From: esudx@csv.warwick.ac.uk (Mr C R Lloyd) Newsgroups: alt.games.whitewolf Subject: New disciplines for VtM Date: 5 Oct 1994 17:57:47 +0100 Here is a collection of Disciplines I have been working on whilst at university. They include Accuraisis : Increased Dexterity. A brand new and (to my knowledge) unpreceeded Discipline. GANGRELS UNITE!!! Protean: Loads of extra Level 6 + goodies for gangrels. A compilation of Protean disciplines above level 5 which are not in the VtM or Players' plus a few not originating from the Net *********** COPYRIGHT TYPE THINGIE ************* I have included the title of the Adaptability discipline from the Gangrel's handbook for completeness, but with regard to the recent discussions of copying this and paraphrasing that, I have removed the body of its text from all copies for copyright reasons. ************************************************ Transcendence: A power similar (but quite different) to felis. There have been many versions of Disciplines based on the movement powers of Ricean vampires in the past, but here is the version I use. I have not supplied clans to go with Transcendence or Accuraisis as I feel there there should be some more 'Neutral' disciplines (Like Potence, Fortitude, Auspex) which are not privvy to any particular clan. Also, I realise that some of the power discriptions are labouriously long, but I feel that with non standard abilities you have to be quite specific to prevent hundreds of questions arising. I would be interested in anyones' ideas for new disciplines or feedback and I am interested in collating Animalism Disciplines and Merits and Flaws which would be suitable for gangrel. I will be working on the Alternative Gangrel's handbook soon, once my Shadowrun work is done, so please, post any ideas, character backgrounds, concepts, artwork [ prefferably legal :) ] and so forth to me on esudx@warwick.ac.uk Craig Lloyd L008 University of Warwick Coventry UK CV4 7AL I was wondering if it would be possible to up-load the finalized version to a site somewhere... Anyone got any ideas how? ******** Grateful Thanks ******** I would hereby like to thank the authors of the various Protean disciplines which reside on io.com as some of the excellent ideas they contained were the basis for some of the Protean disciplines printed herein. Also, I acknowledge the author(s) of Felis for their work in the area of vampiric manoeuvrability!!! ********************************************** All responses (flames, complements, CORRECTIONS and even just an acknowledgement saying that you read it) would be appreciated. Cheers. ************************************************************************* ************************************************************************* Accuraisis This Discipline describes a form of superior manual dexterity, general physical prowess, steadiness and fleet-footedness owned by some vampires. Accuraisis grants the vampire advantages whenever she is engaged in any action requiring Dexterity. Accuraisis does not encompass the incredible strength owned by those with the Potence discipline or the preternatural bursts of speed made by those with Celerity. System: Accuraisis adds directly on to Dexterity for nearly any conceivable roll. Also, by spending one Blood Point, the Enhanced Accuraisis ability comes into play: All Accuraisis dice become automatic successes for one action. These dice, (or their associated successes if a Blood Point was spent) can be split with the regular dice pools and applied as appropriate. NB: Those who spend a Blood Point on Accuraisis whilst employing Celerity gain the benefit of the automatic successes for one action only. Extra Blood Points will allow the character automatic successes on subsequent actions within that round. Of course, the character must be able to spend at least two Blood Points per round to employ both Celerity and Enhanced Accuraisis. Protean Index Gleam of the Red Eyes Wolf Claws Earth Meld Shadow of the Beast Mist Form Level 6 Adaptability Carry the Burden Cloak of the Chimera Earth Control Flesh of Marble Gift of Proteus Image of the Beast Liquidity Sovereign Meld Level 7 Blood of the Beast Ghost Form Homunculus Man Bat The Horde Wings of the Predator Level 8 Movement of the Slowed Body Protean Mastery Level 9 Dual Form Ease of Healing Level 10 Body of the Sun Endless Tide of Vit‘ Italicised items are detailed fully within this document. Level 6 Adaptability Your body's natural resilience shows through, enabling it to function in environments considered hazardous to other, less hardy vampires [ Deletia - Sorry: Read the Gangrel handbook instead ] Carry the Burden You have honed your general shapeshifting abilities considerably and are now able to subsume much larger objects into your being when it changes. Even other creatures can be affected with you if they partake of your Blood. System: The character is no longer restricted to shifting small personal belongings such as clothes, pistols and handbags etc. She is now able to shift with virtually anything she is carrying. Each extra 25lbs of equipment shifted requires the expendature of one additional Blood Point and once shifted, becomes part of the new form, completely undetectable. If you have a pet ghoul or there is another living creature which desires to shape-shift with you, it must have consumed one Point of the character's blood and that blood must still be in its system. If, however, the creature is another vampire then she must drink one Point of your Blood in the same or preceding round to the start of the shift. Whatever the creature, it must be in direct physical contact with you and one of its vampiric Blood Points is used in the shift. It is impossible to reduce the time of shapeshifting below three rounds by the use of extra Blood Points when employing this power. Cloak of the Chimera With this highly flexible power, the Gangrel can alter her superficial bodily features, skin colour, tone and scent in any way she desires. She could give herself the ultimate disguise, the body paint job of the century, fur, scales. Or instead, subtly change her colour, pattern and scent to match the surroundings, rendering herself virtually undetectable. System: Activating this power costs one Blood Point per use and takes effect after three rounds. The physical feature alterations last indefinitely, but any scents or secretions only last up to one hour. The Gangrel can return herself to normal immediately and without expenditure. This power can be applied in a number of very useful situations. Some examples are given below: Gangrel using this to hide can add two to the target numbers for others to spot them by sight and smell so long as they stay within the appropriate environment. The Gangrel gets to subtract two from the difficulty of her own stealth rolls. If the Gangrel intends to stay still, she can spend a Blood Point and very closely duplicate the surroundings. This emulates the Obfuscate level one power except that the Gangrel needs something more substantial than a post to hide against and Auspex Level 1 does not automatically pierce it. The Gangrel can emit pheromones to influence those she is communicating with. This positively enhances her Social rolls by +2 dice for the duration, for the target species (humans, lupines, dogs etc.). Pheromones have no effect upon the undead. This can also effectively hide the character's Vmapire nature from detection by Lupines who are using scent (Add two to the effective humanity). The Gangrel can use the general Protean ability to subtly shape-shift small items of equipment just as when transforming into a wolf or a bat. This allows her to hide small objects upon her person. They are apparently gone, utterly undetectable. When she cancels this power, they will return in their original form. Her skin can be toughened by scales, chitinous plates or whatever. The effect is to grant the character one automatic soak against any physical damage, but only +1 die against fire and sunlight (if the character already owns Fortitude). Whilst active, this ability reduces the Gangrel's Appearance by one. The Gangrel can alter her own physical features to some extent, altering her appearance by (1 and granting a -2 difficulty bonus to disguise rolls. The skin can be made to exude compounds useful in combat or other hostile situations. Acid can burn anyone else touching her (opponents must soak one die of damage for each round she touches them). Oil allows her to slip from opponent's grasps more easily, (+1 difficulty for enemies to grapple, -1 difficulty to slip through bonds.) Each Blood Point spent produces a cumulative effect for the one hour period. Up to three Blood Points can be spent for this purpose. As with other Protean power's the Gangrel can choose to have her personal clothing and equipment change with the form and effectively vanish for the duration. Gift of Proteus This ability allows the Gangrel to choose the shapes achieved by the Protean Discipline and only costs the same as a Level 5 Discipline for those with the four point Merit of the same name. The vampire may turn into any creature usually regarded as a "Creature Of The Night": A Bat, Black Cat, Crow, Hound, Rat, Spider, Weasel, Fox, Toad etc. The Gangrel also has control over the destination species, but more precise mimicry is impossible. Other more minor effects include the ability to alter incidental effects of Proteus Forms: The Gleam of the Red Eyes might become the Gleam of the Green Eyes and Claws might be made to sprout from the feet of a Gangrel as well as the hands. Image of the Beast The Gangrel has learned to compel the Beast within her. With this power she can shift into the intermediary Lupine forms, in the same manner as the true Shapeshifters. Homid (Human) Glabro (Near Man) Crinos (Wolf-Man) Hispo (Near Wolf) Lupus (Wolf) The forms the Gangrel can take come with all of the accompanying features and the majority of the attribute modifiers. The Crinos form is so compelling that it inspires the panic reaction in mortals. System: No roll is required to shift forms but the vampire must spend one Blood Point. It takes one turn to shift between each adjacent form (to an overall maximum of three turns) and the Gangrel can still function during this time. However, if the Storyteller allows, the vampire may spend three Blood Points and shift to any form in one turn. This power also allows the Gangrel to perform partial transformations of her form by expending one Blood Point. A drawback with this power is the Beast itself. When the Gangrel shifts into an intermediary form, she has voluntarily relinquished some of her control over it, bringing it closer to the surface. In the Glabro and Hispo forms, resisting frenzy is at +1 difficulty. And in Crinos form, +2 difficulty. If she ever Frenzies, the Gangrel must make a Willpower roll to resist the urge to shift into Crinos form. (Of course, these restrictions do not apply to those who have reached Golconda.) On the plus side, the Manipulation attribute is not reduced when in intermediate forms and the Gangrel can interact normally (so long as she doesn't get seen). If the Gangrel also has the Gift of Proteus power, she can transform into the Crinos form associated with alternative creatures. Except the truly awesome Man-Bat Crinos form for which she must have gained Level 7 in Protean. Liquidity Where the Form of Mist allows the vampire to change into a gaseous body, Liquidity allows the Gangrel to shift into a liquid form. System: No roll is required to activate, but a Blood Point must be spent. Over the next three rounds, the Gangrel's body becomes a smooth and translucent red, finally tumbling to the ground as a body of liquid with a 'point value' of one per Blood Point plus one per Health Level. The liquid is usually blood, but with the Gift of Proteus Discipline the Gangrel can choose water, oil, slime, tar or any other liquid. The vampire has a limited control over the liquid form, being able to move in any direction (even up walls) at a rate of about three miles an hour. If the Gangrel falls into a suitable body of liquid (i.e. same type of liquid as the Vampire) then she is able to 'swim' through the water at up to five miles per hour. Liquid produced with this power can be made toxic if ingested. Creatures suffer three wound levels per point of the form drunk or 1 level per point if tocuhed (Difficulty 7 to soak). The Gangrel also suffers one point of blood loss (or one level Health loss). The Blood form is just that, blood. Any being drinking it gains the usual benefits of drinking the vampire's blood, but also moves one step closer to the blood bond. The Water form is just normal water. This form suffers one die less damage from sunlight and fire and is virtually immune to normal attacks. Sovereign Meld The Gangrel is no longer limited to melding with natural earth. She can now just as effortlessly meld with any other natural, solid material. This includes worked stone, bricks, mortar, clay and wood. There is still a limitation; if the Gangrel passes through highly processed materials such as concrete or plastic, she will suffer wracking pain. And only in the most dire of circumstances will a Gangrel Meld with plastic for a prolonged period. System: As with Wolf Claws, the Gangrel must spend a Blood Point before sinking into the surface or whatever. Unfortnately, the more 'unnatural' the material, the more painful it is for the vampire to pass through. Worked stone is comfortable, as are wood, ores and clay. Fired bricks and metals are quite tolerable whereas something like tarmac or concrete would be detrimental to the health of the vampire. These materials require the vampire to soak a health level of damage on melding through. They also require the player to make a Willpower roll for the vampire - with a difficulty of six - to even consider spending some time there. If this is successful, the vampire can stay melded. Every hour, the vampire must soak one health level of damage and make a Self Control roll with a Difficulty of four. On a botch, the vampire frenzies (no derangement), instinctively trying to escape the pain by returning to the surface or moving away. Plastic is more damaging. Damage is increased to two dice on a touch and two dice per hour. The Self Control difficulty is raised to six. Also, the Willpower roll required to remain within Plastic is at difficulty eight. Note that all damage soak rolls have a difficulty of eight. If the character also has Earth Control, she is no longer limited to 'swimming' through earth, she can swim through bricks, walls of buildings, wood and even metal. But the latter is very difficult and slow. Level 7 Man-Bat This is the legendary form rumoured to have been possessed by Dracula himself. The Gangrel gains the ability to shift into a terrifying creature of Rage and Power. System: Those characters who have either (a) Image of the Beast and Gift of Proteus Disciplines or (b) the Gift of Proteus merit can obtain this power at a reduced experience cost as if it were a level 3 Discipline. Otherwise, it costs the full amount. Statistic Adjustments: Strength +4, Stamina +4, Dexterity +3, Appearance 0 Change Description: The Gangrel gains an additional 15%-25% in height and around 75%-100% body weight. The body becomes dull grey, with leathery skin and the head becomes that of a giant bat. Fangs and talons are well pronounced. The Gangrel's arms become elongated and can support a thin membrane which allows a mystical, limited and ungainly flight at normal running speed, up to 100 yards per point of Stamina + Fortitude before landing for one round. If combined with Wings of the Predator, the Bat is able to fly without tiring, and leaving her arms free to do what she pleases. The bite does Strength +1 aggravated damage with a difficulty of five and the standard claws do Strength +2 aggravated damage with a difficulty of six. The Man-Bat's hearing is ultra-acute and can echo-locate effortlessly in place of sight if the need arises. The Beast is strong within this form, and those who manifest in this form are prone to its depredations. All Frenzy difficulties are at +2. If the character Frenzies, the player must spend a Willpower point or instinctively take on this form. As with the other Shapeshifting abilities, the Gangrel must spend one Blood Point to shift in three rounds. If the Storyteller allows, the Gangrel may spend three points and shift in one round. The Horde One of the many powers of Vlad the Impaler was that, at will, he could shift his form into a multitude of creatures. Foolish is he who tries to pursue this pack. For the Gangrel shapeshifts not into one creature, but into a horde of smaller identical ones. This is the ability of shapeshifters to transform into multiple creatures, and is required for those vampires who would pass themselves off as the Were-spiders' crawlerling form. System: Those characters who have either (a) both Image of the Beast and Gift of Proteus disciplines or (b) Gift of Proteus merit with the chosen creature being a Rat can obtain this Discipline at a reduced XP cost. Treat it as if it were a level three Discipline. The number of creatures formed is five per Health Level and Blood Points remaining after the transformation. These swarm around in a pack under the control of the Gangrel. The Gangrel can control The Horde as a whole and split The Horde into two or more smaller packs (Minimum of 10 creatures per pack.) These packs are all under the control of the Gangrel and the Gangrel can use their senses as well as the Auspex discipline. (assuming she has it) Other disciplines can be used at the Storyteller's discretion; suggested ones are Obfuscate, Celerity and Animalism. At any time, the Gangrel can gather up The Horde and bring as many of the creatures together as she likes. From these she can reform, regaining one Health level or one Blood Point per five creatures present. Neither Blood nor Health can exceed the initial value though. The Gangrel can reform at will, even if The Horde is split. The remaining packs are no longer under her control and the creatures die and crumble into dust after one hour per point of Stamina. Once per round, the Gangrel can shift her essence into a different pack to avoid extermination. If the Gangrel is currently controlling a pack which is reduced to less than 10 creatures, she reforms on the spot, Incapacitated with one Blood Point. The rest of the rats die as if the Gangrel reformed normally. Rats are particularly ferocious if they swarm an opponent. For every full 10 creatures in a pack, that pack does one die of aggravated damage (Difficulty eight, no roll to hit required unless the target is wearing some form of body armour.) For smaller creatures such as spiders and ants simply multiply all of the creature numbers in the above chapter by a reasonable figure.# Blood of the Beast The Gangrel's blood has been empowered with the Beast and increased in Potence. Her blood now possesses very similar qualities to real Shapeshifter blood. In a way similar to the Ruse of the Wolf's clothing merit, the Gangrel can no longer be detected as being anything other than a true, living, Shapeshifter. System: The character's blood is now more potent than the blood of other Kindred of the same generation. The Blood pool of the character is increased by 1/4 rounded down, but the rate at which blood can be spent is not affected. Kindred drinking this blood feel its potency and become agitated to the point of Frenzy just as if it was real Shapeshifter blood. Interestingly, the Gangrel is now immune from the Frenzy invoking effects other Shapeshifter's blood, plus, even under Aura Perception, the character appears to be a Shapeshifter, the Aura as bright as any mortal's. In certain situations, this could be tricky for the poor Gangrel to explain. Still, there are Tremere Blood Rituals which can tell the blood for what it really is. Wings of the Predator Gangrel who have obtained this power can cause leathery bat-like wings to sprout from their back. They can then fly almost effortlessly for long periods of time. The wings are often fearsome looking and sometimes associated with devils and demons. System: The wings allow the character to fly at 4x walking speed for long distances with only the slightest effort. Faster flight can be attained, but the character will need to make intermittent Stamina + Fortitude checks to avoid tiredness. The faster speeds are similarly 4x their land based counterparts (Jogging, running and sprinting.) The wings can be used in conjunction with the majority of Gangrel forms and have a wingspan of roughly twice the longest dimension of that form. If the character changes form, then the Wings change too, unless the character wishes them gone. No roll is required for the use of this power, merely the expenditure of one Blood Point. The wings take three rounds to form unless the Storyteller allows the character to spend three Blood Points, in which case, only one round is required. Level 8 Protean Mastery The Gangrel has mastered the art of shapeshifting to the point where she can reduce the Blood cost of transformations significantly. System: All Protean powers which require the expenditure of Blood to use now require one point less. Thus the majority of changes no-longer require the use of blood. Level 9 Ease of Healing The Gangrel's body and flesh have been transformed to such an extent that their composition no longer resembles what they once were. The only apparent difference is a lustrous and utterly pure alabaster look to the skin, yet those characters possessing this powerful ability no longer suffer aggravated wounds at the hands of supernatural entities. They can also heal from other aggravated wounds just as easily as they can from normal damage. System: The character can no longer suffer Final Death due to the claws or magicks of supernatural beings as they no longer cause aggravated damage. Also, actual aggravated damage (from fire and sunlight), although still able to cause Final Death can be healed at the standard cost of one Blood Point per wound without the limits to the frequency. Level 10 Endless Tide of Vit^Q Those Gangrel with this power have managed to increase the potency of their blood far beyond the normal limits of even the mightiest Kindred. System: Double the character's Blood Pool, but not the rate at which it can be spent. This bonus is not cumulative with the Level 7 Blood of the Beast power. However, if the character has Blood of the Beast, then her vit‘ has a very strong effect on other character's partaking of it: They find themselves constantly on the edge of rage, barely able to repress their anger at any time (+1 difficulty to resist Frenzy per point imbibed.) on the plus side, the difficulty of R”tschreck is reduced by one per point of potent Blood. If somehow they are panicked, they can recover from the R”tschreck twice as quickly as normal and will not gain Derangements if they botch the roll. Finally, they gain one automatic success on any Courage or Willpower roll. These effects continue until the last point of the blood is flushed from their system and any effects they were used to power are finished. This blood loses its potency at one point per day if imbibed. The Gangrel herself can burn two of her own Blood Points to feel the above effect for the duration of one scene. Transcendence Transcendence is the power of mastering motion in it's many forms. Those with this discipline find it easy to scale surfaces, jump huge distances or walk across very narrow and weak structures without risk of slipping or the surface collapsing underfoot. Their actions become less laboured and smoother and some kindred may eventually learn to conquer gravity altogether or indeed, the very dimensions of space itself. * Leap of the Panther Your power is still in its infancy but you are already able to leap distances which are considered utterly impossible by others. With this discipline you find that falling poses less of a threat to you than it does to your heavier brethren, being able as you are to slow your descent somewhat. System: Transcendence increases the normal jumping distance for each success on a Strength roll (plus Athletics if the character gets a decent run up). Horizontal jumps are at eight feet per success per level of Transcendence. Vertical jumps have half the range of horizontal ones. Horizontal leaps are made at the running speed of the character and thus it may take more than one turn to reach the desired destination for exceptionally long bounds. Falling is less hazardous to those with Transcendence, and a secondary benefit is that falling causes one less die of damage per level attained in this Discipline. ** Spider Climb Your ability to overcome gravity has increased to the point where it is now possible for you to crawl up the steepest of surfaces without difficulty. It is no problem to climb a wall, shin across the ceiling and come back down to the ground on the other side. System: So long as three or more limbs are in contact with a surface at all times, the vampire can negotiate it at walking speed without the need for rolls of any kind. The smoothness of the surface is not important, however the Storyteller may impose a roll for lubricated surfaces. The vampire may wish to jump onto a vertical surface from another wall, this tricky manoeuvre requires a roll of Dexterity (plus Climb or Athletics) against a difficulty of seven. It also assumes that the vampire was able to jump far enough and actually reach the wall. If the roll is failed, the vampire simply fails to adhere to the wall.... Should the vampire be physically interrupted whilst employing this power, she must make a Dexterity (+ Climb or Athletics) roll with a difficulty of twice the number of successes made against her by the opponent or fall. *** Cat's Grace Those around you will by now notice a certain lightness of foot and ease of motion whenever you exert yourself. When you walk, you walk almost silently, barely seeming to touch the ground. And when you move, it is as if you are virtually weightless. Your body can be divested of much of it's mass, greatly easing movement and allowing you to walk across the flimsiest of surfaces or even at times, water itself. System: Difficulties for Acrobatics, Stealth (in motion), Athletics, Climbing and so forth are all reduced by two. Dodging and Initiative are considered as -1 difficulty. The vampire's mass may be reduced to around 10% of it's original value, allowing it to be supported by structures too weak to support others. The vampire can also now stand upon water by making a Willpower roll against a difficulty of six. This allows the vampire to walk or run across the surface of the water for the rest of the scene as if it were solid, albeit somewhat slippery, ground. **** Stridence Your power is now such that on whichever surface you place your feet, hands, or whatever - be it vertical or upside down - it is as if you were upon level ground. You could walk up a lamppost or back-flip around a room from the floor to the walls and up onto the ceiling. This power now even works while you sleep. System: The character can now consider any surface she touches to be level ground so long as she stays within 12 inches of it thereafter. The only way the character can be knocked off is if she falls into torpor or is pulled more than one foot away from the surface, thus she could stick to a surface even when asleep. ***** Walk the Winds You have now attained an incredible mastery over gravity. Leaping is second nature, and huge distances can be travelled in but a bound. But the most potent capability gained at this level is the ability to offset gravity completely even when away from a surface. This requires a successful Willpower roll against a difficulty of six, but allows you to jump inordinate distances, travelling effortlessly in a straight line at the same speed as you were moving before the leap ( A standing jump is made at jogging speed.) for up to one turn per success before slowly sinking back to earth. You can choose to land at any time by cancelling the power. For each additional 20 feet of elevation upon launching, the character may stay in the air for an extra round. If this power is invoked whilst a character falls, the character will take no damage from that fall, instead gliding slowly to the earth. Swift winds may carry the jumping character away if she is not careful. Level 6 Silent Wings You have freed yourself from the burden of the earth and as such, gained one of the most prized abilities throughout all history; the ability to fly. You are now as much at ease in the air as you are on the ground and are in full control of your aerial motion. System: The character must spend but a single Blood Point to initiate the power for the rest of the scene. She is then free to leave the ground and travel effortlessly in any direction she wills. Each round (or action gained with Celerity), the character may turn up to 45 degrees and increase or decrease her speed by her running movement rate, to a maximum velocity of her running speed multiplied by her Stamina. If the character is flying at a rate slower than jogging speed then she has no turning restrictions. Manoeuvring when flying slower than jogging speed is an unconscious action, but if flying faster, any turn (but not a change in speed) will cost two dice from the character's pool. Due to their increased mobility, flying characters receive a -1 difficulty bonus to attack and dodge difficulties whilst brawling or engaged in melee, but generally find it harder to gain cover against projectile weapons. The Passing Your ability to transcend normal physical reality has increased significantly. By pressing yourself against a barrier and concentrating, you are able to pass through and emerge on the other side. Alternatively, if the barrier is smaller than yourself then it instead passes through you. System: The Vampire must touch the surface and concentrate to activate this power. The player must then make a Willpower roll with a difficulty depending upon the strength of the barrier and a number of successes equal to the thickness of the barrier in feet (rounded up). If successful, the Vampire spends a Blood Point and is projected through the barrier and ejected on the other side. The vampire is in no way made aware of the prevailing conditions existing on the opposite side barrier. This ability works on any physical barriers or restraints, including handcuffs, jail bars Material Difficulty Cotton and other soft materials 3 Wood 4 Clay 5 Brick 6 Stone / Plastic 7 Concrete / Glass 8 Reinforced Materials / Metals 9 Toughened Steel / Titanium alloys etc. 10 Dissociate Your powers of Transcendence are such that your body is begining to Dissociate from its surroundings. External factors affect you less than they used to as you begin to slip outside of 'normal' reality. The degree of Dissociation depends upon your power of Transcendance. The higher your rank, the further from reality you slip. System: Once gained, this ability becomes second nature to the Transcendentalist. Her form becomes increasingly indistinct and people tend to overlook her. She impigns less and less upon reality as she gains in rank. This could be treated like a more powerful version of the Arcane Background except that all effects are modified by -1 die; Target rolls, damage, visibility, Disciplines et. al. This power can be suppressed at will but a shock to the system (physical or emotional) will require a Self control roll or the vampire 'slips out'. - If this roll is botched, the vampire cannot 'slip in' again until she next awakens. Unfortunately for the vampire, this effect is two way. When - to use a Son of Ether term - 'out of phase' she lives in a world of muted sensation; muffled sounds, bleached colors and semi solid reality. All of her rolls when interacting with reality are reduced by one die as well. Unless surprised, it takes a complete round to slip in or slip out. Magi find this Discipline infuriating. To them, a vampire with Dissociate feels 'slippery' and difficult to 'grasp' with their Magickal effects. Thus, even they - the masters of 'reality' - suffer the -1 die penalty to all rolls which will directly affect the vampire. As the vampire increases in Transcendence rank, she is able to shift further out of phase, increasing all dice penalties by -1 per Trancendence level above Six. Once a dice pool is reduced to Zero due to this effect, she is totally dissociated from it. (Interpret dissociation as you will. A small bullet passing through, a slow blade slipping through the vampire without damage. whatever) This is too complicated an effect to document. ST discretion is advised. Level 7 Blink You are no longer restricted to the normal mundane methods of travel. Those who have mastered this power are able to instantaneously travel to any nearby point without apparently traversing the space between. System: On activation, the vampire vanishes silently and reappears at the new desired location, spending some Blood in the process. The destination is limited to a point the vampire can directly see with her own eyes (or an Auspex related power) within (100 x Blood Points spent) metres per point of Stamina + Fortitude. This power put a massive strain upon the physical body of the vampire and on transit, she must soak five health levels of non aggravated damage against a difficulty of nine, or a difficulty of eight if the blink was less than half the maximum range, seven if less than one quarter and so forth. The vampire can Blink with other characters she is carrying, but they are disorientated (-5 to all dice pools) for one round on arrival. The Storyteller may deem a Blink suitable for the Obfuscate Level 2 criteria. As with the Level 4 Obfuscate power, weak willed characters may forget they ever saw the character if she blinks away. Midnight Exodus You can now effortlessly glide through the air for any duration. In fact, you now only need to walk to preserve the Masquerade or as a courtesy to your crawled friends. With minimal effort, you are able to sustain high speed flight for extended periods, covering thousands of miles in the space of several hours. System: The vampire can fly as per Silent Wings without the expenditure of blood, flying becomes an unconscious activity, with a maximum speed limited to twice that of Silent Wings. It is actually possible (but not recommended) to levitate whilst asleep. With the expenditure of one Blood Point, the vampire's flying powers are magnified many times for one hour. She can sustain an acceleration of 180 km/h (three km/min) per round with a top speed of 20 km/min (Mach one) per point of Stamina + Fortitude at low altitude (less than one mile high) + 5 km/min per mile higher due to the rarity of the air. Altitude is limited to one mile per point of Stamina + Fortitude, but flying above Mach one at low altitude is not a good idea as the resultant sonic boom will be heard by people on the ground. The level 6 Protean power Adaptability would allow the vampire to leave the Troposphere completely and fly at an effective rate of 100 km/min per point of Stamina + Fortitude in the Stratosphere. Mortals need to breathe air, and unless protected, are limited to one quarter of the maximum speed dictated by their Stamina as well as the one mile altitude restriction per point of Stamina. Mass Transcendence The vampire may affect a number of additional characters equal to her Stamina with any of the previous Transcendence abilities. System: The vampire selects which characters she wishes to affect. All members of the group must be located within five meters of the vampire and be willing. The Blood powered abilities require the requisite amount of blood to be spent by each and every member of the group (Willpower for mortals). For the blink power, nausea is suffered by the whole group, but damage is spread evenly between all members, rounding up. Any Willpower rolls must eventually be made by all involved, this latter eventuality may take several rounds as the passengers psyche themselves up. Level 8 Teleport You are no longer restricted to Blinking to a spot you can perceive directly, instead you may teleport to any place you have visited, or have seen, even on a map. System: The character must already have purchased the Level 6 Blink power. The vampire may Blink to a remote location she has visited and can remember, but can no longer directly perceive. To do so successfully she must make an extended Intelligence + Alertness roll with a difficulty set by the Storyteller. Guidelines are given below, gathering successes as she visualises the area she was in. If the Vampire is currently engaged in another action, she must split her dice pool between the visualisation and that other action. A failure means she must start afresh, whilst a botch means that she cannot use this power again for the rest of the night. If the roll is successful, the vampire may then start spending Blood Points on a continuous basis (at least one per round) until the required amount is spent. The Teleport will then take place. Whilst this Blood is being spent, the vampire may resume whatever activity she was previously engaged in without penalty. If for some reason one round passes without the expenditure of at least one Blood Point for this power, the Teleport fails and all spent blood is lost. The vampire must resist damage on transit as per the Blink ability. Range: one km per point of Stamina + Fortitude. Doubled for each Blood Point spent after the first. Familiarity with Destination Difficulty Intimate knowledge: Own Home 4 Well Known: Friend's house 5 Familiar: Local streets 6 Unfamiliar: Been there several times 7 Glimpsed: Seen it once or twice in passing 8 Map Reference: Have seen it on a map 9 Heard about it: You are sure it exists! 10 Was there less than 10 minutes ago 3 Successes reqd Was there less than one hour ago 4 Successes reqd Was there less than 24 hours ago 5 Successes reqd Was there less than one week ago 7 Successes reqd Was there less than one month ago 8 Successes reqd Was there less than one year ago 9 Successes reqd Over one year ago 10 Successes reqd She will arrive one die in yards away from her desired destination, but never within a space occupied by a solid medium. If no such destination exists then the Blink fails and all the Blood is lost. ********** END *************