Sabbat Combination Disciplines

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Below are the suggested MET conversions for these Sabbat Combination Powers. Storytellers are encouraged to come up with their own conversions if they do not like what is Presented Below. Some of this combination powers are coordinator approval, due to other packets. As such, those that are, are marked with * to note they require approval beyond storyteller level.


Brace for Impact (Mexico City by Night Page 115)

System: As printed but replace “dot” with “level”


*Shape of All Beasts (Mexico City by Night page 114)

System: Changing form costs one blood point and takes three turns. Each additional blood point spend reduces the time by one turn, to a minimum of one turn. If the Character uses the power to transform someone else, the transformation takes minutes instead of turns. Additionally, an unwilling character can resist. In addition to trying to break free of the users grip—assuming an unwilling participant wouldn’t be restrained in some shape—unwilling character’s may also resist by making a contested Willpower challenge against the would-be-flesh-shaper’s Physical Traits. Unlike Shape of the Beast, the transformation does not assimilate the Cainites’s clothing and small personal possessions. While in animal form, a character can use any of her Disciplines except for Necromancy, Serpentis, Thaumaturgy, or Vicissitude. The ST defines the natural abilities of the various animal forms. A character with Shape of All Beasts can stay in animal form as long as she wants. She can resume her human form at will, without the need to expend more vitae. So can another character who has Shape of the Beast. Cainites of equal or lower generation than the character can heal back the transformation as if it were five levels of lethal damage. Mortals and Cainites of higher generation than the character cannot reverse the change at all without extensive reshaping by another master of Vicissitude.


*Mortal Terror (Archons and Templars page 142)

System: Either touch your subject—possibly requiring a Physical challenge—or make eye contact and engage in an extended Social challenge—retest Intimidation. If the user accumulates more successes than the target has current Willpower the use is a success and the Subject is under the full effects of Rotshreck emanating from the user of this power. The subject must flee by the fastest and most direct route until succeeding in 5 Courage tests. If the Power fails the Subject must throw Self-Control to resist Frenzy at a difficultly of 3 traits.


Quicken Sight (Archons and Templars Page 140)

System: The player spends one blood point to activate this power, which lasts for a scene. Any time the character wishes to see, follow or examine something that is moving too quickly for normal observation, the player must make a Simple Mental Test—retest Alertness. Success allows the character to observe the item.


Random Patterns (Archons and Templars Page 141)

System: The character spends a point of blood to activate the power. The character then makes a static Mental challenge versus the opponent’s Mental traits (modified by the ST’s decision of how predictable the opponent is; Derangements can increase the difficulty). The retest is Empathy. If successful, then for the rest of the round the character gets a free retest on all opposed challenges with the opponent. For example, the bonus could be applied to pursuit, Melee or Dodge, but not to the activation of a Discipline.


Mind’s Eye (Archons and Templars page 143)

System: With this power, an archon or templar can actually experience a memory belonging to someone else. Sight, sound, scent, and other details - all are potentially just as intense as they were for the subject when they first occurred. While Mind's Eye can be used on a cooperative subject who simply wishes to provide the most accurate report possible, it is often used as a form of interrogation and intelligence gathering. The character must make eye contact (or other appropriate Dominate contact) and spend a blood trait. If the subject is cooperating, or is a mortal, or a Kindred of higher generation make a simple Mental challenge difficulty of the subjects Mental traits retest Subterfuge. If the Subject is of equal or lower generation and resisting make a contested Mental challenge with them retest Subterfuge. You may search for a specific memory in one of two ways. You may search for a specific time (what did you do yesterday at midnight) or by event (what happened the last time you two talked).


Name the Fallen (Archons and Templars Page 140)

System: By spending a Blood Trait and making a Mental challenge (see difficulty chart below) a Thaumaturge may identify a deceased person, kindred or kine. The Thaumaturge must have a part of the physical remains, such as a bone, finger or other body part, a pile of ash is also sufficient. If the test is not successful, the body part being used cannot be used again to identify the deceased; a new part must be used on a new attempt. Only the identity of the person is given. The user does not get any information about clan, method of death, generation, powers or abilities. This must be determined by alternate means or powers.

Time since death Difficulty: Kindred Difficulty: Kine Less than 24 9 7 1-7 Days 9 7 1 Month or less 10 8 6 Months or less 11 9 1 Year or less 12 10 10 Years or less 14 12 1 Century or less 18 16 More than 1 Century NA 18


Instantaneous Transformation (Archons and Templars Page 143)

System: The player must make a Simple Physical challenge—retest Survival—and spend the normal cost associated with the shift (one blood point for Shape of the Beast or Mist Form, three for Tenebrous Form). If successful, the change takes only a single turn, rather than the three normally demanded. Failure indicates that the shift takes the standard three turns.


*Flesh of Wind and Water (Archons and Templars page 141)

System: Flesh of the Wind and Water (so named because of the rippling effect seen in the flesh as it operates) allows the Tsimisce to make those alterations allowed by the first three levels of Vicissitude almost instantly (each use of the power takes but a single turn), without the need to physically sculpt the alterations. The player spends two blood points each time this power is invoked, and must make all standard challenges required for the use of Vicissitude. He may use only a single Vicissitude power per use of Flesh of Wind and Water. Thus, if he wanted to use both Fleshcraft and Bonecraft on himself, he would have to use Flesh of Wind and Water twice, requiring a total of four blood points, two challenges and two turns.


Iron Façade (Archons and Templars Page 140)

System: Use the Same system as the Combination power Flesh Wound.