Disciplines

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Animalism

  • Drawing Out the Beast: Your beast will always return to you at the next sunset.

Auspex

  • General: In tests of Auspex versus Obfuscate or Chimerstry, the person with the highest level automatically succeeds. Should they have equal levels, a normal test is thrown instead, no bonus traits from simply having these powers apply. For example: if you have Auspex 4 and your opponent has Obfuscate 3, you automatically see him with no challenge required. This is a reflection of what was suggested in the MET journals, to use the Tabletop rules instead.
  • Heightened Senses: Heightened Senses: If this power is active, the PC must have it obviously active (out-of-character, such as with the gesture for Heightened Senses) or declare it to an ST in a scene.
  • Psychic Projection: When using this power, the location of your body must be logged with the STs. You may not spend Blood while using this power.

Celerity

  • Fleetness: A PC may only win ties ONCE in a challenge; the game does not observe the “Win ties Twice” rule.

Chimerstry

  • General: In tests of Auspex versus Chimerstry, If a person has a higher Auspex rating then the rating of the user’s Chimerstry, they automatically pierce the illusion.
  • Horrid Reality: Regardless of the Illusion chosen by the user this powers mechanics are that an attack from Horrid Reality does 3 levels of Lethal Damage to the target that may not be resisted in any way (including Fortitude), it may be healed as normal though.

Dementation

  • Voice of Madness: A Willpower may not be spent to ignore this challenge. The Virtue test must be thrown against this power.

Dominate

  • Possession: When using this power, the location of a PC’s real body must be logged with staff and must be in the jurisdiction of the game.

Fortitude

  • Aegis: A PC may only use this power PRIOR to the two simple challenges for staking (not after) to negate a staking challenge.

Obfuscate

  • General: In tests of Auspex versus Obfuscate or Chimerstry, the person with the highest level automatically succeeds. Should they have equal levels, a normal test is thrown instead, no bonus traits from simply having these powers apply. For example: if you have Auspex 4 and your opponent has Obfuscate 3, you automatically see him with no challenge required. This is a reflection of what was suggested in the MET journals, to use the Tabletop rules instead.
  • Cloak the Gathering: This power does not extend to Obfuscate Combination Disciplines.

Obtenebration

  • Arms of the Abyss: You may only summon/control a number of tentacles to maximum of 5.

Presence

  • Summon: The target cannot know who is summoning him or her. However, he or she cannot be summoned into a boot party for the express purpose of killing another pc.
  • Majesty: This power is line of interaction. If a PC can interact with the character with Majesty active, he or she is under the effects of Majesty. This power does not translate through electronic means of communications (e.g., through a phone call). Additionally, the test to break Majesty is thrown for EACH aggressive action to be made (NOT once for the scene), so long as Majesty remains active.

Quietus

  • Scorpion’s Touch: Traits lost from this power do not return until the next night. Meaning they may not refreshed with Willpower or Prowess.
  • Dagon’s Call: This power also destroys one blood trait per successful level of damage inflicted.
  • Taste of Death: You may bank blood for this power and expel it all at once as one attack.

Temporis

  • Lapse: limit of three (3) stamina traits risked at the time of activation. Successive activation may be challenged for on the final round to become active the following round.
  • Subjective Suspension: If the character wishes to suspend an object in another character’s possession (weapon, clothing, etc.) they must make their static mental test vs the target character’s physical traits. If a suspended object is touched by something it was not already in contact with at the time of suspension, it is returned to the flow of time.
  • Clotho’s Gift: Additional Actions with this power run concurrent with any other additional actions other characters may have. A user is only allowed to risk three (3) stamina traits for a total of four (4) potential actions on a successful activation.

Thanatosis

  • Withering: If a victim’s head is Withered, then the only Disciplines the victim may then use are Potence, Celerity, and Fortitude. Additionally, if you go for the head shot and fail the two simples, your attack misses. You may not simply redirect it afterwards.

Valeren

  • Burning Touch: A Willpower may be spent to ignore the effects of this power. This is spent on a “one for one” basis. One Willpower covers one use of this power against the victim.
  • Ending the Watch: As per V20 this power is replaced by “Armor of Caine’s Fury” (found in the MET book “Faith and Fire”), which may only be activated once per scene.

Vicissitude

  • Blood Form: Blood Form does not happen instantaneously, instead the vampire takes the blood form at the end of the round.. Blood Form may also be used to restore lost limbs with cost of 1 blood trait per limb. This does counteract things like the power “Withering.”
  • Vicissitude Modifications: Kings of New York uses the Vicissitude Modification rules as found in the OWBN Tzimisce clan packet.