Vampiric Masteries

  • April 13, 2006 at 9:16 am #1981
    VEST Paradox
    Participant

    [div align=”center”]Vampiric Masteries
    [/div]
    Vampiric Masteries are powers gained through the Blood of the Vampire. Certain conditioning over the eons they have existed have solidified certain mystical powers that they can manifest. They are split into the following categories:

    Iscariots – Redeemers (resistance to the dark vampiric urges and redemption)
    Idumaeans – Hedonists (revel in their dark gifts)
    Sicarii – Shadows (Warriors and Shadow Manipulators)
    Palatines – Mindbenders (Manipulation of the Mind and Corruptors)
    Therians – Shifters (Mastery of the many forms of the Vampire and Manipulation of the body)

    Sample Ability Listing:

    Mastery Name [ Cost ]
    Room Command: Room command for activation
    Breed ID: Wether the Mastery can cause a Breed ID
    Generation Cost: Mastery point cost at Generation
    Experience Cost: Mastery cost with Experience Points
    Range: Self, Touch, FEC, LOS
    Roll System: The roll required to activate the Mastery and the target number needed for the character to succeed
    Duration/Activation: How long the effects of the Mastery last. The role-played effects of certain Masteries can last a lot longer than the combat effects. Also listed here is the number of rounds it takes to activate the Mastery.
    Effect/Description: This is a description of the Mastery and its effects.

    Most of the time your character tries to use an Mastery, you will need to do three things. First, your character must harness the blood anf knowledge required to activate the Mastery. For a Vampire this comes through the raw strength of the Blood. Then you must enter the room command. This command is listed in parenthesis on the top line of the Masteries description. They are used to alert the host and the other players that you are using a Mastery. The other characters may not be aware of this, but their players should be. During the duration of the Mastery, you burn the fuel in order to perform it. Therefore, once the Masteries duration is concluded you will expend the cost listed. You must decrease your character's Pool Statistic (Either Endurance, Fatigue, or Spirit depending on the Mastery used) by each point listed to the right of the Masteries name. The final thing you have to do is follow the rest of the description. This is usually a dice roll and upon success, some sort of effect.

    Range of Effect definitions:
    Unlike Mortal Breeds, Vampires pay for the price of their power in other ways so they need not learn skills to harness their abilities. Because of this their Masteries have preset Ranges, which are: Self, Touch, Forced Eye Contact (FEC), and Line of Sight (LOS). Below are the descriptions of how these work. Some Masteries will not apply these ranges and some may have set ranges that cannot be changed..

    Self ~ Masteries with a range of Self can only be used on the user, there are no exceptions.

    Touch ~ Masteries with a range of Touch require you to touch the person via RP. If resisted, then use the normal grapple or attack rules. (Both rolls must be witnessed by a Host or ST). Once Touch is made, the Mastery can be rolled immediately on the same round. This contact must be maintained for the entire activation time of the Mastery and if the contact is broken before it is successfully activated the Mastery automatically fails.

    (e.g. it takes two rounds to activate a Mastery being used on someone then you must hold onto them the full two rounds)

    FEC ~ Masteries with a range of FEC can only be used within conversation distance (roughly 15 feet). In order to catch a persons eye and maintain contact the user must roll 2d6 + Will -vs- the Targets 2d6 + Will. Once Eye Contact is made, the Mastery can be rolled immediately on the same round. This contact must be maintained for the entire activation time of the Ability and if the contact is broken before it is successfully activated the Mastery fails.

    LOS ~ Line of Sight Masteries require just that, a line of sight. The target of the Mastery can be any distance as long as they can see the target. This contact must be maintained for the entire activation time of the Mastery and if the contact is broken before it is successfully activated the Mastery fails.

    [div align=”center”]General Masteries
    [/div]
    Create Pawn [ No Cost ]
    Room Command: ## Pawn ##
    Generation Cost: 5 Points
    Experience Cost: 25 Points
    Breed ID: No
    Range: Touch
    Roll System: See Below
    Duration/Activation: 1 Month; 1 round to create
    Effect/Description: Vampires often require the services of Mortal retainers to handle their day to day affairs as well as defend them while they sleep. Thus enter Pawns. Pawns are Mortals who drink the blood of Vampires and in return gain certain powers that they can use to accomplish various tasks. The drawback to being a Pawn is that you are bound to your Regent while his blood runs in your veins, any mental based Masteries used by a Regent against a Pawn are done with a +6 Bonus to the roll. The benefit is that all Ghouls gain the Bloodrush Innate for free as well as access to buy Vampiric Masteries costing no more than 25 XP (In the case of Masteries with multiple levels they can only purchase the first level). If the Regent so chooses they can spend 10 XP of the Masteries cost in order to assist their Ghoul in performing their duties and to serve them better.

    Earths Embrace [ 1 Spirit ]
    Room Command: ## Earths Embrace ##
    Generation Cost: 5 GP's
    Experience Cost: 25 XP's
    Breed ID: Yes
    Range: Self
    Roll System: 2d6+Presence vs TN 18
    Duration/Activation: Indefinite / 2 Rounds to Activate
    Effect/Description: When a Vampire is unable to return to their coffin before daybreak they can utilize this Mastery to allow them to sink into the earth to rest. They will rest the same as they do in their coffins, however should anyone attempt to dig them up they will immediately awaken.

    Body of Night [ 2 Endurance ]
    Room Command: ## BoN ##
    Generation Cost: 10 GP's
    Experience Cost: 50 XP's
    Breed ID: Yes
    Range: Self
    Roll System: 2d6+Presence vs TN 20
    Duration/Activation: Indefinite / takes 1 round to activate
    Effect/Description: Vampires often vanish into the night allowing them to escape unseen from feedings or howling mobs of villagers.While under the effects of Body of Night the Vampire can move at normal speed and no standard vision or device will detect you. Only powers such as True Sight and others of it's kind will pierce the efrfect. Should a character who is hidden with Body of Night attack from this cover, they will receive a +4 Bonus to the attack roll. The Vampire still gives off sound and smells while under the effects of Body of Night, only his appearance is hidden.

    Empowered Pawn [ No Cost ]
    Room Command: ## Pawn ##
    Generation Cost: 10 Points
    Experience Cost: 50 Points
    Breed ID: No
    Requirement: Create Pawn
    Range: Touch
    Roll System: See Below
    Duration/Activation: 1 Month; 1 round to create
    Effect/Description: As with Create Pawn, the Vampire can now create more powerful servants. At this level their Pawns are able to purchase Masteries costing up to 50 XP and the Regent can spend 20 XP of the cost. Pawns retain any previous Masteries they buy and Regents can still only pay 10 XP of the cost for 25 XP Masteries.

    Read Memories [ 2 Fatigue ]
    Room Command: ## Read Memories (Target) ##
    Generation Cost: 10 GP's
    Experience Cost: 50 XP's
    Breed ID: No
    Range: FEC
    Roll System: 2d6+Discipline+Focus vs targets 2d6+Will
    Duration/Activation: Special / takes 1 round to activate
    Effect/Description: The Vampire can sift through and read the memories of the target. If the Mastery is activated successfully, the Vampire can IM the target and ask them two questions about past events. The target must answer with the a description of the events as they saw or remember them. For every five points over the targets defense roll the Vampire achieves they may ask about another memory. This mastery is subject to OOC and the Vampire will percieve the events as if they were the person being probed.

    Hypnosis [ 2 Fatigue ]
    Room Command: ## Hypnosis ##
    Generation Cost: 15 Points
    Experience Cost: 75 Points
    Breed ID: No
    Range: FEC
    Roll System: 2d6+Will vs targets 2d6+Will
    Duration/Activation: 4 Rounds or 2 Minutes; takes 1 round to activate
    Effect/Description: Hypnosis allows the Vampire to put it's target into a semi hypnotic state. While in this state they will act as normal, however, they will be highly susceptible to suggestion. Any Mental or Social Masteries the Vampire uses against them receive a +4 Bonus to the roll. Like wise they will be unable to remember the events that took place clearly while under this effect.

    Strip Memories [ 3 Fatigue ]
    Room Command: ## SM (Target) ##
    Generation Cost: 20 GP's
    Experience Cost: 100 XP's
    Breed ID: No
    Range: FEC
    Roll System: 2d6+Will vs targets 2d6+Will
    Duration/Activation: special / see Focus Skill
    Effect/Description: The Vampire is capable of removing memories from their target. The amount of memories and just what can be removed depends on the success. If the Vampire has used Read Memories already on the target, they can remove those memories depending on success. See Below:

    Normal Usage
    Beat Will by : Effect
    0 – 4 : Can erase the last 4 rounds ( 1 Minute ) of memories
    5 – 9 : Can erase the last 20 rounds ( 5 Minutes ) of memories
    10 – 14 : Can erase the last hour of memories
    15 – 19 : Can erase the last 12 hours of memories.
    20+ : Can erase the entire last 24 hours of memories

    With Read Memories
    Beat Will by : Effect
    0 – 4 : Can erase one of the memories obtained
    5 – 9 : Can erase two of the memories obtained
    10 – 14 : Can erase three of the memories obtained
    15 – 19 : Can erase four of the memories obtained
    20+ : Can erase all of the memories obtained

    [div align=”center”]Therian Masteries
    [/div]

    Minor Form [ 1 Endurance ]
    Room Command: ## Minor Form (Bat or Rat) ##
    Generation Cost: 5 GP's
    Experience Cost: 25 XP's
    Breed ID: Yes
    Range: Self
    Roll System: 2d6+??? vs TN 20
    Duration/Activation: Indefinite / takes 1 round to activate
    Effect/Description: Therians excel at the shifting of their bodies into various forms. When this Mastery is learned the Therian chooses Bat or Rat as their primary form. With a successful roll the Therian can change into this form. While in the form they gain certain advantages which are listed below. Should the Therian wish to learn the other form as well it will cost an additional 15 XP ( 3 GP ) to learn.

    Bat: Flight 25 MPH
    Rat: +4 to Tracking Rolls

    Control Minor Animals [ 1 Spirit ]
    Room Command: ## Summon (Bat or Rat) ## / ## Command (Bat or Rat) ##
    Generation Cost: 5 GP's
    Experience Cost: 25 XP's
    Requirement: Minor Form, Animal Handling 3
    Breed ID: No
    Range: Self
    Roll System: 2d6+Presence+Animal Handling vs TN 22 to Summon
    See Animal Handling Skill for available commands and system.
    Duration/Activation: Special / takes 1 round to activate
    Effect/Description: Due to their connection with Bats and Rats, the Therian can summon and command Bats or Rats (Depending on which form they know, or both if they know both). The Therian makes their summoning roll to summon natural Bats or Rats to them. One is summoned with a roll with and an additional is summoned for every three points scored over the TN. The commands that can be issued are dependant on the level of the Therians Animal Handling Skill, however, they don't have to spend the time and experience to train these creatures, they will do what they command as if it was alread spent. Once the animals arrive in your presence they will remain for a scene at which time they will return to where they came from. How long it takes them to arrive depends on which animal is summoned as seen below.

    Bat: 4d2 rounds
    Rat: 2d6 rounds

    Wolf Form [ 2 Endurance ]
    Room Command: ## Wolf Form ##
    Generation Cost: 10 GP's
    Experience Cost: 50 XP's
    Breed ID: Yes
    Range: Self
    Roll System: 2d6+??? vs TN 20
    Duration/Activation: Indefinite / takes 1 round to activate
    Effect/Description: Therians can now expand their shapeshifting into even greater ability by turning into Wolves. While in this form the wolf is noticeably different from other natural wolves, they all have red eyes which are ringed by their natural color and a frosty white fur. It is impossible to change these features through use of this mastery alone. While in this form the Therian gains a +1 Body and a +4 to Alertness and Tracking Rolls, they also double their movement rate.

    Control Wolves [ 2 Spirit ]
    Room Command: ## Summon Wolves ## / ## Command Wolves ##
    Generation Cost: 10 GP's
    Experience Cost: 50 XP's
    Requirement: Wolf Form, Animal Handling 6
    Breed ID: No
    Range: Self
    Roll System: 2d6+Presence+Animal Handling vs TN 28 to Summon
    See Animal Handling Skill for available commands and system.
    Duration/Activation: Special / takes 1 round to activate
    Effect/Description: The Therian who can change into a Wolf gains a certian understanding into their interactions and can summon natural wolves to them to do certain things that may be needed. With a successful roll a single wolf is summoned, for every four points over the TN an additional wolf will be summoned. Once they arriv in the Terians presence they will remain for a scene at which time they will reaturn to their home. Multiple wolves that are summoned will always be from the same pack first. Wolves arrive in 1d6 hours.

    Malleable Flesh [ 3 Endurance ]
    Room Command: ## MF < Target > ##
    Generation Cost: 15 GP's
    Experience Cost: 75 XP's
    Breed ID: Yes
    Range: Self
    Roll System: 2d6+??? vs TN 32
    Duration/Activation: Scene / takes 1 round to activate
    Effect/Description: The Therians can also use the blood to shape their bodies now, and can change their appearance to an exactly duplicate anyone they have fed from. Not only the body changes, but also the voice changes as well. There is no physical means to see through this change since it is no illusion but an actual physical restructuring of the flesh, only certain masteries can be used to detect these changes.

    Mist Form [ 4 Endurance ]
    Room Command: ## Mist Form ##
    Generation Cost: 20 GP's
    Experience Cost: 100 XP's
    Breed ID: Yes
    Range: Self
    Roll System: 2d6+??? vs TN 32
    Duration/Activation: Scene / takes 1 round to activate
    Effect/Description: Therians can now disperse their flesh to such a degree that they can assume a form of mist form. This mist is a greyish color tinged with crimson and floats across the ground like a dense fog. While in this form, the Therian immune to any physical damage except for that of the sun or fire and the Therian is incapable of making any sort of physical attacks as well. This form is also very sensitive to wind and can be blown about if the wind is strong enough and can be contained in an airtight room. Any mental masteries can be used while in this form, but no physical ones can be activated. The Vampire will still give off their own scent and they can be seen unless they are blending in with existing fog (almost a constant in London). If mingling in with existing fog the Therian will gain a +8 to all Stealth rolls.

    [div align=”center”]Palatine Masteries
    [/div]
    Guile [ 1 Fatigue ]
    Room Command: ## Guile ##
    Generation Cost: 5 GP's
    Experience Cost: 25 XP's
    Breed ID: No
    Range: Self
    Roll System: No Roll Needed
    Duration/Activation: 4 Rounds or 2 Minutes / Instant
    Effect/Description: Palatine are experts in subterfuge and guile, sometimes they need a little push to gain the advantage though. When these occasions occur, the Palatine with Guile can spend a point of Fatigue to gain a +3 to the following rolls: Fast Talk, Intimidation (Mental), Oratory, and Theology. The use of this mastery must be declared during or before a skill roll is made. ( Ex. ## Fast Talk ## ## Guile ## )

    Suggestion [ 1 Fatigue ]
    Room Command: ## Suggestion < Target > ##
    Generation Cost: 5 GP's
    Experience Cost: 25 XP's
    Breed ID: No
    Range: Self
    Roll System: 2d6+Will vs 2d6+Will
    Duration/Activation: Instant / Instant
    Effect/Description: The Palatine are often able to implant suggestions in their targets. These are simple things, nothing that will change the perception or views of the target, nor will it force someone to act against their nature. Types of suggestions include: “You don't want to sit here”, “That drink looks tasty”. These are simple one sentance phrases and must be spoken aloud.

    Implant [ 2 Fatigue ]
    Room Command: ## Implant ##
    Generation Cost: 10 GP's
    Experience Cost: 50 XP's
    Breed ID: No
    Range: Self
    Roll System: 2d6+Will vs TN 32
    Duration/Activation: Scene / takes 1 round to activate
    Effect/Description: The Palatine can now use the following Masteries by Telepathy instead of speaking aloud: Suggestion, Hypnotism, Illusions, Obsession, ???.

    Illusions [ 2 Fatigue ]
    Room Command: ## Illusions ##
    Generation Cost: 5 GP's / Level
    Experience Cost: 25 XP's / Level
    Breed ID: No
    Range: Self
    Roll System: 2d6+Will vs 2d6+Will
    Duration/Activation: Scene / takes 1 round to activate
    Effect/Description: The Palatines are able to create fabrications of the mind, sometimes so real that it's impossible to distinguish it from what it truly is. Each level in this mastery allows for additional complexity and senses to be added to the Illusions. The Palatine can choose any elements for his illusions, so long as he has the levels to allow it ( For instance, a Palatine with Level 3 Illusions could make one of a smelly snoring drunk sitting in the corner, or could just make sounds to throw someone off guard ). At Level 5 the Illusions are able to make attacks. These attacks are all made using the Palatines 2d6+Will vs the Targets 2d6+Will and damage caused is 3 per attack with an additional point for every 4 points over the success roll of the attack. It doesn't matter what type of attack the illusion is doing, it is always Will vs Will and does Mind Damage. Once the target is unconscious the illusion dissipates and can of course no longer harm the target.

    Obsession [ 3 Fatigue ]
    Room Command: ## Obsession ##
    Generation Cost: 15 GP's
    Experience Cost: 75 XP's
    Breed ID: No
    Range: Self
    Roll System: 2d6+Will vs 2d6+Will
    Duration/Activation: Scene / takes 1 round to activate
    Effect/Description: T

    100 XP – Puppet – Total control over their mind.

    [div align=”center”] Idumaean Masteries
    [/div]
    25 XP – Power of Blood – Bonus to stats by spending Blood
    25 XP – Attraction – People are naturally attracted to them
    50 XP – Power of Blood II – Improved Bonus to stats by spending Blood
    50 XP – Eyes of the Basilisk – Paralyzes through FEC
    75 XP – Blood Feast – Gains temporary bonuses to Statistics if they drain a victim completely
    100 XP – Vitality – Essence of revelrie in the Blood

    [div align=”center”]Iscariot Masteries
    [/div]
    25 XP – Tolerate Silver – No longer harmed by non faith empowered Silver
    25 XP – Sustenance – Can feed off of some animals
    50 XP – Resist Faith – Bonus to resist Warding
    50 XP – Sustenance II – Can go longer without feeding
    75 XP – Resist Faith II – Chance to resist the damage from Holy Water
    100 XP – Sustenance III – Can go longer without feeding and can feed off of any animal.

    [div align=”center”] Sicarii Masteries
    [/div]
    25 XP – Jump – Doubles jumping distances
    25 XP – Silence of the Grave – Stifles sound in a 10 foot radius around them
    50 XP – Terror – Causes Fear
    50 XP – Drink Fear – Allows them to feed off of peoples fear instead of blood
    75 XP – Strength of Shadows – Boost to Statistics
    100 XP – Dark Flesh –

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