Advanced Disciplines

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It’s kind of shitty that Disciplines above 5 do literally nothing for vampires. I’d like to change that. So I’m submitting Advanced Disciplines for GM approval.

Advanced Disciplines

The powers of the Elder are the stuff of legends among the Kindred, rumored to be enough to affect entire cities of Kindred and change the face of the world itself. Advanced Disciplines can never be learned by Ghouls or anyone with Blood Potency below 6.

Clan Disciplines

Elders Mastery – Protean (••••• •)

Cost: -; Activation: Permanent; Duration: Permanent
Having mastered Protean, the Kindred takes his knowledge of Blood Manipulation one step further, obtaining a mastery of the discipline that is only rumored among the Kindred of the world.

Unmarked Grave
The Kindred can seep into any solid or liquid (or combination thereof) of a volume equal to his (Size +/- his Protean). While so immersed, the Kindred gains all the benefits of Unmarked Grave and can freely transfer himself to connecting materials at his normal speed (which can be augmented by Disciplines). The Kindred remains aware of his surroundings at all times and is immune to sunlight exposure while so immersed, destroyed what he resides in ejects him as normal.

Predatory Aspect
Upon achieving elder level in mastery of Protean, the Kindred gains the ability to augment himself freely. Abilities granted by this Discipline need not be obvious, can be permanent changes (subject to Storyteller discretion), and players should work with Storytellers to determine the Vitae cost of specific augmentations. Note these augmentations still benefit from the discount provided by Shaping Mastery (Protean 4).

Beast’s Skin
No shape is off limits to the Kindred, he can turn into any creature he can imagine and his shapeshifting is always considered prefect (Clash of Wills vs supernatural senses is the only way to see through them outside of noticing unusual behavior, contested by the Kindred’s Stamina + Protean). Additionally, the Kindred may retain up to (Blood Potency) favored shapes which he can transform into at no Vitae cost reflexively once per turn. Further, the Kindred gains a rolling pool of (Protean) attribute points he may assign to an Attribute upon transforming.

Primeval Miasma
With this level of mastery, the Kindred can possess objects (living or otherwise) provided they are a Size equal to (his Size +/- his Protean rating). Sentient targets are entitled to a reflexive (Stamina + Blood Potency) opposed by the Kindred’s (Stamina + Empathy + Protean).

While choosing to animate an inhabited person or object, the Kindred can heal lethal or bashing damage to a living host as though it was his own flesh. For objects, the Kindred can repair one durability or two structure for one Vitae. If the Kindred chooses to possess a living target, he can choose whether or not the host mind remains aware. The Kindred uses his own attributes and skills while possessing a host and retains access to all his supernatural abilities. Damage is first applied to the target and the Kindred is automatically ejected into an adjacent square should the possessed target/structure be killed/destroyed. For living hosts, the Kindred can reflexively draw Vitae from the host at a rate of (Blood Potency) points per turn.

Primeval Miasma (Revised)
Elder mastery of Primeval Miasma grants the Elder the ability to become a force of nature. By activating this ability, the Elder can turn himself into a living mist with a volume of up to (Protean x Blood Potency) cubic yards. While in this mist form, the Elder cannot make physical attacks and cannot be targeted by physical attacks. The mist acts as an Extreme Environment (although the Elder can choose to turn this effect off) with the following stipulations: The Elder deals (Protean / 2, rounded down) lethal damage per turn to all those within the area he covers. Further, if the targets damaged have blood (or something else that providers the Elder sustenance), the Elder can regain 1 Vitae per lethal damage dealt, up to a maximum of (Protean + Blood Potency) Vitae in a single turn. The Elder retains the ability to move at his Speed while in mist form but cannot augment his speed with other physical Disciplines. The Elder contests powers that protect prey from supernatural powers with a Clash of Wills (Protean + Blood Potency).

Social Disciplines

Elders Mastery – Animalism (••••• •)

Cost: -; Activation: Permanent; Duration: Permanent
With this level of Animalism, the Edler masters the Discipline and harnesses abilities only whispered about among Kindred society.

Feral Whispers
The Kindred can feed one Vitae per (Blood Potency) in Size of animals gathered around him to infuse them with his own supernatural influence. Such creatures can answer questions dating back to any point in their lives and will carry out tasks assigned to them by the Kindred for as long as the Kindred wishes.

Raise the Familiar
Creatures imbued with the power of an Elder become incredible in their own right. Elders need not target already slain animals. The animal can store up to it’s Stamina in additional Vitae which can be spent innately the same way Ghouls can spend Vitae or used to continue its existence. An Elder can follow even more complex orders and is treated as though it has advanced human intelligence. Finally, the familiar’s link to its master grows even stronger allowing the Kindred to innately sense anything the familiar senses and use any physical Discipline on behalf of his Familiar as he would himself over any distance spending either his own or the Familiar’s stored Vitae.

Summon the Hunt
The Elder can infuse a single object with his Vitae, creating a powerful idol that calls to predatory animals, feral creatures and Minor Spirits in the surrounding area. The totem lasts for (Animalism + Blood Potency) nights. Sentient creatures are entitled to a reflexive (Resolve + Supernatural Tolerance) with a difficulty of the (Kindred’s Animalism) to resist and the Kindred can freely exclude or specify targets the idol affects. Instead of specifying a single command, the Kindred can instead name something he wishes to accomplish and each creature affected by the idol will carry out a part of that objective it is best suited for.

Summon the Hunt (Revised)
An Elder’s blood is more potent and its call can be felt at a much greater distance. Should the elder spill his blood into something that spans a wide distance, such as a flowing river or city sewer system, the range of this ability is measured in miles instead of yards. Further, the command the elder can give through his blood can be specific and conditional, anything that requires no more than a few sentences to explain. Lastly, the Vitae persists through the day up to one night per success rolled, with animals carrying out the Elder’s commands for up to one week per success rolled.

Feral Infection
The Elder exhibits further control over victims that succumb to his predatory aura. Creatures that are capable of experiencing rage can instead be given to a controlled rage (Riding the Wave for Kindred or Basu-Im for Werewolves) which allows them to accomplish an objective specified by the Kindred with more control. They are still free to resist the compulsion for a single point of willpower, but doing so sends Kindred into Frenzy and Werewolves into Death Rage. Mastery of Feral Infection also allows the Kindred to target up to (Blood Potency) simultaneous targets while Lashing Out. This is contested by the highest resisting pool among the group with failure applying the penalties and conditions to all members of the group as normal.

Feral Infection (Revised)
The Elders’ control of the beast allows them to exert further mastery over the rage she induces. The Kindred can declare one broad task for all participants to partake in as long as it is appropriately aggressive (such as “destroy every building with ‘Bar’ written on it” or some other similar qualifier). Additionally, if the elder wishes, the combined rage of all those that fall prey never attack one another and are free to use advanced tactics to aid each other in their frenzied pursuit of the Elder’s desire.

Lord of the Land
The Elder gains the ability to exercise control over a larger area. Elders can lay claim to an entire City (Blood Potency 6), an entire State (Blood Potency 7), a Country (Blood Potency 8), a Continent (Blood Potency 9), or even an entire hemisphere (Blood Potency 10). In reality, few Elders ever have the need to exert the full scale of area control. The Elder exhibits greater control of this Discipline upon reaching this apotheosis. Animals need not be frightened out of the area. Indeed, if the Elder wishes it, he can specify that a certain criteria of animals, non-sentient creatures, and minor spirits to be drawn to the area from surrounding lands. The Elder can also specify conditions, instead of creatures, that warrant entering, leaving, or checking for frenzy in his territory. Lastly, the Kindred can specify conditions in his kingdom that warrant his attention and can remotely view areas that meet this condition at any time as though he was present.

Lord of the Land (Revised)
As the Elder’s blood thickens, the domain which he can Lorde over grows as well. The Elder can lay claim to an entire city at Blood Potency 6, a County at Blood Potency 7, an entire State at Blood Potency 8, or even an entire Country at Blood Potency 9. In reality, few Elders ever have the need to exert the full scale of area control. The Elder exhibits greater control of this Discipline upon reaching this apotheosis. Animals need not be frightened out of the area. Indeed, if the Elder wishes it, he can specify that a certain criteria of animals, non-sentient creatures, and minor spirits to be drawn to the area from surrounding lands. The Elder can also specify conditions, instead of creatures, that warrant entering, leaving, or checking for frenzy in his territory. Lastly, the Kindred can specify conditions in his kingdom that warrant his attention and can remotely view areas that meet this condition at any time as though he was present.

Physical Disciplines

As Elders crest 5 in their physical Disciplines, they continue to gain Techniques as outlined in the Discipline. Additionally, the Kindred unlock more esoteric powers with each dot they purchase above 5. The Kindred chooses one Elder application of his chosen Discipline for each dot in a physical attribute he has above 5 and he can only select an Elder application for a Technique he knows.

Celerity

Agility Surge: The Elder can re-roll (Celerity – 5) failed dice.

Blinding Movement: Using the the time indicated by the Kindred’s Celerity Rating as follows, calculate how far the Kindred could move during that time. The Kindred instead crosses the distance in a single turn instantaneously. Celerity 6 is 1 Minute, Celerity 7 is 1 Hour, Celerity 8 is 1 Day, Celerity 9 is 1 Week, Celerity 10 is 1 Month. Note the Kindred must still travel the intervening distance, but is free to react to any obstacles he comes across during the journey as he would normally moving through them.

Blinding Movement (Revised): The Kindred is able to move a distance in a single turn as though he’d spent (Celerity – 4) turns at the same speed for a single Vitae (whether walking or running). Note the Kindred must still travel the intervening distance, but is free to react to any obstacles he comes across during the journey as he would normally moving through them. Otherwise the Kindred moves with such speed that he seems to vanish and reappear to onlookers unless they have the ability to see at supernatural speeds (such as with the Heightened Speed Devotion or all Werewolves innate ability to notice details at any speed).

Heightened Speed: After the Elder evades an attack using this Defense, roll (Celerity – 5) dice. If a single success shows, the Elder can redirect the attack to another target in range. This represents the elder positioning himself close to another target such that when he evades the attack, it instead hits the target. Roll the difference in the new target’s Defense vs the Elder’s Defense, to a maximum of the total dice from the attack pool. If the attack garners a single success, the attack hits the new target.

Heightened Speed (Revised): After the Elder evades an attack using this Defense, he can redirect the attack to another adjacent target (up to Celerity – 4 times per Scene). This represents the elder positioning himself close to another target such that when he evades the attack, it instead hits the target. Roll the difference in the new target’s Defense vs the Elder’s Defense, to a maximum of the total dice from the attack pool. If the attack garners a single success, the attack hits the new target and deals damage (including any abilities that augment damage to the new target).

Lightning Synapses: A single use of this Discipline allows the Kindred to take (Celerity – 5) extended actions instantly (provided the extended actions require no longer than a Scene). Actions that normally take a full day can be done in a minute and actions that require a month can be done in a day.

Quickened Defense: This bonus applies to supernatural attacks as well, such as those that simply target a creature in range.

Quixotic Intervention: The kindred can instead take a number of actions equal to (Celerity – 4) in a single Instant. The Elder version of this Discipline is only available for use (Celerity – 4) times per Scene.

Quicksilver Reflexes: At the start of combat assuming the Kindred wins the initiative, he can take (Celerity – 4) instant actions in place of his normal first action.

Swift Strike: An attack augmented by this attack ignores bonuses provided by supernatural abilities to the Kindred’s target. Reduce the target’s Defense by (Celerity – 5), to a maximum of the total bonus provided by the target’s supernatural powers.

Resilience

Flesh Stitch: Should an Elder heal himself for more than the damage he took, he can apply up to (Resilience – 5) levels of healing (to a maximum of the excess health levels healed) to the next time he suffers damage. These “phantom” healing levels vanish at the end of the Scene.

Marble Hardness: The Elder does not half his Resilience against Aggravated damage. Additionally, each Vitae he spends allows him to ignore damage from (Resilience – 5) separate sources for the entire turn. For instance, if an with Resilience 8 was attacked by 5 Kindred and spent 1 Vitae to negate 8 damage from the first one’s attack, the next three that attacked him in the same turn would similarly have their damage reduced. Against non-sentient sources, spending Vitae to downgrade damage once is enough to provide the Elder protection from that source for the rest of the Scene.

Marble Hardness (Revised) : The Elder no longer halves his Resilience rating when ignoring Aggravated damage. Additionally, each time the Elder activates this ability in response to taking damage he ignores 1 point of damage from that source for the rest of the scene. This can stack up to (Resilience – 5) times.

Regeneration: The Kindred instead heals (Resilience – 4) bashing or lethal each turn.

Resilient Flesh: When the Elder downgrades damage, he can further exercise his Elder mastery to do so even more efficiently. If downgrading Aggravated damage, (Resilience – 5) points become Bashing. If downgrading Lethal damage, (Resilience – 5) health levels are ignored altogether.

Resist Torpor: An Elder’s fury is the stuff of legends. The Elder can choose to resist even death itself. If his last health box is marked off with aggravated damage, he can roll his (Stamina + Resilience) to continue fighting. This roll cannot be augmented and suffers a -1 cumulative penalty for each additional roll the Kindred makes per scene.

Stalwart Resolve: When the Elder successfully contests a Condition or Tilt, he becomes immune to that Condition or Tilt from the source for the rest of the night.

Thickened Skin: The Elder can absorb Aggravated damage with his full armor rating. Additionally, his armor rating is increased by (his Supernatural Tolerance – the damage source’s Supernatural Tolerance) when attacked, to a maximum of (Resilience – 5) additional armor.

Unholy Flesh: The Elder gains 2 additional health levels for every dot of Resilience he has above 5.

Vitality Surge: The Elder can re-roll (Resilience – 5) failed dice.

Vigor

Blinding Movement: Using the the time indicated by the Kindred’s Vigor Rating as follows, calculate how far the Kindred could move during that time. The Kindred instead crosses the distance in a single turn instantaneously. Vigor 6 is 1 Minute, Vigor 7 is 1 Hour, Vigor 8 is 1 Day, Vigor 9 is 1 Week, Vigor 10 is 1 Month. Note the Kindred must still travel the intervening distance, but is free to react to any obstacles he comes across during the journey as he would normally moving through them.

Blinding Movement (Revised): The Kindred is able to move a distance in a single turn as though he’d spent (Vigor – 4) turns at the same speed for a single Vitae (whether walking or running). Note the Kindred must still travel the intervening distance, but is free to react to any obstacles he comes across during the journey as he would normally moving through them. Otherwise the Kindred moves with such speed that he seems to vanish and reappear to onlookers unless they have the ability to see at supernatural speeds (such as with the Heightened Speed Devotion or all Werewolves innate ability to notice details at any speed).

Crushing Blow: The Elder deals additional damage equal to (Vigor – 5) when using this Technique.

Heavy Handed: Subtract the targets’ armor rating from the Elder’s Vigor Rating. This additional amount is then used to upgrade the damage dealt (bashing to lethal, lethal to aggravated) on a 1 for 1 basis, to a maximum of the actual damage dealt or the Kindred’s (Vigor – 1), whichever number is lower.

Impactful Scaling: The rending hands of the Elder are the stuff of legends. Any object with a Durability less than the Elder’s Resilience does not apply it’s Durability to the Kindred’s attempt to damage or destroy it.

Impossible Feat: The Kindred can maintain these feats for an additional (Resilience – 5) turns without spending an additional Vitae.

Impossible Feat (Revised): The Elder’s superhuman prowess becomes even more overwhelming, allowing him to re-roll up to (Resilience) failed dice on a Feat of Strength attempt.

Strength Surge: The Elder can re-roll (Vigor – 5) failed dice.

Ten Ton Punch: An Elder uses damage dealt instead of health levels inflicted to determine the distance his target travels. Further, if the Elder smashes the target into a solid structure that stops it, it becomes lodged in the surface requiring a feat of strength with a difficulty equal to (the damage dealt to the structure) to free itself.

Titanic Hurling: Multiply the base range of the Elder’s ranged attacks by [(Resilience – 5) x 10] before applying the bonus of this Technique.

Advanced Disciplines

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