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Meta-Disciplines
These techniques are advanced magical powers created by using the combined mastery of two or more disciplines to create
a unique effect. Their knowledge is mostly limited to the elders, but a few rare neonates have stumbled upon these
techniques or learned to make their own.
Sway the Horde (Dementation 2, Presence 2)
10 XP
Malkavians using this ability can extend their emotion-swaying powers over a crowd instead of a single individual. Many Cainites rightly fear this ability for its power to incite or riots or break the morale of troops.
System: The Malkavian must spend a willpower point in addition to making the normal roll for level 1 Dementation. Also the user must make a Charisma + Intimidation roll vs 7. The number of successes is the number of extra targets for Passion.
Bear's Skin (Animalism 2, Protean 4)
18 XP
According to legend, some berserkers take on the fearsome aspect of bears while in the midst of their battle rage. With this power, Gangrel bring truth to that legend.
System: The vampire must be in Frezny to use this power. The player spends one BP and over the next few seconds the vampire's muscles bulge and twist while heavy fur sprouts over his entire body. This fur is thickest where the vampire had natural hair. The skin toughens to leather and the vampire's maw widens in a muzzle able to bite through limbs. In this state the vampire gains two extra dots of Strength and Stamina as well as the Maw Merit. Characters with Fortitude can soak all sources of Agg damage with their full Stamina + Fortitude. The transformation lasts as long as the vampire is in Frenzy.
Fenris' Talons (Fortitude 2, Protean 2)
10 XP
The Gangrel are known for their hunting skills and unmatched savagery in battle. Vampires who master this technique can grow massive six-inch claws instead of the smaller talons normally created by use of Protean's second power.
System: At the player's option uses of Talons of the Beast (Protean 2) may result in Claws that do Strength + 3 aggravated damage. These claws impose a two die penalty on all manual dexterity rolls requiring fine manipulation. This power is permanent and gives the player the option to use the normal Talons of the Beast or Fenris' Talons interchangeably.
Feral Imbuing (Animalism 4, Potence 2)
12 XP
With this power a vampire may share his strength with a beast in his line of sight. Few sights are as disturbing as a bloated rat chewing tunnels through solid stone.
System: The vampire selects an animal in his line of sight and the player rolls Strength + Animal Ken (diff 6). The vampire may transfer as many levels of Potence as the number of successes rolled. The player does not have to use all the successes and can not transfer levels of Potence he does not have. For the duration of the transfer the vampire's Potence rating is reduced by the number of levels transfered. The power ends when the vampire wills it to, a reflexive action which does not require the presence of the animal.
Loki's Gift (Animalism 4, Protean 4)
18 XP
With this power a vampire can assume the form of the last living thing she fed on, human or animal. The vampire gains a perfect immitation of the creature's physical form but none of its powers or knowledge.
System: The vampire must activate this power right after drinking from a living being no larger then a bear. The transformation requires 3 BP. The pllayer rolls Manipulation + Subterfuge (diff 9) and remains transformed for one hour per success. Duration can be extended by spending blood points, each point gaining an extra hour. If the vampire feeds from any vessel but that which she is immitating while transformed the power ends instantly. Botching the roll to assume the form means that the transformation fails and can never be attempted again.
The transformation is perfect, even duplicating the victim's aura for Auspex 2. This power can also be learned as a Protean 6 variant.
Maddening Halo (Auspex 2, Dementation 3)
10 XP
With this clever power, a Malkavian can paint her aura with insane whorls of light and color to disuade scrying. Anyone peering at her with Soulsight finds themselves driven mad by the vision of her aura.
System: The vampire spends one turn in concentration and rolls Manipulation + Expression diff 6. The effect lasts for one scene. Anyone using Auspex 2 on the vampire risks madness. If the victim doesn't score as many successes on the Soulsight attempt as the player rolled when activating Maddening Halo, the spying character gains a derangement for a number of nights equal to the difference. The derangement is one that currently affects the Malkavian using Maddening Halo.
Memory Rift (Obfuscate 2, Presence or Dominate 2)
14 XP
Invoking this power causes a subject to forget the user's presence during a single scene or specific event. The cainite invokes her power to vanish from the mind's eye and compels the subject to think she was never there at all. A few Nosferatu use this power to conceal feeding, leaving victims drained and disoriented but otherwise unaware of their violation.
System: This power works on only one target at a time but can be used multiple times to affect groups of people. The player spends one BP and rolls Manipulation + Subterfuge against a difficulty of the target's Willpower. If the vampire successes, all memories of the vampire's presence during the scene are removed. The vampire using this power must remove himself from the subject's awareness within five minutes and stay out of sensory range for a full hour or the power will fail.
Shared Entombment (Animalism 1, Protean 3)
8 XP
This technique allows a vampire to meld a ghoul or childe with him into the earth. Pity the mortal who beholds a mounted warrior riding out of the soil at dusk.
System: The effects of this power are the same as Protean 3 except that the character spends an extra BP to bring a ghoul or childe vampire under the earth with him. A variant on this power using Potence 1 instead of Animalism exists that allows vampires to drag corpses under ground with them. The vampire does not have to bring the corpse back up when he rises from the earth.
(Substance) Meld (Protean 4)
2 XP
Expanding upon her knowledge of Protean allows a vampire to meld herself with more then just soil and dirt. Gangrel elders have been observed melding with stone, trees and desert sands.
System: Each purchase of this power, which can be purchased as many times as the player has dots of Protean, allows the character to use Protean 3 to meld into another substance such as wood or stone.
Whispers of Loathing (Auspex 4, Dementation 2)
18 XP
By implanting an echo of his own fractured madness into a victim's mind a vampire can infect others with creeping insanity. Each night draws the victim deeper into depravity and despair as half-heard whisperes speak recriminations and advise monstrous acts. The whispers eventually rise to a gale of syllables and curses that drive the strongest minds to paranoia or suicide. Only the childer of Malkav know this wretched power but that is little comfort to undead who have heard of it or suffered its effects.
System: The player rolls Manipulation + Empathy with a difficulty of the victim's Willpower. If successful the vampire has implanted an echo of his psyche into the victim. Over the course of weeks the echo whispers to the victim offering bad advice, disparaging comments, curses and insane babble. Eventually the victim's mind is filled with a howling cacophony of mocking, hateful voices. The victim must roll Willpower at the start of each week during which they are infected. The difficulty starts at 6 and climbs by one for each week the infection remains. Gaining 3 successes on any of the resistance rolls banishes the voices and ends the power. If the difficulty reaches 10 or the victim botches the power end but not before afflicting the victim with a Derangement, ususally Paranoia. Use of this power requires eye contact or touch.
Shattered Fog (Protean 5, Auspex or Celerity 1)
15 XP
Some Gangrel elders have learned that the misty protection offered by Protean is simply too slow. Others who survived learning this lesson set out to do something about it and created this technique. Using this power a Gangrel can assume Mist Form instantly when under attack.
System: By spending 1 bloodpoint a Gangrel can assume Mist Form instantly but only for a single turn. After that turn the character returns to solid form. To use this power the Gangrel must be aware of whatever threat is driving her to Mist Form.
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