disciplines
The Dark Gifts Lilith gave to Cain. These powers allow for superhuman feats & are a reminder why Kindred are damned.
Listed here you'll find unique high level disciplines that were created during the Transylvania Chronicles.
Fortitude - Gift of the Earth
History: This Fortitude variant was developed by the Gargoyle bloodline. Korath, Gargoyle retainer to Magus Vaughn developed this variant to better withstand combat, especially against the Tzmisce.
Description: This new Fortitude ability is common among the Gargoyle bloodline, although some Gangrel & Ravnos have picked it up along the way. Once gained, it boosts the users ability take take damage by granting 2 extra health levels & reducing all their dice penalties by 1, thus allowing them to take much more damage before having to take penalties.
System: After this level of Fortitude is
obtained, the user immediately gains the following:
(1) An additional Bruised Health Level
(2) An additional Crippled Health Level
(3) All Wound Penalties reduced by 1.
Example: A standard character has 7 health levels:
Bruised
-1 Hurt
-1 Injured
-2 Wounded
-2 Mauled
-5 Crippled
Incapacitated
Now they would have:
Bruised
Bruised
Bruised (Was -1 Hurt)
Bruised (Was -1 Injured)
-1 Hurt (was -2 Wounded)
-1 Injured (was -2 Mauled)
-4 Wounded (Was -5 Crippled)
-5 Crippled
Incapacitated
Any additional merits/disciplines, that alter health levels must
first bow to the new health system granted by Gift of the Earth,
then they make take place.
Ex: Beckett, the Gangrel recently purchased Gift of the Earth
Fortitude. but he also had the huge size merit. He adds an
additional Bruised level above the health levels granted to him
by this discipline. Korath, a Gargoyle had the Level 4 Gargoyle
Ritual "Infusion with the Earth" casted on him, prior to this
level of Fortitude. The player's character begins with the new
set of health levels granted by this discipline, then reduces
all of the wound penalties again by 1, due to the ritual.
Fortitude - laquoix's valor
History: Arthur, Prince of Brasov, Transylvania developed this Fortitude variant due to the occurrences of attacks of Sabbat & Demonic activity.
Description: Vampires naturally have the ability to shrug off damage that would cripple mortals. Being dead, they are less vulnerable to damage, especially piercing damage such as bullets. Due to this ability, they half all damage, after soak for Bashing. This variant of Fortitude allows the user to half all forms lethal damage after soak. In addition, it makes staking much more difficult to obtain.
System: The user now takes lethal in the same
way they do Bashing, halving damage, rounding up after soak: Ex:
Soak is rolled normally, Stamina + Fortitude + Armor [if
applicable], after successes on soak roll are subtracted from
damage, the player takes the remaining damage, divide it in
half, rounding up then records the damage on their character
sheet.
Bashing Damage: The user now halves damage BEFORE the soak roll,
rounding up, then rolls soak, then halves AGAIN, then records
damage on their character sheet. At all times, damage is rounded
up.
In addition, to be staked the victim (the user of this power),
must take 4 health levels of damage, before being staked. This
power has no effect on unsoakable
lethal or aggravated damage.
protean - flesh of marble
Author's Note: This is a Revised version of the Protean 6 Ability: "Flesh of Marble". This power was first documented in Vampire: The Masquerade - Player's Guide, Second Edition. The balance this power gave in a Revised setting was altered and thus needed revision in order to maintain a game balance.
Description: The Gangrel's skin immediately becomes tough as tree bark, yet does not loose any of it's flexibility. He may never suffer scratches from brush again, yet this power is always in effect. Many attackers soon learn that their damage is coming up short against a user of this Discipline.
System: The user now takes lethal in the same way they
do Bashing, halving damage, rounding up after soak: Ex: Soak is
rolled normally, Stamina + Fortitude + Armor [if applicable],
after successes on soak roll are subtracted from damage, the
player takes the remaining damage, divide it in half, rounding
up then records the damage on their character sheet.
Bashing Damage: The user now halves damage BEFORE the soak roll,
rounding up, then rolls soak, then halves AGAIN, then records
damage on their character sheet. At all times, damage is rounded
up.
This power also makes staking very difficult. The attacker must
obtain 8 success on the attack, after subtraction by the victim
in order to be staked. In addition, the victim must take 3
health levels of damage. This power has no effect on
unsoakable lethal or aggravated
damage.
special rules two level 6 disciplines
Author's Note: It came to my attention that what if a character developed a Level 6 Fortitude LaQue's Valor along with either Flesh of Marble or Visterikata Level 6. How would the rules work? Would this be treated as a Discipline Technique? The following are house rules to put these powers clearly in writing.
System:
Bashing Damage: Once the amount of Bashing Damage is
determined, the player must only soak 1/3 of this number,
rounded up. The player then rolls soak, Stamina + Fortitude +
Armor [if applicable], and before damage is recorded the Bashing
is HALVED AGAIN, rounded up and then recorded on the character
sheet. If the character soaks all the damage after the 1/3, then
they take no damage.
Lethal Damage: Once the amount of Lethal Damage is determined,
the player must only soak 1/2 of this number, rounded up. The
player then rolls soak, Stamina + Fortitude + Armor [if
applicable], the successes remaining after soak is recorded on
the character sheet as damage.
Unsoakable Lethal Damage: The character may soak Unsoakable
Lethal, using their Stamina. Once the amount of unsoakable
lethal is determined the character soaks using Stamina +
Fortitude + Armor [if applicable], the remaining damage is then
halved, rounded up & recorded on the character sheet.
Aggravated Damage: The character may soak Aggravated Damage,
using their Stamina.
Staking: The powers have a synergist effect on staking: The
attacker must obtain 10 net success on the attack. In addition,
the victim must take 5 health levels of damage before they are
staked.