Discipline Skills: Resilience (For1) - Add Fortitude rating to their Health total Unswayable Mind (For1) - Add Fortitude rating to dice rolls to resist manipulation and coercion The Missing Voice (Mel1) - Throw your voice anywhere in sight Phantom Speaker (Mel2) - Throw your voice to someone you know wherever they are Toreador's Bane (Mel3) - Mesmerize others with a song Madrigal (Mel3) - Project an emotion into your audience with a song Awe (Pre1) - Those who are near either want to be closer or shudder in fear; broken by target being in immediate danger or leaving the area Dread Gaze (Pre2) - Engenders unbearable terror in target; use by showing the mark of Caine (bearing teeth/claws/etc.) and render target stupefied into madness, immobility, or reckless flight Entrancement (Pre3) - Make the target obsessively want to please you
Discipline Combinations: King of the Hill (For2/Pre2) - Make yourself unable to be knocked off your feet Retaliatory Terror (Pre2/For1) - Cause Dread Gaze to be projected from a wound of yours Give 'Em Hell (Pre3/For1) - Inspire courage and valor in a group before a battle
*Lifesong (Dom1/Pre1) - Assess a target's demeanor from a person's speech *Haunting Seduction (Dem2/Pre1) - Leave an impression on a target that will linger as an obsession *True Tongue (Dom2/Pre2) - Make a target unable to lie *Reluctant Performance Artist (Dom3/Pre3) - Make a target the temporary center of attention
* - where Dominance/Dementation requirements are met by Melpominee
Blush of Health (2pt. Merit) You look more hale and healthy in appearance than other vampires, allowing you to blend with human society much more easily. You still retain the color of a living mortal, and your skin feels only slightly cool to the touch.
Harmless (1pt. Merit) Everyone in the city knows you, and knows that you’re no threat to their plans. While that sort of estimation may seem insulting, it’s also what’s kept you from being killed. No one considers you worth their time to deal with, and that low opinion keeps you safe. If you start acting in a way that demonstrates that you are no longer harmless, others’ reactions to you will likely change as a result.
Open Road (2pt. Merit) Unlike many Kindred, you like to travel. You have a solid knowledge of safe travel routes and methodologies, not to mention haven space available in any number of destinations. Unless someone out there knows your exact route and is specifically looking for you, you can move between cities unimpeded by random encounters with Lupines, overzealous state troopers, and the like.
Fugue Instinct (3pt. Merit) You can hear warnings and gain insight by listening to the Fugue more deeply. You must forego one of your actions to listen properly to the Fugue within. During this time, you may defend yourself but take no active actions. If you do, then you gain an insight for your next action that grants you +2 dice to whatever dice pool you use.
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Slow Healing (3pt. Flaw) You have difficulty healing wounds. It requires two blood points to heal one health level of bashing or lethal damage, and you heal one health level of aggravated damage every five days (plus the usual five blood points and Willpower expenditure).
Deep Sleeper (1pt. Flaw) When you sleep, it is very difficult for you to awaken. The difficulty of any roll to awaken during the day is increased by two.
Sympathizer (1pt. Flaw) You have publicly expressed sympathy for some of the goals and policies of the enemies of your Sect. Your outspoken views on the subject have made you suspect in the eyes of the city’s hierarchy, and you may be suspected of (or arrested for) treason.
Enemy (3pt. Flaw) You have an enemy, or perhaps a group of enemies, who seek to harm you. The power of the enemy depends upon how many points the player wishes to spend (five points indicate the wrath of a Methuselah or other potent supernatural foe).
no subject
You look more hale and healthy in appearance than other vampires, allowing you to blend with human society much more easily. You still retain the color of a living mortal, and your skin feels only slightly cool to the touch.
Harmless (1pt. Merit)
Everyone in the city knows you, and knows that you’re no threat to their plans. While that sort of estimation may seem insulting, it’s also what’s kept you from being killed. No one considers you worth their time to deal with, and that low opinion keeps you safe. If you start acting in a way that demonstrates that you are no longer harmless, others’ reactions to you will likely change as a result.
Open Road (2pt. Merit)
Unlike many Kindred, you like to travel. You have a solid knowledge of safe travel routes and methodologies, not to mention haven space available in any number of destinations. Unless someone out there knows your exact route and is specifically looking for you, you can move between cities unimpeded by random encounters with Lupines, overzealous state troopers, and the like.
Fugue Instinct (3pt. Merit)
You can hear warnings and gain insight by listening to the Fugue more deeply. You must forego one of your actions to listen properly to the Fugue within. During this time, you may defend yourself but take no active actions. If you do, then you gain an insight for your next action that grants you +2 dice to whatever dice pool you use.
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Slow Healing (3pt. Flaw)
You have difficulty healing wounds. It requires two blood points to heal one health level of bashing or lethal damage, and you heal one health level of aggravated damage every five days (plus the usual five blood points and Willpower expenditure).
Deep Sleeper (1pt. Flaw)
When you sleep, it is very difficult for you to awaken. The difficulty of any roll to awaken during the day is increased by two.
Sympathizer (1pt. Flaw)
You have publicly expressed sympathy for some of the goals and policies of the enemies of your Sect. Your outspoken views on the subject have made you suspect in the eyes of the city’s hierarchy, and you may be suspected of (or arrested for) treason.
Enemy (3pt. Flaw)
You have an enemy, or perhaps a group of enemies, who seek to harm you. The power of the enemy depends upon how many points the player wishes to spend (five points indicate the wrath of a Methuselah or other potent supernatural foe).