of the vampire's Necromancy for the rest of the scene. If the ghost botche... | disciplinas.pdf |
163 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONTorment allows the vampire to strike a wraith as if he himself were in the lands of the dead, inflicting dam-age on the wraith's ectoplasmic form. The vampire remains in the real world, however, so he cannot be struck in return. System: The player rolls Stamina + Empath... | disciplinas.pdf |
164 CHAPTER FOUR: DISCIPLINES Shroud Mastery Shroud Mastery offers the Kindred the ability to manipulate the veil between the worlds of the living and the dead. By doing so, a necromancer can make it easier for bound wraiths in his service to function, or make it nearly impossible for ghosts to contact the material wor... | disciplinas.pdf |
165 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION Shambling Hordes Shambling Hordes creates obvious results: reanimat-ed corpses with the ability to attack, albeit neither very well nor very quickly. Once primed by this power, the corpses wait — for years, if necessary — to fulfill the command given them. The orders m... | disciplinas.pdf |
166 CHAPTER FOUR: DISCIPLINESgive either a wraith or a free-floating soul (say, that of a vampire using Psychic Projection) a temporary home in the physical world. System: The body in question must be no more than 30 minutes dead, and the new tenant must agree to in-habit it — a ghost or astral form cannot be forced int... | disciplinas.pdf |
167 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONMany necromancers use this power on objects al-ready identified with A Touch of Death, in order to determine whether the ghost is trying to attune a given fetter or simply toying with the world of the living. System: The necromancer holds and examines the object for at ... | disciplinas.pdf |
168 CHAPTER FOUR: DISCIPLINES Ephemeral Binding The most puissant necromancers learn not only to sense the ties between living and dead, but to forge such ties themselves. The master of Ephemeral Bind-ing turns an otherwise mundane object or person into a depository for his own necromantic energy. The undy-ing Curse tr... | disciplinas.pdf |
169 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONwith the Masque of Death lose two points of Dexter-ity and Appearance (minimum of 1 in Dexterity and 0 in Appearance) for the duration of the power. The player also gets two extra dice to his Intimidation dice pool, should he wish to terrify any onlookers. Further, if ... | disciplinas.pdf |
170 CHAPTER FOUR: DISCIPLINESShould the character end the power's duration while exposed to any of the aforementioned harmful things, he immediately takes their full effect. If he is staked, he become immobilized; if he is on or near fire, he begins to take the damage a Cainite should take, and he must immediately roll ... | disciplinas.pdf |
171 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONto holy artifacts, human faith, and being staked. Her blood remains vitae, not human blood. Use of this abil-ity — which creates a mockery of human life — may interfere with a character's Path advancement, at the Storyteller's discretion. The vampire is no more vulnera... | disciplinas.pdf |
172 CHAPTER FOUR: DISCIPLINESthey would any other aggravated wound (see p. 285). Mortals are incapable of healing aggravated wounds, so they suffer throughout their lives unless they are healed through supernatural means. A withered limb does not degenerate further, even on a mortal. The character may be crippled for l... | disciplinas.pdf |
173 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONPath of the Four Humors Philosophically, the four humors represent different qualities, split along two axes: hot and cold, and wet and dry. Blood is hot and wet; phlegm is cold and wet; yellow bile is hot and dry; and black bile is cold and dry. Historically, when a m... | disciplinas.pdf |
174 CHAPTER FOUR: DISCIPLINESinto something not wholly vampiric. Instead, the nec-romancer edges closer to being an animated corpse in fact as well as name. She grows distant and chill, as though possessed by the spirit of Death itself; she has to work to push her attention into the physical world. System: The characte... | disciplinas.pdf |
End of preview. Expand in Data Studio
README.md exists but content is empty.
- Downloads last month
- 14