Disciplines

Custom Powers and Converted Powers

Here are some general guidelines for how we handle converting custom powers.

Free effects should not be very good. If something happens automatically and is unblockable we're unlikely to allow it.

Teleportation is a broken mechanic. If your power allows you to teleport, then it's unlikely to be allowed. This includes interpretations of other powers that might allow you to teleport, but shouldn't. Like leaving a bit of Ash in your haven.

Animalism

Feral Whispers

As per LotN: R. Must RP animal noise. This power can be used to communicate with werewolves in Lupus form, but not Crinos.

Beckoning

As per LotN: R. Must RP animal noise. Cannot be used through electronic means.

Quell the Beast

As per LotN:R. This power will pull a werewolf from frenzy and also removes their ability to spend Rage. If used on a werewolf not in frenzy, it has all of the normal effects as well as removing their ability to spend Rage. It should be noted that Quell the Beast only directly affects a character's ability to temporarily expend Willpower traits. Quell may not be used as a carrier attack.

Subsume the Spirit

As per LotN:R. No discipline that requires the expenditure of blood may be used while possessing an animal, and all requirements of the discipline(s) carried over must be met. If possessing an animal ghoul, it is possible to carry disciplines that require blood. All requirements for using the disciplines must also be met by the possessed animal (example: You cannot issue commands with the first level of Dominate while possessing a cat. They can't speak.)

Drawing out the Beast

As per LotN:R. Remember that you must make this challenge in lieu of a frenzy test. If the victim is pulled from frenzy without leaving your sight, your Beast will return on its own. The Beast returns upon the destruction of the victim or at the end of the night. While the victim has an additional Beast, they suffer from the flaw Short Fuse.

Auspex

Heightened Senses

As per LotN:R, except for calculating ties when attempting to pierce Obfuscate. Ties will be calculated by comparing the relative total discipline levels of the two characters. For example, we have the Toreador Carla with Auspex: Telepathy. She is using Heightened Senses when the Malkavian Bigglesby walks by using Obfuscate: Unseen Presence. He has up to Obfuscate: Cloak the Gathering. She initiates a mental challenge and the two tie. Bigglesby has a greater mastery of Obfuscate than Carla does of Auspex, so he wins. If, for instance, Bigglesby had only known Obfuscate: Vanish from the Mind's Eye, then the two would have compared mental traits. It should be noted that any loud sound or bright flash only destroys your ability to continue using Heightened Senses. You may still see and hear normally, but must spend a Willpower point to prevent being dazed for a round. You may not reactivate Heightened Senses until the next scene or you have spent blood to heal the damage to your sense organ.

Aura Perception

As per LotN:R. Reminder: This is a Static Challenge and has no defensive retest aside from Luck. The defender does not bid a trait. In the event of a failed challenge, the character cannot detect deception, creature type, etc. If you fail a creature type challenge, the aura appears human. If you're searching for deception, magic or diablerie, you find none on a failed challenge. If you're searching for mood and fail, the mood is indeterminable.

Powers that would otherwise alter the appearance of one's aura have the following limitations. They may not remove any elements of an aura that are being caused by an additional effect. The mark in the aura is part and parcel with the effect that caused it. For example, you may not use Soul Decoration to remove the telltale signs of an ongoing magical affect whether the effect be the sparkles or some additional aura effect dictating by the magic.

Spirit's Touch

As per LotN:R. Use of this discipline ALWAYS requires an ST or Narrator. Persons employing Obfuscate powers will not leave any impression, but they do not "steal" or wipe clean any previous impressions. It is as if they had not even touched the item. This effect lasts for as long as the person remains in Obfuscate.

Telepathy

As per LotN:R. The initial telepathic contact must be made while in line of sight. After contact is established, the telepathically connected individuals may move freely without breaking the telepathy. Malkavians have the option of bidding their derangement in defense against a telepathy challenge in lieu of a trait. The telepathic character suffers the bid derangement for the remainder of the night if she loses the challenge. When probing for deeper thoughts, all characters may bid their derangements. The deeper you go into the mind of a madman, the more likely you are to return with something unexpected. This is a static challenge where the aggressor avoids gaining a derangement on a win or a tie. When going from scene to scene, an out of character announcement must be made if you are telepathically connected to another character.

Psychic Projection

As per LotN:R. No discipline requiring the expenditure of blood may be used while psychically projected. Any other requirements for disciplines carried over must be met.

Celerity

Alacrity

As per LotN:R.

Swiftness

As per LotN:R. This level of Celerity and all higher levels are considered to be a breach of the Masquerade.

Rapidity

As per LotN:R. The bomb never needs to be declared.

Legerity

As per LotN:R.

Fleetness

As per LotN:R. You do not have to declare that you win on ties.

Chimerstry

Ignis Fatuus

As per LotN:R. Any argument about disbelief should be adjudicated by a Storyteller or Narrator. An illusion may not be dispelled simply with the knowledge that the caster is a Ravnos. A Narrator can represent the illusion and make the necessary challenge.

Fata Morgana

As per LotN:R.

Apparition

As per LotN:R. Illusions will not respond to any stimulus except the creator.

Permanency

As per LotN:R.

Horrid Reality

As per LotN:R. In addition to a Willpower Trait, a Blood trait must also be spent. Blood spent to heal 'wounds' afflicted with this power is lost, and the damage remains. Chimerstry attacks the mind and perceptions, not the physical body (as per Clanbook: Ravnos).

Dementation

Passions

As per LotN:R. Requires some sort of social interaction with your intended target. It is possible to stack the effects of Passions by having different aggressors target the same individual. No more than five negative traits may be gained in this manner.

The Haunting

As per LotN:R. It is possible to afflict the same victim more than once by targeting a different sense each time. The mechanical effects will not stack. The effects last for the scene or an hour. This requires some sort of social interaction with your intended target.

Eyes of Chaos

As per LotN:R. In addition, you may use this power on a verb rather than a noun. Those individuals outside of the glory of Malkav who learn this level of Dementation gain a permanent derangement.

Voice of Madness

As per LotN:R. Causes fox-frenzy in Lupines. There is no social challenge. After the aggressor has spoken the necessary words, everyone in range makes a courage check or spends a Willpower not to frenzy.

Total Insanity

As per LotN:R. This discipline must be adjudicated by a Storyteller. It is possible that this level of Dementation will result in a frenzy. The type, if any, will be decided by the Storyteller adjudicating the scene. If a character is affected by this discipline more than once, he does not gain an additional five derangements. The new set will replace the previous derangements.

Dominate

Command

As per LotN:R.

Mesmerism

As per LotN:R.

Forgetful Mind

As per LotN:R. The victim must feel unthreatened while this power is being used. When Forgetful Mind is used successfully, the following must be recorded on an index card: number of traits used by the aggressor, the original memory and the new memory. The victim keeps this index card for future reference.

Conditioning

As per LotN:R. Six sessions is equivalent to six months. In addition to the description provided in LotN:R, it is possible to use this power to extend the lower levels of Dominate (I.E. Mesmerism: "Every time X happens, you will do Y." rather than "The next time X happens, you will do Y.", or Forgetful Mind: Erasing someone's entire life and rebuilding it.) The victim of this type of conditioning does not gain the free retest, nor is the Aggressor automatically successful in any attempts to dominate the victim later.

Possession

As per LotN:R. If possessing a ghoul, you gain access to their physical disciplines and may burn only their Kindred Vitae, not your own, to fuel disciplines. This power will work on changelings, ghouls, hedge mages, humans, hunters, kinfolk. When possessing a creature, you do not gain access to any power you could not normally use. For example, possessing a mage doesn't grant you access to any spheres.

Fortitude

Endurance

As per LotN:R.

Mettle

As per LotN:R.

Resilience

As per LotN:R. You may expend a physical trait in order to win on ties in this challenge before or after the challenge has been thrown. The display of this level of Fortitude and all higher levels is a breach of the Masquerade.

Resistance

As per LotN:R. You may expend a physical trait in order to win on ties in this challenge before or after the challenge has been thrown. The appearance of wounds being soaked is a serious breach of the Masquerade. It is also extremely intimidating to witness. Bear this in mind in your role-playing.

Aegis

As per LotN:R. At this level of Fortitude, staking may be prevented only if the use of Aegis has been declared before the initial staking challenge is begun, not the tests to determine if the stake actually hits the heart. This level of Fortitude is intensely intimidating to witness and may have serious role-play effects. When you permanently expend Willpower or Physical traits for the usage of Aegis, you may expend any traits which have not been temporarily expended.

Melpominee

Missing Voice

As per LotN:R. While using the missing voice, the Daughter is -4 traits on any perception challenges.

Phantom Speaker

As per LotN:R.

Madrigal

As per LotN:R. Any individual outside of the Daughters of Cacophony who learns this discipline automatically begins to hear the same continuous music as the Daughters, thereby giving them the clan weakness.

Siren's Beckoning

As per LotN:R.

Virtuoso

As per LotN:R.

Necromancy

Sepulchre Path

Insight

As per LotN:R.

Summon Soul

As per LotN:R.

Compel Soul

As per LotN:R. If used to compel a wraith to follow the necromancer, a badge must be worn when the wraith is present. If one necromancer attempts to compel a wraith already under the effects of compel, a social test is performed between the two necromancers.

The Haunting

As per LotN:R.

Torment

As per LotN:R.

Ash Path

Shroudsight

As per LotN:R.

Lifeless Tongues

As per LotN:R.

Dead Hand

As per LotN:R.

Ex Nihilio

As per LotN:R.

Shroud Mastery

As per LotN:R.

Bone Path

Tremens

As per LotN:R. The body can perform no complex action.

Apprentice Brooms

As per LotN:R.

Shambling Hordes

As per LotN:R.

Soul Steal

A target must be fully subdued before their soul can be stolen. If they have any capacity to resist or even move, then Soul Steal automatically fails.

Daemonic Possession

As per LotN:R.

Obfuscate

The Kindred using Obfuscate is considered the aggressor in the challenge.

Cloak of Shadows

As per LotN:R. Fifty percent of your body must be hidden. Stop signposts and thin, growing trees do not provide the cover required to use this discipline.

Unseen Presence

As per LotN:R. You must be actively searching for hidden individuals while using Auspex: Heightened Senses (or a similar power) in order to sense someone using this power. Acute Sense merits will not pierce Obfuscate.

Mask of 1000 Faces

As per LotN:R.

You may choose one particular set of appearance changes that do not require a mental trait in order to activate. When you create this Mask, you may freely replace social traits on a one for one basis to determine the characteristics of your Mask. This can only be done when the Mask is created and never again. These social traits become the permanent social traits of your mask.

When masking as a specific individual, a badge must be worn to designate this. Given a distinct role-play reason when masking as a specific individual, it is possible to have sufficient reason to doubt the validity of the mask. When attempting to mask as another individual, you cannot add another trait once the mask is in place. You must begin again, including the expenditure of blood.

Mask cannot be used to massively alter the natural physical features of your character to a point where your general silhouette changes. For example, when in an animal form, you may not use Mask to appear like a human; however, you may make your wolf form look like a different breed of wolf or a large dog.

Mask will not hide any physical transformation that is used to enhance a trait bid. For example, if you use the bonus from Skin of the Adder, then any Mask drops showing any physical transformations that your character has.

Vanish From Mind's Eye

As per LotN:R. The use of this discipline is not counted as a Mental Action during combat, but the mental tests are made during the mental round. This means that if another character is not an onlooker during the mental round, the activation of the power is implicitly successful against them. Vanish From the Mind's Eye activates at the end of the round against everybody you were successful against. "Fading Away" should be justified appropriately for the onlookers. Considering how Obfuscate is a mental affect that causes you to ignore something, it can easily be seen as meta-gaming to jump to the correct conclusion about where somebody that used this power just went. You will ignore their presence and see nothing strange about it even if you're staring straight into them. When using electronics to record a person that is Vanished, you will ignore the image of the person on the camera just as you would if you were looking at them. You will not move the camera around or take any action that alerts others to the fact that you're being affected by Vanish. Those receiving remote feeds who are outside of teh Vanisher's presence will be able to see them, but will not be able to convince anybody in their presence that they are there. This sort of information does not constitute "interaction with the environment," so the Vanisher doesn't need to reactivate the power no matter how many times the person to your left tells you, "He's right there!!!"

Cloak the Gathering

As per LotN:R. You must remain visible to the originator of the cloak. Subjects must be willing to be cloaked, including any staked individuals. Torpored individuals and corpses are the exception to this rule.

This power may extend Anticipatory Visage with the caveat that their may not be enough expected people for the ruse to work. As per Anticipatory Visage, you have no way to know this until the enemy reacts.

Obtenebration

Shadow Play

As per LotN:R.

Shroud of Night

As per LotN:R. By expending a trait of Blindfighting, you may negate the retest Shroud allows for on a trait-for-test basis. For example, if you have Blindfighting x2, you may negate the Shroud retest twice.

Arms of the Abyss

As per LotN:R. A character may create no more tentacles than her level of occult. Potence, not Fortitude, can be added to the tentacles created with this power.

Black Metamorphosis

As per LotN:R. The Clumsy trait gained when struck by black metamorphosis will stack with the Clumsy trait gained while surrounded by Shroud of Night. The tentacles created during this power may not be used as body armor. Potence, not Fortitude, can be added to the tentacles created with this power.

Tenebrous Form

As per LotN:R. You may not spend blood while in tenebrous form.

Potence

Prowess

As per LotN:R.

Might

As per LotN:R.

Vigor

As per LotN:R. Displaying this level of Potence and all higher levels are considered breaches of the Masquerade. You do not have to declare the bomb before use.

Intensity

As per LotN:R.

Puissance

As per LotN:R. You do not have to declare that you win on ties.

Presence

Awe

As per LotN:R. Use of Awe is considered reflexive.

Dread gaze

As per LotN:R. This discipline is an obvious breach of the Masquerade.

Entrancement

As per LotN:R.

Summon

As per LotN:R. The amount of time that will be spent out of character by the summoner should be determined previous to the challenge being initiated. The summoner must remain in one place after the challenge has been initiated or the summon breaks. The summoner must wait ten minutes (out of character) before attempting subsequent summon challenge. If the challenge is successful, the victim is aware of the individual to which he is being summoned. The victim will reason out exactly why he is going to see someone, regardless of whether they are considered an ally or an enemy. (Example: If you are summoned by an enemy, you may think you are going to find him and kill.) "Overprotective allies" should be defined as people who will stop you from completing the summons.

Attempts to summon a character into a deadly situation they recently escaped from will fail.

Majesty

As per LotN:R. Majesty effects those within audible range (yelling counts). Majesty can be "flavored" with the use of differing Social traits.

Protean

If witnessed by anyone, all levels of Protean are considered a breach of the Masquerade.

Eyes of the Beast

As per LotN:R. The use of this discipline will negate one trait of the penalty from being confined within Obtenebration: Shroud of Night.

Feral Claws

As per LotN:R. If you bid the trait Sharp and lose the challenge, you may not bid that trait again until you regrow your claws.

Earth Meld

As per LotN:R. In this form, you have mystically bonded with the earth. You are nearly undetectable and may not initiate or be subject to challenges except to be summoned. If a large rock or other obstacle covers the area your character earth melded into, you cannot return until the obstacle is removed.

Shape of the Beast

As per LotN:R. Gangrel are assumed to have Gift of Proteus, though individuals who learn Protean out of clan are restricted to the typical bat / wolf combination.

Mist Form

As per LotN:R. The amount of mist you form is equal to your body mass of water dispersed as mist. Even taking into account that this is a low, dense, and heavy mist (think classic B horror flicks,) this is a lot of mist.

Quietus

Silence of Death

As per LotN:R. This power may disrupt some Thaumaturgy and Necromancy.

Scorpion's Touch

As per LotN:R. You may only coat a weapon with as many traits of blood as the weapon has bonus traits.

Dagon's Call

As per LotN:R. This power lasts for one evening.

Baal's Caress

As per LotN:R. You may only coat a weapon with as many traits of blood as the weapon has bonus traits. This power converts all damage to aggravated.

Taste of Death

As per LotN:R. To exercise this discipline, blood must be expelled from your body, but not necessarily spit.

Serpentis

Eyes of the Serpent

As per LotN:R.

Tongue of the Asp

As per LotN:R. Costs one blood to activate.

Skin of the Adder

As per LotN:R.

Form of the Cobra

As per LotN:R.

Heart of Darkness

As per LotN:R.

Vicissitude

Malleable visage

As per LotN:R. Features changed with Malleable Visage will reset at the end of the night.

Fleshcraft

As per LotN:R. Instead of afflicting someone with the negative Social trait Repugnant, you may choose to grant or remove one Appearance based Social trait. Each trait added or subtracted requires a Mental Challenge, typically versus seven traits. Alteration of the difficulty may be made by the adjudicating ST. Repairing damage done with this ability requires either Vicissitude, Biothaumaturgy or Medicine: Surgery x5. If using Medicine: Surgery x5 to repair damage done with this power, you must spend one week per level of damage in constant surgery. Mortals can never be returned to their original state.

Bonecraft

As per LotN:R. Healing the damage given by this power does not remove the alterations made. If using Medicine: Surgery x5 to repair damage done with this power, you must spend one week per level of damage in constant surgery. Mortals can never be returned to their original state.

Horrid form

As per LotN:R. When testing for Rötschrek, the standard difficulty is three traits.

Blood form

As per LotN:R. You must meet all the requirements to use mental disciplines. You will be susceptible to some Thaumaturgy.

Thaumaturgy

These rules are not currently exhaustive but attempt to gather our most common clarifications.

Stone of the True Form

The effect of Stone only lasts for an hour and only affects one class of shape shifting power per usage. For example, it would require three stones of true form to stop bring somebody back from Shadow Body, Mist Form, and Ashes to Ashes. Stone will restore physical affects of Withering, but does not make one immune to future usage or remove the negative traits.

Thanatosis

Hags' Wrinkles

As per LotN:R

Putrefaction

Blood must be spent at the beginning of the round during normal combat declarations of expenditures. You may only add up to five negative traits to your target. After they have reached five negative traits from Putrefaction, only the lethal damage continues afterwards.

Ashes to Ashes

As per LotN:R

Withering

You must have an available physical action in which you are already in contact with your target to activate Withering. You may not make Simple Tests to strike the head. In order to strike the head your opponent must either accept the called shot, or attack you with their head. Withering the head removes the target's mental disciplines, not their physical ones.

Necrosis

Blood must be spent at the beginning of the round during normal combat declarations of expenditures. You may only add up to five of each of the negative traits to your target. After they have reached five negative traits from Putrefaction, only the lethal damage continues afterwards.