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New Discipline:- Omnipitude

 

Level One:-

Umbral Traveller. The Kindred can cross the Veil into the Umbra, something that no other Vampire save for Kuei-Jin is capable of. Every Khulari Kindred knows the Discipline to this extent, otherwise they could not travel to the Ebon Fortress for the Gathering of Souls, the most important festival in the Vampire's year. Held on the first of August every year with a mandatory attendance rule, any Non-Attendee is assumed to be a traitor and summarily cursed. A strange accident will then befall the unfaithful Vampire and they will never be seen again. Some rumours circulate that they are 'donated' to the Tzimisce for some form of experimentation.

For Kindred to cross the Veil, they must spend a Blood Point and roll their Wits+Occult against a difficulty related to the Gauntlet strength in the area.(For those players without Werewolf:The Apocalypse, the more built up and technologically advanced the area, the harder it is to cross. For example, a Glen, untouched by man would be a three, while an advanced laboratory would be a nine.)This power is great for sneak attacks or vanishing and reappearing behind your opponent, also, the number of successes gained determines the time taken to cross, with three or more being instantaneous, and a botch resulting in the Vampire traversing the Umbra, but emerging somewhere very, very dangerous. The other power this level grants is the ability to cross the bridge that spans the Abyss and enter the Shadowlands where the Wraiths dwell. While a Vampire is in the Shadowlands, anything that would hurt a Wraith would hurt him as well, so, while a Stygian Steel sword may not hurt a human, it could be potentially fatal for the Vampire. This is because, basically, they are powerful Wraiths trapped in a corporeal form.

 

Level Two:-

Telekinesis. The more learned Vampire in this Discipline can humiliate and damage his opponent by striking him with numerous mundane objects lying about. It is most unnerving, and painful, for a scaffolding pipe or chair to, seemingly of it's own volition, strike you in the side. It can also be used to grasp and manipulate with precision, objects of no larger than a shotgun, or unlock doors that have been used to imprison him. (System. Spend a Blood Point and roll Wits+Omnipitude against a difficulty set by the Storyteller to throw all available objects. (For other effects, see the rules for the Telekinesis path of Thaumaturgy in Vampire: The Masquerade) Additionally, at Level Five Omnipitude, the Vampire can fly as per the rules for flight in Vampire: The Masquerade.

 

Rend/Repair the Veil. This minor power is useful for piercing the Gauntlet or strengthening it. Simply spend three Blood Points and roll Dexterity + Occult to correctly perform the ritual movements. For each success, the Veil is raised/lowered by one for a scene. Some powerful Khulari, Montalion included, are said to be able to do this permanently.

 

Level Three:-

 

Grip of Thanatos. With this power, an assailant can be throttled from a distance and made to suffer excruciating agony with but a fixed gaze. Survivors of this power have said that it felt like a freezing hand was slowly crushing their neck.(System. Spend a Blood Point and one turn doing nothing but staring down your victim. Then roll Intimidation+Omnipitude against the following difficulty. If you are staring into their eyes it is difficulty seven, if not, difficulty nine. For each success, the victim takes one unsoakable Health Level of aggravated damage as the power of Death touches them. Each turn, the victim gets a Wits+Occult roll, if the number of successes equals or exceeds the user's first roll, they break free and the power is cancelled. If the user of this power is struck, even without damage, the effect is cancelled. For al intents and purposes, the victim will seem to have had a heart attack. This power will affect Kindred as it is Supernatural damage and not just being strangled. If a target is reduced to incapacitated by this power, they gain a permanent Derangement of the Storyteller's choice.

 

Level Four:-

 

Dark Bolt. The Vampire with this mastery of Omnipitude can show his opponents the true destructive power of the Netherworld. Who would doubt the Vampire's word when a bolt of Pure Entropic Lightning courses through their veins and sinews. To launch such an attack, simply spend a Blood Point for every Health Level of damage(minimum three) and roll Dexterity+Occult. Additionally, if the attack does more damage than the opponent has in his Stamina rating, he is stunned for a number of turns equal to the number of successes over the Stamina rating. Targets killed with this power are reduced to a shrivelled, charred husk.

 

Level Five:-

 

Summon Homunculus Form. This power enables the Vampire to summon forth the form of one of Asmodeus' warriors, the Homunculi. A Homunculus is a hideous beast with huge leathery wings, horns, claws and fiery breath. The only constant effect of this level of mastery is the power of flight. For a Vampire of the Khulari to summon the Homunculus Form, he must spend five Blood Points and roll Stamina+Occult against difficulty eight. Any success means the Beast is summoned. The advantages of this form are numerous, flight, increased physical attributes, the ability to breathe fireballs, immunity to fire, etc. System. When this form is taken, reduce all Social stats to zero, except for intimidation, in which case, add one. Also, Physical attributes increase by three each and the Vampire gains three extra soak dice. It is inadvisable to take this form on the high street or in the company of other non-combatant Kindred. To breathe fire, roll Dexterity+Occult and spend two Blood Points to launch it. The fireball does five Health Levels(plus any additional Health Levels added through Blood Points) of aggravated damage and a roll of ten on any dice means that the target erupts into flame. The fire is natural and can be soaked in the usual way. Homunculi are immune to natural fire and the fire caused by the Level Three Daimoinon power.

 

Level Six:-

 

Imprisonment. Beneath the Ebon Fortress is an immense prison where the Khulari can send adversaries for eternal torment. Use of this power is strictly controlled and whenever it is used the Vampire will be Summoned to the Ebon Fortress for an immediate inquiry as this power uses the Netherworld's resources. If every Khulari went round sending everyone who crossed them into the Netherworld, it would be a pretty crowded place. To imprison someone, the Vampire must make a successful Grapple manoeuvre and then spend two Blood Points and roll Dexterity+Occult against a difficulty of the target's Willpower to carve a Sigil of Imprisonment into the target's forehead. The target disappears in a burst of unnatural black flame and laughter, and is then detained at the Vampire's leisure, suffering torment unknown to mortal and immortal alike.

 

Summon Warrior Servitor. This Level Six power is the envy of all the Tremere and enables the Vampire to summon a Demon Servitor to do his bidding. The Servitor will garner vessels, attack enemies and the like, for as many hours as the Vampire spends Blood Points on the initial roll. To Summon the Servitor, the Vampire bleeds a certain number of Blood Points into a simple circle scratched in the earth, these blood points reduce the difficulty at the rate of one per point, starting at eleven and with a maximum modifier of five. Then, the Vampire rolls Charisma+Occult to tease the Servitor into the Tellurian, or, if the Vampire is of a more dominant nature, roll Intimidation+Occult. The Difficulty is the same as the area's Gauntlet. If already in the Umbra, however, assume a difficulty of roughly four (Storyteller's discretion, number of Blood Points spent on circle modifies it as per normal.) For the creature's statistics, see Vampire:The Dark Ages. On a botched roll, (especially if the Vampire used Intimidation) the Servitor will turn on he who had the audacity to summon it.

 

Level Seven:-

 

Reincarnation. This power is among the most prized powers in the Kindred world. The Vampire cannot effectively be killed, his body will become dust and then blown away on a supernatural wind to the Netherworld. It might take a century, but the Vampire will slowly reform in the Hall of Shadows, deep beneath the Ebon Fortress. When resurrected, the Vampire must make a Willpower roll against difficulty nine or lose a dot from the physical attribute or Discipline of his choice, permanently, as well as the loss of a permanent Willpower point. The amount of time spent in the Ebon Fortress while reforming is determined by the Vampire's Path/Humanity rating, in the same way as Torpor.

 

Summon Tempter. This power is exactly the same as the Level Six Summoning power, but instead of a Warrior Servitor, A Tempter is called forth. The Difficulty for summoning a Tempter is the area's Gauntlet +1. (See Vampire:The Dark Ages for statistics)

 

Levels Eight to Ten:-Khulari of Sixth Generation and lower usually spend nine tenths of their time in the Netherworld studying arcane lore and Magick. They are unwilling to reveal the extent of their powers to any who are not close enough to Caine to learn for themselves. The only two known powers of this magnitude are the Level Nine Power, Umbral Conflict, which sends anyone in the area into the Umbra to the waiting Legions. And the Level Ten Power, Summon the Dark Horde, which, does the opposite, opening a rift in the Gauntlet for the Warrior Servitors and Homunculi to pour through.

*******For those Vampires who have attained Sixth Generation or lower, here are a few sample Powers*******

 

Level Eight

 

Essence of the Abyss. The Vampire who uses this power can Call Forth the Darkness in a similar way the Lasombra. The Vampire spends five Blood points to evoke a shroud of pure darkness. It gives five extra soak dice against everything apart from fire and sunlight. If exposed to either of these, the Shroud loses on soak die per Health Level the fire or sunlight would inflict. When the last soak die is burned off, the Vampire takes two Health Levels of normal damage, as the darkness takes it's due.

 

Level Nine

 

Umbral Conflict. This fell power enables the Khulari to lead his enemies into a trap, then catapult everyone within fifty feet into the Umbra where there is usually a large contingent of the Legions of Darkness. System, spend five Blood Points and a Willpower point, then roll Manipulation + Occult, difficulty of the area's Gauntlet, the level two power rend the Gauntlet is usually employed first. Every success enables five enemies to be dragged into the Umbra. Numerous Vampires with this power can pool their successes and for every Vampire who does so, an extra five can be dragged in on top of the other successes.

 

Level Ten

 

Summon the Dark Horde. This power of the Omnipitude Discipline is a step up from the Umbral Conflict power, enabling the Vampire to bring the spirit warriors into the physical realm. System, Spend all current Willpower and roll Manipulation + Occult versus area's Gauntlet. Five or more successes will bring the entire force into the Skinlands.

 

Ascendance. This is the final Power of the Discipline, and can only be bought when the character has reached the apex of the Path of Ascendance. The Vampire Transcends the Flesh and now has no upper limit to any attribute or ability, the attributes double, and all rolls gain a –3 difficulty bonus. They have deified themselves. Once this power is purchased, they gain an extra eight Health Levels, ten dots in both Gnosis and Rage, they immediately know all rites and gain Occult 10. The Vampire removes himself from the physical realm and becomes a Daemon Prince.

*****Storyteller Note, this power is the ultimate effect of the Omnipitude Discipline and costs 50 experience points to buy and the basic requirements are, Path of Ascendance rating 10 and at least 7 Permanent Willpower*****

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