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Road of Humanity (Disciplines, Merits and Flaws)

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Road of Humanity (Disciplines, Merits and Flaws) Empty Road of Humanity (Disciplines, Merits and Flaws)

Post by Admin Wed Jun 08, 2016 9:32 pm

Road of Humanity or Via Humanitas
Sobriquet: Prodigals

Aura: Normalcy. The humanity the Prodigals hold in their hearts keeps them
from seeming so strange and frightening to mortals.

The Inspired follow Via Anima (The Path of Breath)
The Civilized follow Via Communitas (The Path of Community or Tariq el-Umma)
The Rovers follow Via Virea (The Path of Vigor)
The Illuminated follow Via Luminis (The Path of Illumination)

Only Prodigals may learn these combo disciplines (techniques)

Beast’s Communion: Animalism3, Auspex 4 XP 14

Favored by the Illuminated, this ability enables the vampire to force another Cainites beast to the fore, there to share the consciousness with the higher self, and compel it to speak through the rational human mind in a manner comprehensible to the reasoning beings. When occupying the consciousness with a Cainites reasoning mind, the Beast is given a voice by which it otherwise alien lusts can be known. The Beast of different clans are, as a rule, very different in their miens. A Ravnos’ Beast is a sly, cunning thing, while a Nosferatu’s is base and wretched, and a Brujah’s brutal and proud for example. Whatever the Cainites clan, however, his Beast is compelled to speak like a person of whatever intelligence the Cainite subjected to this technique himself possesses.
By Spending a Blood Trait and a Social Trait and engaging the target in a Self-Control/Instinct test –(retest intimidation), the Cainite can compel a target’s beast to rise and answer questions in a rational manner. This discipline lasts for a number of minutes equal to the users permanent Social Traits minus the targets willpower (minimum 1 minute). Though it should be noted that while casual brutality is forbidden by this discipline, it does not prevent the target from frenzying during this time if sufficiently provoked, nor can it halt a frenzy in progress. As noted above, the Beast remembers all actions taken during the previous frenzies as well as any times it was forced to the fore, and while it can bluster or attempt to mislead an interrogator it cannot be outright deceitful, though its reasons are often as simple and monstrous as itself. It should also be noted that the targets rational mind if perfectly aware of any conversations that take place. Players are expected to roleplay this interaction as fully as possible, taking such considerations as clan, road, derangements and other factors to create a compelling persona for their Beast. A target may not relent to this discipline’s use and an unsuccessful use of this discipline renders a targets Beast immune to this discipline for a full lunar month. A Cainite may not use this discipline on herself. This discipline may not be used on mortals, thought at the Storyteller’s discretions other supernatural instincts such as older ghouls, lupines or even certain spirits may be targeted with this discipline. All wage costs for these beings are doubled, however, and Rage, Angst or other appropriate traits are substituted for Self the Self-Control/Instinct test. Inquisitive Cainites must also be advised that while enough similarities might exist to allow this Disciplines use, a Lupines animalist rage abides by entirely different rules than a Cainites Beast; and when used on ghosts, it is often as though the Cainite is suddenly conversing the an entirely different person.

Mortal Skin: Dominate Three, Obfuscate Three

Those Cainites who master this technique need never worry about failing to exhale a breath of steam in the middle of the winter or putting chills through a mortal’s body by laying an icy cold hand upon him. Though she is not naturally warm to the touch or flushed with life, for example, mortals perceive her to be.
This Discipline essentially creates a continuous low level illusion of human normalcy surrounding the Cainite, fueled by subliminal suggestions created by Dominate, Mortals swear that they see the Cainites breath for during the cold weather, her skin feels warm to their touch, and even the most studious chirurgeon detects a distinct pulse upon examination. While it can cover a certain amount of “lesser” disfigurements (such as blighted visage of a Nosferatu or a minor animalist features of a Gangrel), it cannot hide blatant supernatural features such as wings, taloned hands or rocklike skin, nor does it hide the effects of damage to the body. However, even with those limitations this discipline generally suffices to cover the many minor yet telling details that can betray a Cainite for what she truly is, and one never knows when the trained eyes of the inquisition might be watching. Note that as this discipline is based partly on Dominate which means vampires of a lower generation automatically recognize the deception (house rules apply) as well as Obfuscate, which means that otherwise vulnerable Cainites with high enough Auspex levels (or other supernatural beings with keen senses) may be able to see through it as well. This discipline is considered always active unless willingly suppressed or grossly violated in front of witnesses (such as walking down the street in zulo form or casually holding one’s own severed arm), at which time a Willpower trait is required to reactivate it. This discipline should be simulated with appropriate makeup and/or description cards as much as possible.

Awaken the Quiet Heart: Mortis Ritual level 4

This rite creates a rude mockery of human autonomic function in a Cainite. The withered heart begins to beat rhythmically, causing cold blood to flow, the lungs to inhale and exhale of their own accord and other such nuances of mortal life reestablished themselves within their unloving body. The vampire looks no more lifelike than normal, but many truly inhuman Cainites are terribly disturbed by the return of sensations thought long ago abandoned.
In addition to normal ritual requirements and those specified above, this ritual requires a mental test (occult retest) the difficulty of seven traits for self or eight to eleven versus another target. A target may not relent against this test. If successful, the rituals effect last for a number of scenes/hours equal to the casters permanent occult rating. During this time, Cainites walking a road that teachers either conviction or instinct are at a one trait penalty on all tests due to the difficulty their inhuman mindset has in dealing with these bodily functions; Cainites on a road that teaches both Virtues are at a two trait penalty. A willpower may be spent to negate this penalty for one scene/hour, if the target desires. Vampires that practice both Conscience and Self-Control, while possibly disturbed suffer no penalties, and depending on their own outlook might even experience a moment of truth from their renewed sense of connection to life (though STs should take care that this ritual is not abused solely to gain this benefit.) This ritual does not function on non-Cainites.

Merits and Flaws - These flaws may only be purchased by followers on the Road of Humanity.

Academy Scholar 1pt. merit

You belong to the Academy, the loose organization of Prodigal scholars who exchange thoughts on Via Humanitatis and related matters through correspondence. As a result, you are connected with some of the finest minds to be found upon the road, and can call upon them for counsel. Naturally, you may also be asked for your advice on affairs pertaining to the road, by both those more and less learned in its nuances than yourself. You are also considered to be conversant in several of the Academy’s methods of concealing the truth of its messages (codes, hidden meanings and the like). At ST discretion, you may also be able to consider a long series of correspondences between yourself and Prodigal luminary to be a moment of truth. Of course, there are many perils inherent in the long distance communication in this age, and while Jude of Tyre may be the finest authority you know of regarding the interactions between the Prodigals and Sinners, getting word to or from her when you are a Parisian is exceedingly time consuming, if indeed your missive ever arrives at all. Players must have three mental traits, be able to read and write in Arabic, French, Greek and Latin in order to possess this merit.
The Merit is largely narrative in function, and players should work with the ST to draw up sketches of some of their most frequent correspondents, their areas of expertise etc. A Cainite must meet the linguistic requirements outline above as well as possessing at least three levels in “Academic” abilities in order to purchase this merit. Bear in mind that while fellow Academy members may be of great aid in terms of progressing along the Via Humanitatis, they cannot offer significant aid in any other mechanical capacity unless a player also purchases other Backgrounds such as mentor, allies, contacts or influence to represent such additional capabilities or connections for his correspondents. Furthermore, while summaries and paraphrases are certainly acceptable in a pinch, both sides are highly encouraged to actually write out at least some of the correspondence involved in this Merit, especially if the players seeks to use it to reach a moment of truth. Note, however, that this does not mean a player must learn four languages and write lengthy philosophical treaties to benefit from this Merit, only that a player should naturally expect to write out at least brief summaries of their character’s ideas regarding the road of humanity from time to time.

Gentle Enthrallment 1 or 3 pt. merit.

While most vampires engender slavish devotion in their ghouls through the “gift” of their blood, creating spiritually ruined and singularly wretched creates to serve them, you blood reacts somewhat differently when bestowed upon the Children of Seth. At the 1-point variation of this Merit, while you do create the blood oath and you empower your thralls normally, the psychological reaction of the ghoul allows for a greater deal more free will. Your ghouls regard you with fierce loyalty and a powerful sense of affection (more befitting a beloved friend than an unholy master), but they do not, as a rule, adopt the posture of pathetic, groveling toadies. Not only is this more humane form of enthrallment more morally acceptable for and among Prodigals, it also allows your ghouls to pass more easily as ordinary mortals (for instance, they are less likely to fly into a rage when someone dares malign you). The 3-point version of the merit, in addition to the benefits described above, also results in regular uses of Dominate having few permanent deleterious effects on mortals. Thus even those conditioned as perfect servants possess the spark of intelligence and initiative necessary to function as reasonably normal human beings.

Philosophical Humanist 3 pt. merit

You do not much care as to whether or not the Biblical Cain was the forefather of all vampires, whether he was cursed by God or indeed, if God or Caine even exists. Nor do you buy into the superstitious folderol surrounding the Beast. It is, to you, nether a demon nor some “evil self”; it is simply a manifestation of normal, if dark, human passions, passions exacerbated by the transformative power of the Embrace.
A Character with this merit is one trait up on all tests to resist frenzy and Rotchreck, regardless of the instigating stimulus. Brujah characters may not purchase this Merit, characters may stack this merit with Calm heart.

Unyielding Resolve 5 pt. Merit

Most common among the formally educated Prodigals (though certainly not unique to them; a few self-taught walkers on the road of humanity have managed by virtue of their own ethical conviction, to discover such a gift), this Merit enables you to vigorously reassert your human morals in times of spiritual duress. Whenever the Beast threatens to drag you down towards the Second Death, you can call upon reserves of inner strength almost unknown in the Cainite world to batter it down and force it to relinquish its hold upon you.
A Prodigal with this merit may spend a Permanent Willpower to retest a failed Conscience/Conviction test to resist degeneration; if this test is successful, degeneration is averted through strict discipline and suitable remorse for such a grave offense. Only one Willpower trait may be spent in this fashion per test, and if it fails, the Willpower Trait is lost along with the usual penalties for degeneration. STs should feel free to increase the XP cost to replace Willpower Traits spent fueling this Merit if it seems the player is ignoring its roleplaying value in favor of simply using it to casually avoid degeneration, up to a maximum of double the normal cost for such traits.

Beast’s Reflection 2 pt. Flaw

Your inner Beast is particularly ferocious and persistent. It is, in fact, so adamant in its desire to overtake you that it impresses itself upon your outward appearance whenever you call upon the power of your unloving blood. Whenever you spend a blood trait you immediately acquire the Neg Trait Bestial X2, in addition to any other neg traits you might possess, and you are two traits down on all non-intimidating social tests with kine and Cainites alike, excepting followers of the road of the Beast. You are considered one trait up on all intimidate tests though. This effect lasts for five minutes/turns minus the character’s road rating to a minimum of one min/turn, but during that time is should be represented by makeup or description if possible and certainly roleplayed as powerfully as possible. Expending multipkle blood traits is cumulative to the duration of this effect, though the neg traits and other penalties are not cumulative. Nosferatu and other Cainites of similarly blighted visage may not take this Flaw, though Cappadocians simply add it to the modifiers surrounding their own clan weakness. Mortals knowledgeable in the occult are likely to recognize the Cainite as a vampire in this state quite easily, and STs should take this into account should the Cainite spend their blood too freely around mortals.  

Mark of Cain 2pt. Flaw

Just as the first murderer was marked and made outcast from the race of Man, so too have you been branded with the taint of your murderous nature. While some prodigals are capable of blending in among mortals with such facility as to render them undetectable for what they are to all but the most refined Cainite senses, you have been forever set apart with a mark that none can see, but all know to be stamped into your soul. Add one to your Aura modifier, disregarding whether it is positive or negative, and is considered to suffer this number as a penalty on all social tests relating to interactions where the character attempts to assert his normalcy, pass human, or otherwise blend in with humanity. As above, this means that a very high road rating is as deleterious to human interaction as a very low road rating, a character with a great presumption of humanity is punished equally as one who has turned from the path of mortals. Depending on the player’s desire and ST discretion this “mark” may be a literal brand of some kind, or simply an invisible knowledge that follows the character everywhere, but regardless of its nature it cannot be concealed by any known means, nor can it be negated short of buying off this flaw, which is extremely difficult if not impossible, as the characters very soul has been marked. A character with this flaw may not take any merits or flaws that modify or rely upon a road rating or modifier.

Fangless 3pt. Flaw

A Character with this flaw does not have fangs and cannot perform biting attacks; what’s more, she must inflict at least two levels of damage with her teeth in order to drink freely, though targets feel the usual rapture once feeding has begun. A character cannot acquire fangs through Vicissitude or similar powers until this flaw is bought off, attempts to grow permanent or even temporary fangs simply fail, though animal shapes obtained through Protean shapeshifting have their natural weaponry.

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