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Forward to Disciplines: It aint perfect and, sometimes, it aint pretty either, but itís finally here. Disciplines from the V:tM rulebook (3rd Ed.) are presented only to the 5th level of power. Some of the Limitations used (such as Prerequisite) are exclusive to this write up and have no precedence in Hero supplements. I hope that for the time being theyíre mostly self-explanatory. In the Near future Iíll go into detail about them, if necessary, and make my intentions more clear.

Oh, and all this Discipline stuff and the names of the different levels are copyrighted by White Wolf and are not my own invention. I wouldnít dare challenge their copyright and their inclusion here is anything but. Also Champions, Fantasy Hero, Horror Hero and the Hero System are copy righted and trademarked, respectively, by Hero Games who shouldnít get upset at me for using their system because I think itís the greatest ever invented. The only thing I can claim credit for here is the way I use all this (C) and (TM) material together. Almost seems like I didnít do anything all.

 

Vampire Disciplines:

 

Animalism:

..Level 1: "Feral Whispers": 6D6 Mind Control; Telepathic (+0), Must have eye contact (-1/2), 2x END (-1/2), Concentrate: 0DCV (-1/2), Full Phase (-1/2). cost: 10pts

& Mind Link with any animal; Must have eye contact (-1/2), Concentrate: 0DCV(-1/2), Full Phase (-1/2) cost: 5pts

Total Cost: 15pts

..Level 2: "Beckoning": Summon 1-64, 50pt Base Animals*; All Animals(+1/4), Incantations(-1/4), Ego Roll (-1/2), Prerequisite: "Feral Whispers" (-1/2), Extra Time: Up to (but not always) 5 minutes(-2) .......................................

Total Cost: 21pts

(Note to "Beckoning": The power Summoning has been interpreted to mean that the player pays for the Base cost of those summoned (similar to purchasing Followers) instead of their Total Cost. I did this in order to allow the vampire to beckon a wide variety of animals while keeping the power's cost low. The Hero Bestiary has built all normal animals with a 50pt Base, therefore: any animal could possibly be summoned with this power. The GM has total control of how many animals actually appear. 64 rats might be reasonable, 64 lions would not.)

..Level 3: "Quell the Beast": 2D6 Mind Control; Telepathic (+0), Cumulative (+1/2), A.E.: Radius *16 [16"] (+2), Incantations (-1/4), Full Phase (-1/2), Concentrate: 0DCV (-1/2), Prerequisite: 'Beckoning' (-1/2), Will not work against other Kindred(-1/2), Only to make target Passive and non-aggressive (-1/4) ..... Total Cost: 10pts

..Level 4: "Subsume the Spirit": Mind Transference: 1D6 Transform, BOECV (+1), Cumulative (+1/2), vs. Ego not Body (+0), Must have eye contact (-1/2), Full Phase (-1/2), Concentrate: 0DCV (-1/2), Prerequisite: 'Quell the Beast' (-1/2), Vampire's Body Becomes Unconscious (-1/2) ........................................ Total Cost: 11pts

..Level 5: "Drawing out the Beast" Tranfer Frenzy to other person or animal: 4D6 Minor Transform, BOECV (+1), vs. Ego not Body (+0), Full Phase (-1/2), Concentrate: 0DCV (-1/2), Prerequisite: 'Subsume the Spirit' (-1/2), Ego Roll (-1/2), Side Effect: Enter Frenzy immediately then roll Recovery once every five minutes (-1) Total Cost: 20pts

 

Auspex:

..Level 1: "Heightened Senses": +3 to all Perception Rolls; Costs END (-1/2), Side Effect: 2x Effect from sight and hearing Flashes (-1/2)........... cost: 5pts

& Danger Sense; Out of Combat, 11-, Linked with Per Bonus (-1/2) cost:10pts

........................................................................................ Total Cost: 15pts

..Level 2: "Aura Perception": Detect Aura (Int/5 +9), +1 to Roll, at Range, Discriminatory; Prerequisite: 'Heightened Senses' (-1/2), Costs END (-1/2) Total Cost: 8pts

..Level 3: "the Spirit's Touch": Clairsentience with vision, with Retrocognition; Only to see person associated with object (-2), OAF: Object in question (-1), Prerequisite: 'Aura Perception'(-1/2) Total Cost: 9pts

..Level 4: "Telepathy": 4D6 Telepathy; Invisible to Mental senses (+1/2), Full Phase (-1/2), Ego Roll vs Vampiric or other supernatural minds (-1/4), Prerequisite: 'the Spirit's Touch' (-1/2)... Total Cost: 13pts

..Level 5: "Psychic Projection": Desolidification; 0END (+1/2), Vampire leaves body behind (-1), Extra Time: one minute (-1 1/2), Prerequisite: 'Telepathy' (-1/2)... Total Cost: 15pts

(Note to 'Psychic Projection': Desolidification uses the guidelines set in the Ultimate Mentalist for Astral Forms (pg. 26-27). Also, since Desolid vampires are vulnerable to Mental Attacks, they are allowed to use mental powers against the real world (except those requiring eye contact) with out the standard +2 advantage (Ult. Ment. pg.64)

 

 

Celerity: +1 Speed & +3 Lightening Reflexes per level; Costs 2 Blood Pool END to activate

(-1/2), Lasts 10 minutes (-0) ......................... Total Cost: 10pts/level

 

 

Chimerstry:

..Level 1: "Ignus Fatuus": Images affecting sight, hearing, touch, smell and taste at -2 to Perception; Creator must be able to sense image (-1/4), Can only affect one sense at a time (-1), Int Roll (-1/2), Image cannot move (-1/4) ...

Cost: 12pts [END:4]

..Level 2: "Fata Morgana": Images as above, but remove 'one sense at a time' limitation. Add an additional -1 to Per Roll; Double Radius(+1/4) Cost: 12pts [END:5]

..Level 3: "Apparition": Remove 'Cannot Move' limitation. Add an additional -1 to Per Roll; Double Radius (+1/4)

Cost: 12pts [END: 6]

..Level 4: "Permanency": Remove 'Must be able to Sense' limitation. Add an additional -2 to Per Roll; 0END & Persistent (+1), Double Radius (+1/4), Costs 2 Blood Pool End to Activate (-1/2), Extra Time: Full Turn (-1)

Cost: 12pts

..Level 5: "Horrid Reality": 10D6 Mental Illusion; Full Phase (-1/2), Concentrate:1/2 DCV (-1/4), Not vs. Lower Generation Vampires (-1/4), Prerequiste: 'Permanency' (-1/2) ... Cost: 20pts

 

Dementation:

..Level 1: "Passion": 8D6 Mind Control; Telepathic (+0), Only to make victim passionate about the slightest event (-1/2), Full Phase (-1/2), Not vs. Lower Generation Vampires (-1/4)

............................................................................................... Total Cost: 18pts

..Level 2: "The Haunting": 8D6 Mental Illusions; Uncontrolled (-1), Full Phase (-1/2), Prerequisite: 'Passion' (-1/2) ................................................... Total Cost: 13pts

..Level 3: "Eyes of Chaos": Detect Patterns of Insanity (Int/5 +9); +2 to Roll, Prerequisite: 'The Haunting' (-1/2) ............................................ Total Cost: 5pts

..Level 4: "Voice of Madness": Add to Passion: A.E.: Radius (+1); Continuous (+1), 0 END (+1/2), Must Hear Casters Voice(-1/4), Incantations (-1/4), Costs 2 Blood End to Activate (-1/2), Skill Roll: Empathy (-1/2), Side Effect: Caster must make roll vs Frenzy! (-1/2), Change one word command to: Only to invoke fear or Frenzy! ............................................ Total Cost: 8pts

..Level 5: "Total Insanity": Causes Victim to Manifest 5 New Derangements ; 2D6 Minor Tranformation, BOECV (+1), Cumulative (+1/2), vs. Ego not Body (+0), Eye Contact (-1/2), Full Phase (-1/2), Not vs. Lower Generation Vampires (-1/4), Victim can attempt Breakout Rolls every level of the time chart as per Mind Control (-1/2), Prerequisite: 'Voice of Madness' (-1/2) ................................... Total Cost: 15pts

 

Dominate:

..Level 1: "Command": 6D6 Mind Control; Telepathic (+0), Must have eye contact (-1/2), Only one word commands (-1/4), Not vs. Lower Generation Vampires (-1/4), Concentrate: 0DCV (-1/2) ..................................................

Total Cost: 12pts

..Level 2: "Mesmerize": +4D6 Mind Control to 'Command', Add Trigger (+1/2) advantage and Full Phase (-1/2) limitation. Remove 'One word commands limitation .. Total Cost: 15pts

..Level 3: "The Forgetful Mind": 1D6 Major Transform; BOECV (+1), Cumulative (+1/2), Eye Contact (-1/2), Full Turn (-1), Prerequisite: 'Mesmerize' (-1/2) Total Cost: 13pts

..Level 4: "Conditioning": 1D6 Major Transform, BOECV (+1), Cumulative (+1/2), Extra Time: One Week (-4), Prerequisite: 'the Forgetful Mind' (-1/2) Total Cost: 7pts

..Level 5: "Possession": 1D6 Major Tranform, BOECV (+1), Cumulative (+1/2), Must Have Eye Contact (-1/2), Full Phase (-1/2), Concentrate: 0DCV (-1/2), Vampire's Body Becomes Unconscious (-1/2), Prerequisite: 'Conditioning' (-1/2)

.............................................................. Total Cost: 11pts

 

 

 

Fortitude: +2PD/ +2ED Armor Per Level; Hardened x2 (+1/2), Half Protection vs. Sunlight (+1/2), Constitution Roll vs. Aggravated Damage (-1/4) .............................................. Total Cost: 10pts/level

 

 

 

Necromancy: Practitioners of this art are required to buy the Int based Skill of the same name in order to use its arcane force. The reason I set up Necromancy powers as spells is so practitioners of Thaumaturgy could also use this Discipline in addition to their other spells. Thuamaturgists will be limited to the level of Necromancy they can learn by their Magery talent. Giovanni and Samedi, however, do not need to purchase the Magery talent to use Necromancy. Thaumaturgists may use their Magic Skill roll in place of the Necromancy Skill.

The Sepulchre Path:

..Level 1: "Insight": Clairsentience & Retrocognition w/ vision; Skill Roll: Necromancy (-1/2), OAF: Corpse (-1), Only to see last images corpse saw around time of death (-1 1/2), Corpse must have intact eyeballs (-1/4)

Active Cost: 40.....Skill Roll: -4.....END: 4.............................. Total Cost: 9pts

..Level 2: "Summon Soul"; Summon one spirit built on 100pts; Necromancy Roll (-1/2), OAF: Object associated w/ Wraith (-1), Full Turn (-1), Incantations (-1/4), Must know name of the spirit being summoned (-1/4), Prerequisite: 'Insight' (-1/2)

Active Cost: 50.....Skill Roll: -5.....END: 5.............................. Total Cost: 12pts

..Level 3: "Compel Soul": 10D6 Mind Control; Telepathic (+0), Only vs. Wraiths (-1/2), Only to induce Wraith to stay and tell the truth to any questions asked (-1/4), Necromancy Roll (-1/2), Side Effect: 3D6 Stun & END Drain (-1), Prerequisite: 'Summon Soul' (-1/2)

Active Cost: 50.....Skill Roll: -5.....END: 5.............................. Total Cost: 13pts

..Level 4: "Haunting": +4D6 Mind Control to 'Compel Soul'; Replace 'Only to stay and tell truth' limitation with: 'Only to compel Wraith to stay on the mortal plane' (-1/4),

Active Cost: 70.....Skill Roll: -7.....END: 7............................... Total Cost: 5pts

..Level 5: "Torment": 1D6 RKA; Only effects Wraiths (-1/2), No Range (-1/2), Necromancy Roll (-1/2), Gestures (-1/4), Prerequisite: 'Haunting' (-1/2)

Active Cost: 15.....Skill Roll: -1.....END: 2.............................. Total Cost: 5pts

 

The Bone Path:

..Level 1: "Tremens": 5 Str Telekinesis; Trigger (+1/2), 2 Blood Pool END to Activate (-1/2), Only to manipulate a corpse body (-1/4), Cannot be used to make an attack (-1/4), Necromancy Roll (-1/2), Prerequisite: Level 3 Necromancy or Level 5 if the Ash Path was chosen first (-3/4)

Active Cost: 11.....Skill Roll: -1.....END: 1.............................. Total Cost: 3pts

..Level 2: "Apprentice's Brooms": 10 Str Telekinesis: 0 END & Persistent (+1), Continuos & Uncontrolled (+1 1/2), OIF: Corpses (-1/2), 2 Blood END to Activate (-1/2), Necromancy Roll (-1/2), TK cannot be used to make an attack (-1/2), Only to manipulate corpse bodies (-1/4), Prerequisite: 'Tremens' (-1/2), Dispelled if Corpses take more than 8 Body damage or 1 week passes (-1/2)

Active Cost: 53.....Skill Roll: -5.....END: 0.............................. Total Cost: 12pts

..Level 3: "Shambling Hordes": Summon Zombies built on 115pts, up to 8 may be summoned, Zombies Must Obey Caster* (+25pts); OAF: Available Corpses (-1), Full Turn (-1), Necromancy Roll (-1/2), 2 Blood Pool END per zombie summoned (-3/4), Zombies can only follow one simple instruction at a time (-1/4), Prerequisite: 'Apprentice Brooms' (-1/2)

Active Cost: 83.....Skill Roll: -8.....END: 8.............................. Total Cost: 17pts

(*Note to Shambling Horde: This summoning write-up uses a house rule that allows the player to have an advantageuos disadvantage on her creature at full cost of the disadv. added to the Active cost. Also, the Zombies were created using the Spirit Rules from Horror Hero and the Zombies presented there used as a template. These Zombies are as follows:

15 Str, 10 Dex, 20 Body, 2 Int, 5 Ego, 20 Pre, 5 PD, 2 ED, 3 Spd, 6" Running

Normal Vision, Normal Hearing, Darksight, Resistant Defense: 2PD, +4 w/ Strike and Grab, Stealth 11-

Disadvantages: (Vuln) Fire acts as Consume Spirit; (Phys) Spirit Bound to Body; (Psy) Obey Summoner (V. Com, Total)

All Powers bought as: Affects Real World (+2), OIF: Body (-1/2), Independant (-2)

Strength bought as: Affects Real World (+2),0 End (+1/2), OIF: Body (-1/2), Independant (-2)

..Level 4: "Soul Stealing": 2D6 Spirit Shift [from Spirit Rules]; Necromancy Roll (-1/2), Subject to Range Penalties (-1/2), Prerequisite: 'Shambling Hordes' (-1/2), Side Effect: 3D6 Stun Drain (-1/2), Only to Remove Soul from a Living Subject (-1/4), Original Soul will return to body in 1D6 hours (-0)

Active Cost: 40.....Skill Roll: -4.....END: 4.............................. Total Cost: 12pts

..Level 5: "Daemonic Possession": Remove "...Living Subject" Limitation and add +1D6 Spirit Shift to Soul Stealing.

Active Cost: 60.....Skill Roll: -6.....END: 6.............................. Total Cost: 8pts

The Ash Path:

..Level 1: "Shroud Sight": Underworld Vision*; Necromancy Roll (-1/2), Costs END (-1/2), Prerequisite: Level 3 Necromancy or Level 5 if the Bone Path was chosen first (-3/4)

Active Cost: 10.....Skill Roll: -1.....END: 1.............................. Total Cost: 4pts

(*Note: Underworld Vision is derived from the Sensory Power Astral Sight from Horror Hero)

..Level 2: "Lifeless Tounges": Underworld Hearing; Linked to Shroud Sight (-1/2)

& Images vs Hearing; Only to simulate caster's voice (-1), Only vs. Wraiths (-1/2), Caster must speak to be heard by Wraiths (-1/4), Prerequisite: 'Shroud Sight' (-1/2)

Active Cost: 10.....Skill Roll: -1.....END: 1.............................. Total Cost: 10pts

..Level 3: "Dead Hand": Strength is now bestowed the advantage: Affect Wraiths and Underworld objects (+1/2)*; Necromancy Roll (-1/2), Must Spend 2 Blood END per ten minutes of use (-1/2), Wraiths may interact or physically attack caster (-1/2), Prerequisite: 'Lifeless Tounges' (-1/2)

Active Cost: 20.....Skill Roll: -2.....END: 2.............................. Total Cost: 7pts

(*Note: Active Cost assumes a Strength of 20, costing 2pts/ point in 5th Ed.)

..Level 4: "Ex Nihilo": Extra Dimensional Movement to Underworld; OIF: Blood or Chalk drawn doorway (-1/2), Full Phase (-1/2), Necromancy Roll (-1/2), Costs 2 Blood END to Activate (-1/2), Prerequisite: 'Dead Hand' (-1/2)

Active Cost: 20.....Skill Roll: -2.....END: 2.............................. Total Cost: 6pts

..Level 5: "Shroud Mastery": Change Evironment: lessen or increase the effects of "the Shroud" on Wraiths in an 8" Area. Variable (+1), Necromancy Roll (-1/2), Full Phase (-1/2), Prerequisite: 'Ex Nihilo' (-1/2)

Active Cost: 40.....Skill Roll: -4.....END: 4.............................. Total Cost: 16pts

(Note to Shroud Mastery: Since there are no clear-cut rules for Wraiths as yet, the Gm is encouraged to be creative when applying the effects of this power on them. Lessening the Shroud might increase a wraith's TK or manifest its image in the area. Increasing the Shroud could do just the opposite and perhaps even drive wraiths away from the area.)

 

 

Obfuscate:

..Level 1: "Cloak of Shadows": Invisibility to Sight; Only behind cover or in deep shadows (-1/2), Must stay Perfectly still (-1/2) ....................... Total Cost: 10pts

..Level 2: "Unseen Presence": Replace 'Cloak of Shadows' with Invisibility to Sight, Sound and Scent. 0END (+1/2), Only vs. Minds not Technology (-1/2), Dispelled if caster attacks another (-1/4), Full Phase (-1/2) ............. Total Cost: 10pts

..Level 3: "Mask of the Thousand Faces": Shapeshift to Any human appearance and clothing; 0END (+1/2), Only vs. Minds not Tech. (-1/2), Prerequisite: 'Unseen Presence' (-1/2), Full Phase (-1/2) ..

Total Cost: 12pts

..Level 4: "Vanish from the Mind's Eye": Replace 'Unseen Presence' with Invisibility to Sight, Sound and Scent; 0END (+1/2), Only vs. Minds not Tech. (-1/2), Dispelled if caster attacks another (-1/4), Prerequisite: 'Mask of the Thousand Faces' (-1/2) cost: 0pts

& +10 Lightening Reflexes with Invisibility cost: 10pts

& 6D6 mind Control, Telepathic (+0), Only to make target forget the Vampire's existence (-1/2), Not vs. Other Vampires (-1/4), Normal Ego Roll (-1/2), Full Turn (-1), Prerequisite: 'Mask of the Thousand Faces' (-1/2) cost: 8pts

............................................................................................ Total Cost: 18pts

..Level 5: "Cloak the Gathering": Invisibility to Sight, Sound and Scent; 0END (+1/2), Persistent (+1/2), Usable Against Others (+1), Concentrate: 0DCV (-1/2), Full Turn (-1), Only vs. Minds not Tech. (-1/2), Normal Ego Roll (-1/2), Persistent Only vs. Inanimate Objects (-1/4), Dispelled if target attacks another (-0), Prerequisite: 'Vanish from the Mind's Eye' (-1/2), ....

Total Cost: 21pts

 

 

Obtenebration:

..Level 1: "Shadow Play": Images vs. Sight, -2 to Perception; 4" Radius (+1/2), 2 Blood Pool END to activate (-1/2), Only to Manipulate Shadows (-1)... Total Cost: 10pts

..Level 2: "Shroud of Night": Darkness vs. Sight Group and Normal Hearing within 3" Radius; 1/2 END (+1/4), Normal Ego Roll (-1/2), Full Phase (-1/2), Gestures (-1/4), Concentrate: 1/2 DCV (-1/4), 2 Blood END to activate (-1/2), Prerequisite: 'Shadow Play' (-1/2) .................[2END/Phase]..................... Total Cost: 14pts

..Level 3: "Arms Of the Abyss": Telekinesis: 16 Str, Fine Manipulation, Extra Limbs (# of tentacles equals Ego/5); Ego Roll (-1/2), Costs 2 Blood End to Activate (-1/2), Cannot Punch (-1/4), Tentacle is dispelled if it takes 10 Body from attacks, considered to have DCV 3, Def 3 (-1/4), Prerequisite: 'Shroud of Night' (-1/2) ...................... Total Cost: 15pts

(Note to Arms of the Abyss: Normal TK is considered to be capable of maintaining only one grab at a time. Therefore: TK is allowed to have Extra Limbs as an advantage, allowing multiple grabs to be maintained while paying END only once/ phase. Extra Limbs for TK costs 10pts.)

..Level 4: "Black Metemorphosis": +1 to Speed ; Not to increase Running (-1/4), 2 Blood END to Activate (-1/2), Ego Roll (-1/2), Full Phase (-1/2), lasts 10 minutes (-0)

& Extra Limbs [Shadow Tentacles]; Linked with Spd Bonus (-1/2) & 1D6 PD Drain; Linked (-1/2) & Darksight; Linked (-1/2) .. Total Cost: 21pts

..Level 5: "Tenebrous Form": Desolidification; 0END (+1/2), Not Through Solid Objects or Air-tight Seals (-1/2), 6 Blood END to activate (-3/4), Extra Time: One Minute (-1 1/2)

& Darksight (from Black Metamorphosis) now Linked to Desolid as well & Clinging; Linked to Desolid (-1/2)

Total Cost: 22pts

 

Potence: +5 Strength/ Level; 0END (+1/2), Does Not Affect Figured Stats(-1/2)

.............................................................................................. Total Cost: 10pts/level

(Note to Potence: In this write up Strength is assumed to cost 2pts/ point. If you use 1 for 1 cost on Str then add +1D6 HA w/ 0END to the Str bonus to keep the total cost the same.)

 

 

Presence:

..Level 1: "Awe": +10 to Presence, Costs END (-1/2)........... Total Cost: 7pts

..Level 2: "Dread Gaze": +3D6 to Presence Attack; Only to inspire Fear (-1/2), Costs END (-1/2), Cannot be used with 'Awe' (-1/4), Prerequisite: 'Awe' (-1/2) Total Cost: 6pts

..Level 3: "Entrancement": 8D6 Mind Control; Only to give empathic urge to serve vampire (-1/2), Mental Power Based On Presence (-1/2), Prerequisite: 'Dread Gaze' (-1/2) ... Total Cost: 16pts

..Level 4: "Summon": 8D6 Mind Control; Telepathic (+0), Only to give target the urge to seek out vampire as fast as possible (-1/2), Mental Power Based On Pre (-1/2), Extra Time: 5 Minutes (-2), Not vs. Lower Generation Vampires (-1/4), Prerequisite: 'Entrancement' (-1/2) cost: 8pts

& 6D6 Mind Scan, +8 to P(re)CV Attack; Mental Power Based On Pre (-1/2), Only to Find Someone the Vampire Has Previously Met (-1/4), Extra Time: 5 Minutes (-2), 2x END (-1/2), Prerequisite: 'Entrancement' (-1/2) cost: 10pts

Total Cost: 18pts

..Level 5: "Majesty": +15 to Presence; Costs END (-1/2), Prerequisite: 'Summon' (-1/2)

Total Cost: 8pts

 

 

Protean:

..Level 1: "Eyes of the Beast": U.V. Vision & Infrared Vision; Costs END (-1/2) ....................................................

Total Cost: 7pts

..Level 2: "Feral Claws": 1D6-1 (Active: 13) <[1 1/2D6 with STR]>; Full Phase (-1/2), Prerequisite: 'Eyes of the Beast'(-1/2) ....................... Total Cost: 7pts

..Level 3: "Earth Meld": 1" Tunneling through DEF:2 Material; Fill in Tunnel Behind Self; Invisible Power Effects (+1/2), Only for Vertical Movement (-1), Limited to 6" Depth (-1/2), Prerequisite: 'Feral Claws' (-1/2) ...

Total Cost: 9pts

..Level 4: "Shape of the Beast": 2D6 Major Transformation; Change into either Bat or Wolf, still able to use mental attributes, most skills and Disciplines(+1/4), Cumulative (+1/2), Self Only (-1/2), Concentrate: 0DCV (-1/2), 2 Blood Poll END to activate (-1/2), Full Phase (-1/2), Prerequisite: 'Earth Meld' (-1/2) .. Total Cost: 15pts

(Note to Shape of the Beast: The vampire gains the following in Wolf form:

+1 DC to Bite (1/2D6 HKA x2 w/ Reduced Penetration), +2" Running, Ultrasonic Hearing, +2 Hearing Per, +2 Smell Per and Tracking Scent. Wolf Form Has no Fine Manipulation.

Bat Form: 3 Levels of Shrinking [-6 to others Per, +6 DCV, +9" KB] (0END & Persistent), Active Sonar, +2 Hearing Per, 10" Flight (foulable wings) and Clinging (Not to smooth surfaces). Bat form has No Fine Manipulation, Only 1" Running and Zero Strength [cannot use Potence or Blood Aid to increase])

..Level 5: "Mist Form": Desolidification, vulnerable to sunlight; 1/2 END (+1/4), Cannot pass through solid barriers (-1/2), Full Phase (-1/2), Concentrate: 0DCV (-1/2) Prerequisite: 'Shape of the Beast' (-1/2) ...............................

Total Cost: 16pts

 

 

Quietus:

..Level 1: "Silence of Death": Darkness vs. Normal Hearing in 4" Radius; Full Phase (-1/2), Normal Ego Roll (-1/2), 2 Blood Pool END to activate (-1/2), Side Effect: 3D6 END Drain (-1/2) ... Total Cost: 13pts

..Level 2: "Scorpion's Touch": 2D6 Constitution Drain; Return Rate: 5pts/ hour (+3/4), Normal Ego Roll (-1/2), 2 Blood Pool END to activate (-1/2), Prerequisite: 'Silence of Death' (-1/2) ... Total Cost: 14pts

..Level 3: "Dagon's Call": 1D6 RKA; NND (+1), Does Body (+1), Invisible Effects (+1), Trigger (+1/4), Four Easily Recoverable Charges (-0), Gradual Effect: every turn (-1/4), Only vs targets touched within the last hour (-0), Prerequisite: 'Scorpion's Touch' (-1/2), Ego Roll (-1/2), Full Phase (-1/2), Caster must succeed in Ego vs. Ego Combat for each charge to take effect (-1/2), No KB (-1/4) ................ Total Cost: 18pts

..Level 4: "Baal's Caress": 2d6 RKA; Does Aggravated Damage (+0), Personal Immunity (+1/4), No Range (-1/2), OAF: edged melee weapon (-1), RKA Does not add to weapon damage (-1/4), 2 Blood End to Activate (-1/2), Only one use per activation (-1/4), no damage to inorganic materials (-1/4), Does no Knock down (-1/4), Prerequisite: "Dagon's Call (-1/2)

Total Cost: 8pts

..Level 5: "Taste of Death": Remove 'No Range' and 'OAF' Limitations from Baal's Caress. Add 'Range Based on Str'(-1/4) limitation. ........ Total Cost: 5pts

 

Serpentis:

..Level 1: "The Eyes of the Serpent": 3 DEF/ 3D6 Entangle; BOECV(+1), Transparent to Damage (+1/4), vs. Ego not Body (+0), Must Maintain Eye Contact to Maintain Entangle (-1), Normal Ego Roll (-1/2), Concentrate: 0DCV (-1/2), 2x END (-1/2), Not vs. Lower Generation Vampires (-1/4) .................... Total Cost: 18pts

..Level 2: "Tounge of the Asp": 1" Stretching with Bite and Feeding; Prerequisite: 'Eyes of the Serpent' (-1/2)

& +1 DC to Bite(1D6+1 w/ STR), Linked with Stretching (-1/2), & +2 Sight Per, Only to offset Darkness Penalties (-1/4), Prerequisite: 'Eyes of the Serpent' (-1/2)........................... Total Cost: 8pts

..Level 3: "The Skin of the Adder": + 6 PD; 2 Blood END to Activate (-1/2), Normal Ego Roll (-1/2), Full Phase (-1/2), Comliness -15 while active (-1/4), Prerequisite: 'Tounge of the Asp (-1/2)

& +1 D.C. to Bite; Linked with PD (-1/2), & Contortionist Skill (or +2 to Skill if already possesed);Linked with PD (-1/2) ................ Total Cost: 7pts

 

..Level 4: "The Form of the Cobra": 2D6 Major Transform; Cumulative (+1/2), Self Only (-1/2) Concentrate: 0DCV (-1/2), Full Phase (-1/2), Prerequisite: 'Skin of the Adder' (-1/2) ........... Total Cost: 15pts

(Note to Form of the Cobra: The Vampire gains the following abilities: +4 to Smell Perception, Detect Vibrations (Int/5+9, as a Sense, Ranged), +1 DC to Bite (1D6+1 w/ STR) and a Poison Attack (4D6 Body Drain, Recover 5pts/ Week, 4 Charges, Gradual Effect: every minute, Linked to Bite, Does not affect other vampires). The vampire loses Fine Manipultion and -4 to Hearing Per in this form, but may still use other Disciplines.)

..Level 5: "Heart of Darkness": 2D6 Minor Transform; Cumulative (+1/2), Alters Wooden Doom Disadvantage(+0), Usable on Self (+1/4), Whatever Happens to the Heart Happens to You (-1/2), No Range (-1/2), Full Phase (-1/2), Prerequisite: 'Form of the Cobra'(-1/2), vs. Others: Extra Time (5 Hours) and Only on the dark of the moon (-1)

Total Cost: 9pts

 

 

Thaumaturgy:

The Path of Blood: The primary path of almost all Thaumatugists.

..Level 1: Magery Level 2 <[see New Talents in Vampire Conversion] ...cost: 2pts

"A Taste for Blood": Detect Blood Potency, +1 to Perception Roll, Discriminatory; Thaumaturgy Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Costs END (-1/2), 2x END (-1/2), Costs 2 Blood END to Activate (-1/2) ...... cost: 3pts

Active Cost: 10 .....Skill Roll: -1 .....END: 2 ..................... Total Cost: 5pts

 

..Level 2: +2 Levels to Magery .......................................... cost: 2pts

"Blood Rage": 2D6 Blood Pool END Drain; Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Full Phase (-1/2), Prerequisite: 'A Taste for Blood' (-1/2), Costs 2 Blood END to Activate (-1/2) ............. cost: 7pts

Active Cost: 20 .....Skill Roll: -2 .....END: 2 .......................... Total Cost: 9pts

(Note to Blood Rage: Kindred do not regenerate this Drain unless they feed.)

 

..Level 3: +4 Levels to Magery ............................................ cost: 4pts

"Blood of Potency": +10 to Blood Pool END; +2D6 (and +8 to Maximum) to Blood Aid Multipower; Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Full Phase(-1/2), Costs 2 Blood END to Activate (-1/2), One Continuous Charge: 2 Hours (-1/2), Prerequisite: 'Blood Rage' (-1/2) ........................ cost: 7pts

Active Cost: 29 .....Skill Roll: -3 .....END: 0 ........................... Total Cost: 11pts

 

..Level 4: +2 Levels to Magery ............................................ cost: 2pts

"Theft of Vitae": Transfer 1D6 Body to Blood Pool END Reserve, Ranged (+1/2), Recovery: 5pts/ Week (+1 1/2), Blood Pool Only Receives 25% of Transfered Body (-1/2), Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Full Phase (-1/2), Costs 2 Blood END to Activate (-1/2), Prerequisite: 'Blood of Potency' (-1/2) .......cost: 11pts

Active Cost: 45 .....Skill Roll: -4 ..... END: 4 .......................... Total Cost: 13pts

 

..Level 5: +2 Levels to Magery ........................................... cost: 2pts

"Cauldron of Blood": 1D6 RKA, No Normal Defense [Power Defense] (+2), Continuous (+1), Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Costs 2 Blood END to Activate (-1/2), vs. Vampires: RKA drains an equal amount of Blood Pool END x2 instead of Body (-1/4), Prerequisite: 'Theft of Vitae' (-1/2) .... cost: 18pts

Active Cost: 60 .....Skill Roll: -6 .....END: 6 ........................... Total Cost: 20pts

(Note to Thaumaturgy: Before a vampire can use these spells she must purchase the Magic Skill (Int/5+9= 3pts; +1 /2 points) to fulfill the Skill Roll limitation requirement. Fantasy Hero players should immediately recognize this skill. After attaining the 5th level, the Thaumaturge may increase her Magery talent with experience up to campaign limits.)

 

Lure of Flames: Each level of this path confers one Damage Class to the 1 pip RKA bought at first level. The 5th and final level of this path is thus:

1 1/2D6 RKA, Skill Roll (-1/2), Costs 2 Blood END to Activate (-1/2), Gestures (-1/4)

Active Cost: 25 .....Skill Roll: -2 .....END: 3 ........................... Total Cost: 11pts

Additional Spell:

"Hands of Helios": 1/2D6 HKA (1D6+1 w/ Str); Personal Immunity (+1/4), Skill Roll (-1/2), 2Blood END to Activate (-1/2), Prerequisite: 'Lure of Flames' (-1/2)

Active Cost: 12 .....Skill Roll: -1 .....END: 1 ........................... Total Cost: 5pts

(Note: This spell enwraps the caster's hands in flame and allows her to make melee attacks that cause aggravated damage. In a way, this is the Tremere's answer to the Gangrel's Feral Claws.)

 

Movement of the Mind: The first two levels of this path are ignored for this write-up since they would require TK to be represented at a negative value. Instead, level three is presented first (that's where the meat and potatoes are at!).

..Level 3: Telekinesis: Str 10, Fine Manipulation; Skill Roll (-1/2), Costs 2 Blood END to Activate (-1/2), Cannot punch or squeeze with TK (-1/2)

Active Cost: 25 .....Skill Roll: -2 .....END: 3 ........................... Total Cost: 10pts

 

& Flight: 10"; Skill Roll (-1/2), Costs 2 Blood END to Activate (-1/2), Full Phase (-1/2)

Active Cost: 20 .....Skill Roll: -2 .....END: 1/5" ........................... Total Cost: 8pts

..Level 4: TK Str 16, Fine Manip., Limits as above

Active Cost: 34 .....Skill Roll: -3 .....END: 3 ........................... Total Cost: +4pts

..Level 5: TK Str 22, Fine Manip., Limits as above

Active Cost: 43 .....Skill Roll: -4 .....END: 4 ........................... Total Cost: +3pts

 

The Path of Conjuring: The spells in this path were created using a version of Summon that allows the caster to call forth only inanimate objects. Called (for lack of better) Summon Inanimate Object with a base cost of 15pts and 5 active points to build object per +1 points spent.

..Level 1: "Summon the Simple Form": Summon Inanimate Object built on 50 pts, Only simple objects, no moving parts (+1/4), Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Full Turn (-1), Normal Ego Roll each turn to keep object in existence (-1/2), Objects' size equal to casters mass or less (-1/4),

Active Cost: 31 .....Skill Roll: -3 .....END: 3 ........................... Total Cost: 8pts

..Level 2: "Permanency": Add to 'Summon Simple Form': Permanent Object (+1) <[allows caster to summon further objects without dispelling the ones before], Replace Ego Roll with Costs 6 Blood END to Activate (-3/4).

Active Cost: 56 .....Skill Roll: -5 .....END: 6 ........................... Total Cost: 8pts

..Level 3: "Magic of the Smith": Able to summon solid constructed objects with moving parts, only what the summoner is familiar with (+1), Costs 10 Blood END to Activate (-1), Remove Full Turn limitation

Active Cost: 75 .....Skill Roll: -7 .....END: 8 ........................... Total Cost: 11pts

..Level 4: "Reverse Conjuration": Dispel 6D6 vs. any conjured object, Cumulative (+1/2), Skill roll (-1/2), Gestures (-1/4), Incantations (-1/4), Prerequisite: 'Magic of the Smith' (-1/2)

Active Cost: 27 .....Skill Roll: -3 .....END: 3 ........................... Total Cost: 11pts

..Level 5: "Power Over Life": Summon built on 100pts, Obey Caster's Orders (Common, Moderate, +10pts); Any mortal creature of equal or less mass than caster (+1/4), Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Full Turn (-1), Costs 20 Blood END to Activate (-1 1/2), Creatures summoned must have zero Ego (-1/4), Creatures automatically dispelled after one week of existence (-1/4)

Active Cost: 63 .....Skill Roll: -6 .....END: 6 ........................... Total Cost: 13pts

 

 

Hands of Destruction: This path is practiced almost exclusively by Thaumatugists of the Sabbat.

..Level 1: "Decay": Minor Transform 1D6 [Age inanimate object ten years]; Cumulative (+1/2), Continuous (+1), No Range (-1/2), Skill Roll (-1/2), Full Turn (-1), Costs 2 Blood END to Activate (-1/2), Continuous can only be maintained by constant contact with object (-1/4)

Active Cost: 25 .....Skill Roll: -2 .....END: 3 ........................... Total Cost: 7pts

..Level 2: "Gnarl Wood": Minor Transform 2D6 [Warp wooden objects]; Cumulative (+1/2), Area Effect: One Hex (+1/2), Skill Roll (-1/2), Costs 2 Blood END to Activate (-1/2), Incantations (-1/4), Gestures (-1/4), Prerequisite: 'Decay' (-1/2)

Active Cost: 40 .....Skill Roll: -4 .....END: 4 ........................... Total Cost: 13pts

..Level 3: "Acidic Touch": 1/2D6 RKA; NND (+2), Autofire/ 5 (+1/2), No Range (-1/2), Skill Roll (-1/2), Costs 2 Blood END to Activate (-1/2), Prerequisite: 'Gnarl Wood' (-1/2)

Active Cost: 35 .....Skill Roll: -3 .....END: 4 ........................... Total Cost: 12pts

..Level 4: "Atrophy": 1D6 RKA; Invisible Power Effects (+1), Skill Roll (-1/2), Full Phase (-1/2), Costs 2 Blood END to Activate (-1/2), 2xEND (-1/2), Can Only Target Arms and Legs (-1/2), Prerequisite: 'Acidic Touch' (-1/2)

&: +4 OCV w/ Atrophy cost: 8pts

Active Cost: 30 .....Skill Roll: -3 .....END: 6 ........................... Total Cost: 15pts

..Level 5: "Turn to Dust": Major Transform 5D6 [age mortal to dust] ; Skill Roll (-1/2), Full Turn (-1), Incantations (-1/4), Geastures (-1/4), Costs 2 Blood END to Activate (-1/2)

Active Cost: 75 .....Skill Roll: -7 .....END: 8 ........................... Total Cost: 21pts

 

 

"Hold the True Form": Power Defense (6 pts); Usable by Others (+1/2), Skill Roll (-1/2), Costs 2 Blood END to Activate (-1/2), Only vs. Transform (-1/4), Only lasts till next sunset (-0), Prerequisite: Fortitude (-1/2)

Active Cost: 9 .....Skill Roll: -1 .....END: 0 ........................... Total Cost: 4pts

(Note: This spell gives protection from the potenetially debilitating effects of the Tzimisce's Vicissitude discipline. Most Tremere of the New York chantry know this simple spell.)

"Part the Shadows": Darksight (10pts); Skill Roll (-1/2), Costs 2 Blood END to activate (-1/2), Lasts till next sunrise (-1/4), Prerequisite: Auspex (-1/2)

Active Cost: 10 .....Skill Roll: -1 .....END: 0 ........................... Total Cost: 4pts

(Note: Another useful spell developed by the Tremere to counter the shadowmancers of clan Lasombra.)

 

Rituals: There are an endless variety of spells that can be created and used as rituals. However, rituals differ from other spells in that they often require many complicated elements and a lot of time to enact. Because of this the GM should fell free to pile as many limitations on a ritual as possible. When designing rituals, a good rule of thumb is to have at least -5 worth of limitations. Since rituals are viewed more as a skill in V:tM than a power, I charge 1pt for a 20 active point spell and +1pt for every additional 20pts active points present in the ritual (essentially, 1 point per ritual level). This is not meant to be a rough accounting of the ritual spells' cost, since in most cases a ritual will need to be much more powerful than the caster's purchase would indicate. It is the GM's privilege to decide how strictly to enforce this option.

Limitations common to rituals: Concentrate: 0DCV, Extra Time (5 minutes to 1 Week or more!), Extra END, Multiple Foci (considered fragile ), Gestures and incantations (throughout?), Limited Power (Only works when______), Skill Roll (Magic), and Side Effects.

Other Limitations could be Sacrifice 'X' amount of mortals or Kindred (-1/2 to -1) or Needs 'X' amount of other Thaumaturgists present to enact ritual. All must succeed Magic Skill Roll (-1 to -2).

Another option is the Focus based ritual. This is built using an Independent Focus whose power must be activated through a complex ritual. It is in essence a magic item. Since, likely, the Thaumturge did not create the focus, she will have to pay no points for using it (except maybe a 1 point Knowledge Skill with the specific item and its ritual).

Other Magics: If you have a copy of Fantasy Hero then you're in luck, as a rule of thumb I allow Thaumaturgists to purchase some spells from one or more of the spell colleges presented (although we call them Paths instead of Colleges). However, players may want to remove the Focus limitation from FH spells since Thaumaturgy is notoriously light on wands, staves or any other equipment that assists magic use. The restrictions of the new Talent Magery are rigidly enforced and spells learned are always pending GM approval. If you do not have Fantasy Hero, Horror Hero has a few useful spells and even some rituals you could use. If you have neither, you're going to have to make up your own, just use Thaumaturgy as a guide line on how to build spells. Remember that magic spells must always be built with -1 worth of limitations, no exceptions.

Also note that Necromancy can be learned as a Thaumaturgical Path of magic (with GM's permission) and it is entirely permissable to design independant spells that require one or more Disciplines as Prerequisites (see Hold the True Form and Part the Shaodws spells given above).

 

Vicissitude:

..Level 1: "Malleable Visage": Shapeshift to any humanoid form; Only change one feature per use (-1/2), 2 Blood Pool END to activate (-1/2), Concentrate: 1/2 DCV (-1/4)............. Total Cost: 9pts

..Level 2: "Flesh Craft": 1D6 Major Transform; Cumulative (+1/2), Continuous (+1), Change Target's flesh and appearance (+1/4), Usable on Self (+1/4), No Range (-1/2), Concentrate: 1/2 DCV (-1/4), Full Phase (-1/2), Prerequisite: 'Changeling' (-1/2) Total Cost: 16pts

 

..Level 3: "Bone Craft": 1D6 Major Transform; Cumulative (+1/2), Continuous (+1), Change target's bone structure (+1/4), Usable on Self (+1/4), No Range (-1/2), Concentrate: 1/2 DCV (-1/4), Full Phase (-1/2), Prerequisite: 'Flesh Craft' (-1/2)

............................................................................................... Total Cost: 16pts

(Note to Bone Craft: Yes, this power does allow its caster to form claws and body spikes from hers or anothers body. However, in order to keep such adornments, the recipient must pay for them with experience. Such weapons would be HKA's or No Range RKA's with Damage Shield applied in the case of body spikes. Increased PD/ED and/or limited Armor could also be appropriate in the case of bony plates of armor. To use this discipline as an offensive ability the caster may buy a 1D6 RKA (NoRange) with NND: Not vs. Power Defense, Does Body (+2) Linked to Bone Craft for 8pts.)

..Level 4: "Horrid Form": The vampire gains 2 levels of Growth at 0END (+1/2),

1D6 HKA (Claws), +3 Body, +5 Con, +3 Dex and +2 PD/ +2 ED Armor. Only in Horrid Form (-1/4), Full Phase (-1/2), Normal Ego Roll (-1/2), Prerequisite: 'Bone Craft' (-1/2) ............... Total Cost: 22pts

..Level 5: "Blood Form": 1D6 Major Transform; Cumulative (+1/2), Transform body parts into blood and back again (+1/4), Self Only (-1/2), Full Phase (-1/2), Prerequisite: 'Horrid Form' (-1/2) .....

Total Cost: 11pts

 

 

 

A few points about Disciplines:

* First: Mind Control is considered automatically telepathic. That is why I used the 'Telepathic (+0)' notation.

* Second: Keep in mind that humans have a vulnerability to Mental Powers (x1 1/2) worth no extra points. This means that 10D6 Dominate is worth 15D6 vs. any human.

* Third: Shape of the Beast (Protean) and Form of the Serpent (Serpentis) were built with a Self Only Transformation. This is not normally allowed by the rules, but the Multiform versions cost around 30-40pts after limitations and I needed to save points. All apologies.

* Fourth: Obtenebration levels 4 & 5 use a power called Darksight. This is taken from the Enhanced Sense power 'See in the Dark' introduced in Champions: New Millenium (page 131). It allows characters to see in total darkness as if it were daylight (even within Darkness Fields) and costs 10pts.