Vampire
VAMPIRE
VAMPIRES
Vampires are the creatures of the night and thus take
damage if exposed
to daylight. Vampires cannot eat food, or drink any
liquids except for
blood. If they cannot drink blood for a long duration
of time they will
start taking damage or maybe even go berserk, so it's
a good idea to feed
from time to time. Vampires take half damage from
cold,
none from gas, and double from fire, although those
with the Heat
immunity take normal fire damage rather than double.
Other abilities:
* Embrace - Allows you to feed from the willing or
defenceless.
* Order - As if target lower generation vampire of
your clan was charmed.
* Introduce - Informs everyone in the room of your
vampire lineage.
* Vamptalk - A special vampire channel which
distinguishes between clans.
* Regenerate - Vampires need to use this to regen,
use: regen <number of rounds>
* Vclan - Shows information on the other members of a
vampires clan.
* Feed - For feeding other vampires with your blood.
* Favour - Make a vampire a Prince, allow them to
sire a childe, accepts
or inducts them into the clan, or outcasts them from
the clan.
* Powers - Lists all the commands (NOT powers)
available to you.
* Clan - Shows your personal and clan disciplines.
* Disciplines - shows all the disciplines that you
know and their level. (see later)
* Defence/vampire - lowers and raises defences
towards other vampires so they can feed
from you/teach you disciplines.
* Teach <target> <discipline> - teach
other vampires disciplines.
* Upkeep - shows what powers you are currently
utilising.
* Fangs - Gives a free bite attack in combat.
* varmor - Create vampire armor, cost 100 primal and
400 quest points.
In addition, all vampires get 3 or more disciplines,
each of which grant
one or more extra powers. For more information type
'help disciplines'.
DISCIPLINE
DISCIPLINES
Each vampire clan has three disciplines from which
their powers come. In
addition to these basic three, vampires may learn
additional disciplines
from other vampires. Only the single clan discipline
is passed on to later
generations. Each Discipline has several power levels
and each level
must be learnt before the next can be gained.
There are twenty disciplines, each with the following
powers:
* Animalism - Control over Animals
* Auspex - Extra sensory powers
* Celerity - Great combat speed
* Chimerstry - Illusionary powers
* Daiminion - Demonic gifts
* Dominate - Hypnotic powers
* Fortitude - Damage resistance
* Melpominee - Power of the voice
* Necromancy - Mastery over the dead
* Obeah - Healing and purity
* Obfuscate - Art of concealment
* Obtenebration - Shadow magic
* Potence - Supernatural strength
* Presence - Charismatic aura's
* Protean - Shapeshifting
* Quietus - Assassination powers
* Serpentis - Wyrm abilities
* Thanatosis - Power of putrefacation
* Vicissitude - Body control
CLAN
DISCIPLINES
Assamite: Celerity, Obfuscate, Quietus
Brujah: Celerity, Potence, Presence
Setites: Obfuscate, Presence, Serpentis
Gangrel: Animalism, Fortitude, Protean
Lasombra: Dominate, Obtenebration, Potence
Malkavian: Auspex, Dominate, Obfuscate
Nosferatu: Animalism, Obfuscate, Potence
Ravnos: Animalism, Chimerstry, Fortitude
Toreador: Auspex, Celerity, Presence
Tremere: Auspex, Dominate, Thaumaturgy
Tzimisce: Animalism, Auspex, Vicissitude
Ventrue: Dominate, Fortitude, Presence
ANIMALISM
[*] Pigeon 'target' - A vampire with this power may
command a pigeon to carry
an object that he possesses and give it to another
player or mob.
[**] Beckon 'target' - This gives the ability to call
out in the voice of a
specific type of animal and summon it to you, they
may not offer immediate
assistance to the vampire but they will be favorably
disposed. Horses, frogs,
ravens, cats, dogs and yaks may be called upon.
[***] Song 'target' - Vampires are the supreme
predators of the natural world, most
vampires believe that within each of them lies the
spirit of a ravenous beast,
similar to the beast that lies in mortal hearts. With
this power the vampire
may reach out to a mortal and and briefly connect
their bestial spirits,
that brief contact may be enough to supress the
targets beast and make them
less likely to attack.
[****] Share 'target' - This allows the vampire to
reach out with his mind and to
move into the mind of a beckoned animal and to thus
share it. The animal
can then be given controlled using [.
[*****] Beast 'target' - With this level of
animalism, the vampire has a good
understanding of the beast within, this allows them
to fling the spirit of
the beast out of their body and into that of another.
This makes the recipient
immediately overcome by frenzy. This power can also
be turned inward to
release the power of the vampire's beast in all of
it's fury.
[******] Succulence - Increase the quailty of a
targets blood.
[*******] Frenzy - Puts the beast in control of your
actions, increases your rage.
AUSPEX
This Discipline is one of extrasensory awareness,
empathy and
perception. Those using this Discipline tend to be
strongly affected by
environmental phenomena. Vampires with Auspex are
able to see and sense
things most other people cannot. Auspex is the
opposing Discipline to
Obfuscate, and they cancel out many of each others
powers.
This Discipline allows the following powers:
[*] Heighten - By sharpening all of their five senses
the vampire is able to
detect a wide variety of beings and objects that
would usually lay
hidden to mortals, this power is tightly interwoven
with the discipline
and the range of things that can be detected
increases as the discipline does.
[**] Readaura 'target' - This enables the vampire to
detect and read the mystical
halos that surround all beings, the colours that they
see tell them much and
give them insight into how powerful their targets
are. At higher levels
this power may be extended to discover detailed
information about objects
that the vampire possesses.
[***] Unveil 'target' - By forming a bridge between
their mind and another's,
the vampire may actually read the thoughts of their
target, "stolen"
thoughts are as audible to the vampire as normal
speech.
[****] Astral - At this level of mastery the vampire
can expand their senses beyond
their physical body and travel quickly to any place
or person that they can
imagine. Use [<command> and [move
<target>.
[*****] Scry and scry 'target' - By concentrating on
a single person the vampire can
actually see through their eyes and see exactly where
they are, also the
vampire can spread their concentration across a large
area and gain an insight
into the location of many different people, unless
the intended target has
supernatural protection of some kind.
[******] Mindblast - Alows the vampire to use the
power of his mind to stun a victim.
[*******] Omnipotence - Alows the vampire to create a
spectral eye to follow a
target. Comman the eye by using [.
CELERITY
This Discipline explains the legendary superior
quickness of vampires.
They have the ability to move with amazing speed and
become little more than a blur
to mortal eyes, obviously such an ability is
extremely useful allowing the vampire to
hit and dodge faster than lesser opponents. Typing
'celerity renew' will renew your
celerity while you are still fighting.
CHIMERSTRY
[*] Mirror - This allows the vampire to form a mirror
image of himself
which will look exactly as he does but once forced to
interact with
the real world it will vanish completely.
[**] Formillusion 'target' - This will form an exact
copy of the target
and it will be every bit as real to the beholder as
real people, however
upon death destruction is complete and no traces will
remain.
[***] Clone 'target' - The vampire that uses this has
the ability to completely
clone objects making exact duplicates that are every
bit as real and as
powerful as the original, however the it is only
really an illusion and
as time passes so will the clone.
[****] Falseappearance 'object' - By using this power
the vampire gains the
ability to change the name and description of a
object.
[*****] Control 'target' - At this final level of
mastery the vampire actaully
gains the power to control his illusions and may
command them to do his
bidding but using [<command>.
[*****] Truedisguise - change to look like a mob.
DAIMOINON
[*] Guardian - This lets the vampire call upon the
power of hell and summon
a demon to aid them as needed.
[**] Fear 'target' - By using this power the vampire
is able to send those
who listen to them into fits of terror at the
damnation that awaits them
in the afterlife, rendering them incapable of hostile
actions.
[***] Portal 'target' - When the vampire reaches this
level of the discipline
they gain the ability to call forth a portal through
hell that reaches
out to other players, allowing them to travel to
them, providing the
intended target has their summon on.
[****] Curse 'target' - This will let the vampire
call forth a terrible curse
on their victims actually causing their limbs to
wither up and fall off
of their bodys.
[*****] Soultwist - The good fear this power for it
allows the user to reach into
their very being and attempt to rip out their soul,
in fact the more pure
the target the more damage that is done. If this
wasn't enough, at this
level of power the vampire gains resistance to heat
and fire, preparing
them for their final passage to hell.
[*****] Servant: A much stronger version of Guardian.
[*****] Baal: Allow the demon god Baal to possess
you, increasing your abilities.
[*****] Flames - Shoot flames from you finger tips at
your target.
DOMINATE
This discipline reflects the mystical ability of
vampires to influence
the minds and actions of others. Dominate is an
aspect of the power of
the mind and the will.
This Discipline allows the following powers:
[*] Command 'target' 'order' - By intruding upon a
subject's mind the
vampire can impose a one-word command which will be
instantly obeyed,
however this will only work upon those who are weak
of will.
[**] Condition 'target' - Through manipulation and
subtle temptation, a
vampire can make their subject more pliant to
suggestion, to the point
where they will always obey their commands once they
have been fully
conditioned.
[***] Possesion 'target' - This power allows the
vampire to perform the atrocity
of taking complete control of another's body and
mind. By stealing their
mind the vampire has complete control over them and
may use their body
as freely as their own by using [.
[****] Loyalty 'target' - This assures the loyalty of
the target to the vampire,
they will believe that the vampire is their master,
meaning that they will
always obey their commands and will never be able to
bring themselves to
harm them.
FORTITUDE
Fortitude describes a type of supernatural toughness
and vigor which
allows Kindred to resist harm. Many vampires are very
tough and are able
to withstand a lot of injury inflicted by weapons and
spells. However
with the Fortitude power, they resist damage even
further by often keeping
the weapons from harming them at all.
MELPOMINEE
[*] Scream 'target' - has chance of stunning victim,
or all in room
[**] Reina - Make the room a safe room, for 60
seconds.
[***] Courage - stops target from being dread gazed,
feared etc
[****] Love - make victim fall in love with user, ie
can be ordered at anytime.
[*****] Anger - similer to a frenzy, without actually
frenzying, ie the target
attacks.
NECROMANCY
[*] Thanatopsis 'target' - By examining corpses the
vampire is able to learn
much about the final moments of their lives, they may
glean valuable
information such as where they were killed and by
who.
[*] Spiriteyes - Alows the vampire to see into the
umbra.
[**] Preserve 'target corpse' - This allows the
vampire to slow the ravages
of time on a corpse or a limb so that it will never
decay.
[***] Spiritgate 'target' - The vampire with this
power gains the ability to
form a portal through the spirit world to the
location of the corpses death.
[****] Spiritguardian - This summons a guardian
spirit to you which has the power
to alert you to those who attempt to use supernatural
powers on you.
[*****] Zombie 'target' - By feeding a corpse some of
its blood, the vampire can
bring it back to a state of unlife which is much as
it was in life, but
due to the Blood Oath the zombie will be as a servant
to its creator.
OBEAH
* Obeah: Open your third eye
[*] Panacea 'target' - clots their wounds.
[**] Anesthetic 'target' - makes victim take no pain
penalties until midnight.
[***] Neutral - makes room a safe room, for a certain
length of time :)
[****] Unburden - lowers target beast, can't go below
true beast, and will only
take you down to 1.
[*****] Renew 'target' - complete heal including
growing bits back.
OBFUSCATE
Kindred with this Discipline excel at hiding among
and away from crowds.
When they do not wish to be seen, others rarely
notice them even if they
are standing in plain view. Though this Discipline
affects others minds
and does not actually render the users invisible, the
end result is much
the same. Obfuscate is the opposing Discipline to
Auspex, and they
cancel out many of each others powers.
Kindred with this power gain the following
advantages:
[*] Vanish - This allows a vampire to move around
without being seen,
shadows seem to cling to him and people avert their
eyes as they pass,
not even remembering that something was there. As the
discipline increases
so does its potency.
[**] Mask 'Target' - A vampire using this power can
alter somebody's perception so
entirely that they believe that they are actually
seeing someone completely
different.
[*****] Soulmask - Not all disguises are skin deep.
With this power the vampire can
not only completely shield his aura but also give
forth false information about
himself making others believe that he is far more
powerful, or weaker, than
in fact he actually is.
[*******] Shield - When a vampire activates this
ability he effectively shields his
aura and his mind from prying perceptions making it
impossible to locate them
through supernatural means.
OBTENEBRATION
Obtenebration allows the user to manipulate the
powers of darkness. By
using their powers they are able to switch between
the normal world and
the plane of shadows at will. They may also view
things in both planes
simultaneously if they so wish.
This Discipline allows the following powers:
[*] Shroud - The vampire can blanket a whole area
with an impenetrable inky
blackness, a darkness deeper than a moonlit night,
anyone caught by
such a shroud will find it both disturbing and
disorientating.
[**] Arms 'target' - This allows a vampire to call
forth "tentacles" of solid
darkness from the shadows around him. These tentacles
will then grasp
and restrain the vampires foes.
[***] Shadowbody - This lets the vampire turn their
body into a slithering,
undulating shadow, vampires that use this power are
virtually invulnerable
while in this form.
[****] Lamprey 'target' - This acutally calls forth
the Darkness to strike the
vampires opponents, draining their blood from them as
they stand and fight.
[*****] Shadowstep - The vampire may step into
human-sized shadows and exit another
of similar size in another locale with this power.
However shadows
require darkness, which can only be found in darkened
rooms.
[*******] Shadow Armory - Creates weapons of pure
shadow.
POTENCE
This Discipline defines the superior strength that
vampires often
possess. This physical might allows the user to
inflict much larger
amounts of damage in combat than normal.
PRESENCE
[*] Awe - Awe is very simple, once it is activated
people want to be close to
the vampire, and they find it harder to attack them.
However it is not so
powerful that it overrides their sense of
self-preservation.
[**] Dreadgaze 'target' - This calls forth unbearable
terror in its victims,
and it sends them into a reckless flight.
[***] Entrance 'target' - By using this power the
vampire can turn others into
his willing servants. Out of what seems to them true
devotion they follow
and obey the vampires commands.
[****] Summoning 'target' - With this power a vampire
can call out to someone and
bring them forth from wherever they are, no matter
how large the distance,
providing they have their summon on.
[*****] Majesty - This heightens the presence
mystique a thousandfold. This inspires
respect and devotion, or fear, in everyone that the
vampire meets, rendering
them unable to harm the vampire in any way.
PROTEAN
This Discipline allows a vampire to transform either
their entire body or
a part of their body into something inhuman. The
vampire can thus grow
claws, turn into a bat, transform into a wolf or
dissolve into a fine
mist. A vampire can use most other Disciplines while
shapeshifted, but
may not cast spells. Full transformation is not
possible during combat,
although claws can be grown if you are fighting.
While shapeshifted the
vampire cannot wear any equipment.
The powers available to this Discipline are as
follows:
[*] Nightsight - The vampire is able to see normally
after dark, without
any light source. When this is activated the Beast
makes itself evident
in the vampire's red glowing eyes.
[**] Claws - This lets the vampire sprout long claws
on each hand, like those
of a beast. They can rend flesh and armour alike and
they inflict
aggravated wounds.
[***] Earthmeld - When a vampire calls forth this
power they can actually
meld with and become one with the earth. Onlookers
see the vampire
actually sink into the bare ground.
[****] Change: Allow the vampire to transform into
bat, wolf or mist. Bat
form can fly and detect almost everything (invis,
hidden, etc). While in
wolf form, the vampire enjoys the benefit of an extra
500hp and greatly
enhanced combat abilities. Mist form is impervious to
attacks and can
pass through doors. Beware though, for two vampires
in mist form CAN
attack each other.
[*****] Spiritform - Turns the vampires body
translucent and insubstancial.
[******] Earthshift - Travel command while
earthmelded.
[*******] Beastform - Take on the form of your Beast.
QUIETUS
[*] Silence - When invoked, this power surrounds the
vampire with a
preternatural calm, no sounds originate from the area
directly around
the vampire, therefore masking the death screams of
his victims.
[**] Weakness 'target' - This allows the vampire to
transform his own blood
into poison and infect the body of his victim,
lowering their strength.
[***] Infirmity 'target' - This is similar to
weakness only more devastating,
and has a wider range of affects on the target.
[****] Bloodagony - With this power the vampire is
able to poison any weapon
with his own blood, increasing the combat bonuses on
it and granting it
the ability to do aggravated damage.
[*****] Spit 'target' - At this level of mastery the
vampire is actually able to
spit his own blood at his opponents, transforming it
once again into
venomous liquid that inflicts devastating injuries
and aggravated damage.
SERPENTIS
Serpentis is the art of temptation and corruption.
Vampires with this
Discipline have the ability to tear out their own
hearts, rendering
themselves immune to being staked. Serpentis users
also gain the ability
to transform themselves into a giant serpent and back
at will.
[*] Tongue 'target' - The vampire with this ability
may lengthen their tongue
at will, splitting it into a fork like that of a
serpent. It can actually
reach out as far as 18 inches and makes a terrifying
weapon in combat.
[**] Mummify - This allows the user to actually
mummify himself, shriveling
into an almost invulnerable form. This induces a
stated similar to torpor,
rendering the user completely immobile.
[***] Serpent - The vampire may change his form into
that of a huge serpernt.
It weighs as much as the vampire's human form and
streches over eight feet
long. This grants the vampire considerable
advantages.
[****] Darkheart - With this ability the vampire may
pull his heart from his body.
This means that they cannot then be staked.
[*****] Breath - This lets the vampire call forth on
their inner corruption and to
spew it forth in a poisonous cloud of taint. This
airborne poison is
powerful enough to wither trees and even corrode
stone. It will stike everyone
in the room, dealing damage to all of them.
THANATOSIS
[*] Hagswrinkles - look like any player or mob.
[**] Putrefaction - rots victim. (Slowly lowers con)
[***] Ashes - you can turn into an object and be safe
etc.
[****] Withering - removes peoples limbs.
[*****] Drainlife - takes hp/mana/move (may just be
hp) and adds it to your own.
VICISSITUDE
[*] Changeling 'target' - A vampire with this power
may alter their body
parameters, such things are cosmetic and minor in
scope but may let them
actually resemble their target.
[**] Fleshcraft mod 'target' 'modification' - This
allows the vampire to perform
drastic, grotesque alterations. Only flesh (including
fat, muscle and
cartilage) may be transformed but the change is
permanent. Fins, wings
and tails can be formed.
[***] Bonecraft mod 'target' 'modification' - This
terrible power allows the
vampire to manipulate bone in the same manner that
flesh is shaped.
Combined with fleshcraft this allows truely drastic
alterations to me
made enabling the target to be made to look like
virtually anything (bone
<whateveryouwant>), also tusks, horns and
exoskeletons can be pulled out
of the targets body.
[****] Zuloform - The vampire who employs this power
becomes the scariest monster,
the dread Zulo of Balkan peasants' terrified
whispers. The vampire increased
to become eight feet tall; their skin changes to a
grayish-black chitin;
the arms become apelike, tipped with ragged black
nails; and the face warps
into something out of a nightmare.
[*****] Plasmaform - The blood is more than life to a
vampire with this power, for
they can physically transform themselves into
sentient vitae. It is as
normal blood, but it contains the very essence of the
vampire.
[*******] Disintegration - Wreaks havoc on the
victims body.