
Powers Presented
Combination Disciplines
{***Holy Arsenal***}
Anyone who has seen the second Vampire Hunter D movie has seen this, as it is the power Grove uses. It allows its user to psychically project, but this projection forms as a mighty being of holy power. The user can hurl spear-like beams of holy energy that can destroy anything, doing aggravated damage to anything they hit. Many can be thrown (1 to 8, usually at same target, though up to eight are possible).
Requirements: True Faith, Auspex or Protean
Cost: 30 experience points, once appropriate levels in True Faith and Protean or Auspex are reached. This power also requires the Storytellers consent.
System: Overall, this powers system runs as Psychic Projection (Auspex ), with a few changes. The psychic form is actually holy power. Beings vulnerable to this energy cannot attack the form without taking aggravated damage.
The form can hurl bolts of holy energy like spears, up to eight at a time, each combat round. Roll Dexterity + Firearms for each target attempted. Difficulty should be 7 for one target, and increased by one for additional targets up to 10 for four or more targets. The Kindred decides how many spears are thrown and how many hit each target. This damage cannot be soaked.
Some kindred do not like the idea of leaving their physical bodies without protection, and this would make them shy away from using this power. There is an alternate form of this power, which has Protean , rather than Auspex as a requirement. This power works the same except that now the body is not left behind, but incorporated into the form, instead.
Though it ends this use of the power, the Kindred can grab hold of a victim and detonate, dealing three levels of aggravated damage to the target and anything else within ten feet. This use also results in two levels of aggravated damage to the body, after which it revives, though in shock. If the power is used with Protean, instead of Auspex, the detonation results in three levels of aggravated damage, as the body is there.
After the power ends, the body regains consciousness, but remains paralyzed for ten to fifteen minutes. The Kindred can burn a Willpower point to ignore this paralysis, but this can start to get expensive.
Should the holy form be destroyed, and this is possible, woe be it to the user, as it is going to hurt a lot. It will generate anywhere up to 10 aggravated levels of damage to the physical body. To find out, roll 1d10, and subtract this result from 10, to a minimum of three.
Example: Alecter, a Salubri with Level 5 Auspex and Level 2 True Faith is battling a Baali and his Malkavian minion. As his blood is running low and he is losing, he uses Holy Arsenal. He falls unconscious, and an entity of pure holy energy appears next to it, hovering a foot off the ground. It is made of white energy. This form moves toward them at incredible speed, and then fires holy spears at them. He hits the Malkavian with three spears, doing three levels of aggravated damage and blasting a whole arm off. At this, the Malkavian runs off in terror. During this, Alecter hits the Baali with the other five, doing ten levels of aggravated damage (due to the Baali weakness of double damage from True Faith), resulting in the Baalis total annihilation. After this, Alecters holy form disperses, and his body regains consciousness, though he remains paralyzed for 10 to 15 minutes.
{***Diablerist's Ire***}
Diablerie is a true danger to any Kindred. The Salubri, having both the history of in-clan diablerie after reaching Golconda, and having Saulot himself diablerized, know this better than anyone else. In an effort by the few left to preserve themselves until their time is right for diablerie, the Salubri have developed this power, which they themselves call Saulot's Blessing, as its what Saulot used against Tremere, though his spirit escaped.
Requirements: Obeah , Auspex
Cost: 30 experience points, once appropriate levels in disciplines are reached. This power also requires the Storytellers consent.
System: This power affects the Salubri with his own Unburden the Beastial Soul (Obeah ), and then couples it with Psychic Projection (Auspex ). Thus, though the body and blood are destroyed by the diablerist, the blood and power of the Salubri are within the diablerist, so that when the Psychic Projection wears off or is deactivated, the spirit and mind return to the diablerist. Once occupying, roll Willpower (diff. the opponent's Willpower-generation, the higher the generation, the weaker the resistance). Time is on the chart below:
1 = six hours
2 = three hours
3 = one hour
4 = 15 minutes
5 = five minutes
6+ = instantaneous
If no scuccesses are achieved, then the spirit must wait 24 hours. They may survive in their spirit-state for 24 hours per point of Willpower they have, and retry he roll once per day. If they never gain any, then their spirit dies. During this time, the diablerist simply assumes it was a failed diablerie. Only after the time does anything seem odd, but by then it's too late. When the time elapses, the diablerist's mind and soul are overwhelmed and perish, but the body, still occupied by a Kindred spirit, remains intact, and is now the fresh body of the Salubri, still possessant of all of his powers, generation, and Mental Attributes. He does not gain the powers of his diablerist, as that mind and soul have been squashed out. Since this is a defensive measure only, use of this power does not cost Humanity. Also, due to the nature of this power, the restriction of only using Obeah 5 once on any person is eliminated (for this power only) so that the subject himself can benefit more than once. Anytime before the possession is complete, mental attacks can break the hold, and the spirit is helpless. If that works, then it must wait another day and try the roll again. Perceiving it to attack is the hard part, but Mages can accomplish it.
Example: Alistair, a Salubri with this power overwhelmed by a Ventrue on orders to waste him from the Prince, who has heard the stories of the Salubri. As no on will object to his being diablerized, the Ventrue decides to do so. When he succeeds, however, he discovers that nothing happened, and the body is ashes. Alistair's player scores 5 successes. As the Ventrue prepares to leave, however, he feels gut-wrenching pain in his head and chest. Shortly thereafter, the spirit of the Ventrue is gone, and his body is now possessed by Alistair. Alistair keeps his powers, gen, and other stats except for Physical ones, for better or for worse. Otherwise, he gains no benefit from the Ventrue's body save that of not being dead. He now looks like the Ventrue, but has no knowledge of him, as the mind leaves with the spirit.
{***Curse of the Wind Tunnel***}
Fans of Inuyasha should like this one. As with Miroku
Requirements: Obtenebration , Vicissitude , Koldunic Sorcery: Way of Wind or Thaumaturgy: Movement of the Mind
Cost: 30 experience points, once appropriate levels in disciplines are reached. This power also requires the Storytellers consent.
System: The Vampire creates a space in hisor someone else's hand and fills it with what approximates an oubliette. This hole is also permanently affected with either the koldunic sorcery or thaumaturgy path listed above, which makes the hole a vortex that forcefully pulls anything in front of it inside. Once there, it is effectively gone; nothing comes back out, as the suction is permanent. While it can be a potent weapon, pulling even the most powerful of foes into it, it has its weaknesses, top among them being that it will, someday, suck the person themselves into it. With that being the case, it is more likely going to be a curse upon a foe or a weapon granted to a mortal underling who is expendable, such as a ghoul servitor. Some things, like sacred prayer beads, can block the hole from sucking everything in, but nothing can stop its slow growth once it is started; it will consume the one who bears it. Only by killing the one who has placed the curse upon the victim can it be sealed, and if the one who placed it was the person themselve's, then they are royally screwed. Also, the curse is inheritable, so that if a human is cursed when they are young, and then they have children, those children will also have destructive wind tunnels coming into their hands at about the onset of puberty, as if that wasn't a troubling enough time as it is. The Tzimesce had planned to infect some of their revenants with it, allowing them to have potent footsoldiers against the Tremere, but the costs, both in personal energy and revenants would be extreme. The Lasombra, however, have begun discussing plans to curse some of their ghouls with the wind tunnel, as it is much more likely that a Lasombra will have Vicissitude than it would fro a Tzimesce to have Obtenebration. Only the Sorcery, whether Koldunism or Thaumaturgy, has stopped them thus far. Oh how screwed the Ventrue, and indeed the whole Camarilla, would be if this plan should ever happen.
Example: Since I am stealing the idea from Inuyasha, I might as well use the show as my example. So, say for instance Naraku, a demon with knowledge in the above paths, gained from Infernal Investments, curses the human, Miroku, with the wind tunnel. From then until the end of his life, which at the least will be because he is sucked into his wind tunnel, he will bear it in his hand, and if not properly shielded, it will pull everything not firmly anchored into it, destroying it forever. If, as in the show, his grandfather was instead cursed, then he would pass as ablve, and his son would develop it also when nearing puberty, as would his son, who is, in this case, Miroku. If Naraku should die, then any wind tunnels he had made would close.
Site Links