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New and Updated Discipline Rules: Teaser Second Release

Posted by Silja S on 18th Sep 2020

Nimble Departure

Celerity OOOOO O

Discretion is often the better part of valor,  and you have learned to fully embrace that ancient adage. Rather than hitting your enemies repeatedly, you funnel your extraordinary speed into protecting yourself by swiftly disengaging from even the most dangerous situations.

System

Spend 1 Blood to activate Nimble Departure for the turn and announce your attempt to fair escape (see MET: VTM, page 277). You may activate this power outside of your initiative order, similar to other Celerity activations. While this power is active your Dodge pool increases by the sum of all Celerity powers you possess, including Celerity elder and luminary powers and Celerity-based techniques; however, you may not initiate an opposed challenge unless that challenge’s purpose is to elude or escape those who would bar you from leaving. In addition, while Nimble Departure is active your fair escape is not negated if you are involved in a physical challenge so long as you win all physical challenges you are involved in. If you are the target of any mental or social challenges that might inhibit your fair escape, you must win those as well. You may not activate this power if you have already initiated opposed challenges during the current turn. 


Poisonous Thoughts

Dementation OOOOO O

Though your mastery of the workings of the mind, you have the ability to turn your victims’ own thoughts against them, causing them to inflict damage on their own bodies through nerve twinges, thoughtless scratching, or even a momentary compulsion to beat themselves bloody. Purging this mental poison is exhausting and traumatic, not just for the victim, but also for those who witness it.

System

Whenever you succeed in an opposed challenge to inflict Voice of Madness, you may also apply the effects of this power to your target. If applied, whenever your target gains one or more derangement traits, she also takes that many points as unsoakable normal damage. If the target has a psychotic break, she loses 3 Willpower points. Poisonous Thoughts last throughout the duration of Voice of Madness or until the target suffers a psychotic break.

Exceptional Sucess

If you achieve an exceptional success when activating Voice of Madness and elect to apply the effects of Poisonous Thoughts to your target, whenever your target gains one or more derangement traits she takes that many points of unsoakable aggravated damage until she suffers a psychotic break or the effects of Voice of Madness end.


King of the Mountain

Fortitude OOOOO O

With your mastery of Fortitude, no threat is unstoppable. Attackers bounce off you as if you are a brick wall, and the sheer force of attacks that would move you are turned back upon your assailant.

System

You do not move unless you want to move. Once learned, this power is always active unless you choose not to use it. Any outside influence, effect, power, combat maneuver, or weapon trait that would cause you to move from your current spot by taking steps (Knock Back), falling prone (Knock Down or Knock Out), or disarming you (Disarm), fail to move or disarm you. King of the Mountain only affects powers that directly seek to inflict these effects. For example, a vampire using the Movement of the Mind power Repulse to move you would automatically fail, but the use of a Dominate power to compel you to lie down or surrender your weapon functions normally. In addition, if an opponent unsuccessfully uses a melee or unarmed attack against you, she moves 2 steps back from the point of impact.  Characters whose backward trajectory causes them to collide with a solid object take 1 point of normal damage.