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Hollow Bridge

An online Vampire: The Masquerade Play By Post roleplaying game set in White Wolf's World of Darkness
 
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Game Date: Friday 14th June 2013
Real Time: Monday 16th March 2015 - Friday 3rd April 2015
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 Disciplines and How they Work...

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Baz
Unyielding Tyrant from Hell
Baz


Age : 45
Posts : 13825
Location : Lake District, UK

Disciplines and How they Work... Empty
PostSubject: Re: Disciplines and How they Work...   Disciplines and How they Work... Icon_minitimeMon Mar 07, 2011 11:24 am

Animalism
There are no changes to Animalism, but clear definitions on what is being summoned with The Beckoning, and the method employed in Quell the Beast need to specified at the time they are used.

Auspex
There are no changes to Auspex. Information gleaned via the use of Auspex will be sent in the form of a PM. If your character is part of a scene and wishes to use one of these powers covertly, please PM the Storyteller.

Celerity
Celerity grants additional actions, but the actions occur on the user's initiative pass to prevent confusion. Anyone using Celerity should indicate the total actions they are taking in one post.

Example: Aaron Goodson activates Celerity, granting him a total of 6 actions. Aaron's post looks something like:

Normal Action: Punch Narcissa
Dice Roll to hit
Damage Dice

Celerity 1: Punch Narcissa
Dice Roll to hit
Damage Dice

Celerity 2: Punch Narcissa
Dice Roll to hit
Damage Dice

Celerity 3: Punch Narcissa
Dice Roll to hit
Damage Dice

Celerity 4: Punch Narcissa
Dice Roll to hit
Damage Dice

Celerity 5: Punch Narcissa
Dice Roll to hit
Damage Dice


Chimerstry
There are no changes to Chimerstry, but good descriptions of the effect being created are required.

Dementation
There are no changes to Dementation, but good descriptions of the effect being created are required.

Dominate
There are no changes to Dominate.

Fortitude
There are changes to Fortitude.


  • Against Bashing Damage (punches, bullets not specifically targeting the head, baseball bats etc.) Fortitude adds it’s rating in automatic successes to the soak roll of the character. You do not roll Stamina+Fortitude to soak Bashing Damage.
  • Against Lethal Damage (knives, swords, etc.) Fortitude adds its rating to your dice pool for soaking, meaning that you roll Stamina+Fortitude to soak Lethal Damage.
  • Against Aggravated Damage, only your Fortitude rating is used to soak damage.

Necromancy
There are no changes in Necromancy.

Obfuscate
There are no changes to Obfuscate, except that you may carry a number of objects equal to your Obfuscate rating on your person without breaking the effect it provides. This does not extend to other individuals, nor does it allow those cloaked by the Obfuscate 5 power Cloak of the Gathering, to conceal items using the Obfuscate rating of the character using the discipline.

Obtenebration
There are changes to Obtenebration. The power Arms of the Abyss is changed. This is an unbalancing power as written because it allows the character to have multiple actions without any penalty. The House Rule is that the power requires concentration. If the character wishes to act normally, the tentacles created by this power are dormant but do not disappear, allowing the character to move one round, then re-establish their control over the tentacles.

Potence
There are no changes to Potence.

Presence
There are changes to Presence. The only Presence power affected by the change is Entrancement. A character employing this discipline may single out an emotion to be stimulated.

Protean
There are no changes to Protean. There is, however, a reminder. If using Shape of the Beast, only 1 blood point needs to be spent. If your character is capable of spending multiple points of vitae, they may increase the speed of this change. Characters not capable of multiple blood point expenditure, need to wait the required number of actions. Also, if you have ideas for Shapes that deviate from the printed rules, please PM the Storyteller to discuss them.

Serpentis
There are no changes to Serpentis.

Thaumaturgy
Any Thaumaturgy power that has a duration of hours instead has a duration of real time days, with 1 real time day being equal to 1 hour in game.

Example: Path of Blood 3 - Blood Potency. Mitchell Stevens uses this, and chooses to lower his Generation by 3, for 3 hours of game time. This happens on Monday. His Generation returns to normal at the end of Wednesday.

Vicissitude
Vicissitude 3 - Bonecraft - This discipline calls for a Strength+Body Crafts roll. Potence does not add it's rating in automatic successes to this roll because the damage is not done by any form of impact. The damage, as written in Vicissitude, is caused by the bones warping, twisting, and piercing the skin of the victim.

NB: As always, if there are any queries, please contact the Storyteller.

Learning Disciplines
As it has come up during a scene, this is my take on learning Celerity, Fortitude, and Potence.

You learn them as you would any other discipline, by finding a tutor. They are not inherent in the blood of every kindred. My reasoning for this is that it detracts from those who have them as Clan Disciplines, the Brujah taking a double hit on it, if just anyone can learn them without instruction.

Discipline Recognition
When you are affected by a discipline, there are two methods available for knowing if you have been or not.

1) If you have the discipline at the specific level that affects you, you automatically know you are being affected by it, except in the case of Dominate 3: The Forgetful Mind, as your recollection of ever being affected by it could be completely erased.

2) If you don't have the discipline at the specific level that affects you, you may make a Wits+Occult roll diff 10-your levels in the discipline to see if you can recognise the effect. This roll is reflexive, as in it is not something your character will spend any time over, so Willpower cannot be used for an automatic success.

Example #1:
Wayne is looking to make an epic speech, for which he wants the attention of everyone in the auditorium. He uses Awe and gets the required 5 successes. What Wayne didn't realise though, Anna was in the audience and Anna is another kindred. . . a Toreador as it happens. Anna is affected by Wayne's Awe, but has Presence 3: Entrancement. She recognises the effect of Awe and immediately begins attempting to resist it.

Example #2:
Wayne is looking to make an epic speech, for which he wants the attention of everyone in the auditorium. He uses Awe and gets the required 5 successes. What Wayne didn't realise though, John was in the audience and John is another kindred. Poor John doesn't have Presence though, not at all but is affected by Wayne's Awe. He rolls Wits+Occult diff 10 to recognise the effect.

Example #3:
Wayne is out trying to get a decent feed, but wants to try and cultivate a herd in the process. He decides he is going to use Presence 3: Entrancement to keep the ladies coming back for more. He walks up to Felicity, not realising she is a kindred, a Brujah. Felicity, however, only has Presence 1: Awe, so when the emotions begin to strike her, she rolls Wits+Occult diff 9 to see if she realises her emotions are being toyed with.
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