Difference between revisions of "Caitiff Disciplines"

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Each Caitiff can create only one discipline personally, something about the blood alchemy performed locks the kindred’s conception of what their blood can do, and makes it nigh impossible for a Caitiff to birth another discipline into existence. It is theorized there may be a way for a Caitiff to design multiple, but the practice is relatively new in the first place and most caitiff are too busy running for their lives, to spend time experimenting with their blood. Caitiff who do “specialize” in Discipline creation do exist but for the most part, they mentor another kindred and help them design one.  
 
Each Caitiff can create only one discipline personally, something about the blood alchemy performed locks the kindred’s conception of what their blood can do, and makes it nigh impossible for a Caitiff to birth another discipline into existence. It is theorized there may be a way for a Caitiff to design multiple, but the practice is relatively new in the first place and most caitiff are too busy running for their lives, to spend time experimenting with their blood. Caitiff who do “specialize” in Discipline creation do exist but for the most part, they mentor another kindred and help them design one.  
  
There is a trade market for finished Caitiff disciplines as any Duskborn can learn the unique discipline of any other Duskborn at in clan costs. As a trade-off Duskborn pay more for level 5 disciplines than normal kindred as it is hard for them to make their blood perform incredible feats.  
+
There is a trade market for finished Caitiff disciplines as any Duskborn can learn the unique discipline of any other Duskborn at in clan costs.
  
 
Other kindred can learn Duskborn disciplines but they are more expensive. It’s hard to convince the blood to stretch its limits.  
 
Other kindred can learn Duskborn disciplines but they are more expensive. It’s hard to convince the blood to stretch its limits.  
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* A Caitiff discipline can never require or allow a kindred to spend more than one blood for added effect.  
 
* A Caitiff discipline can never require or allow a kindred to spend more than one blood for added effect.  
 
* Powers that mirror already existing powers will usually be rejected.  
 
* Powers that mirror already existing powers will usually be rejected.  
* Caitiff Disciplines can never make the player spend a willpower.
 
 
* If you are a caitiff player starting out and want to be the creator of any of the below disciplines let me know, people will have to owe you boons to start with it.   
 
* If you are a caitiff player starting out and want to be the creator of any of the below disciplines let me know, people will have to owe you boons to start with it.   
 
* If you don’t want to design the discipline yourself talk to staff about the concept and we will work with you on it.   
 
* If you don’t want to design the discipline yourself talk to staff about the concept and we will work with you on it.   
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'''Blood Botany:''' Mental
+
'''Blood Botany:''' Mental <br>
 +
Developed by Rose Corbin
  
 
All blood botany levels require one month to grow and are grown as bluebook actions. A vampire can create up to 3 blood fruits per action spent. Consuming the fruit takes a full action
 
All blood botany levels require one month to grow and are grown as bluebook actions. A vampire can create up to 3 blood fruits per action spent. Consuming the fruit takes a full action
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'''Bump of the White Angel'''  Social
+
'''Bump of the White Angel'''  Social <br>
 +
Developed by Ives
  
 
As a part of using this discipline, the caitiff or the target must do a bump of cocaine.  
 
As a part of using this discipline, the caitiff or the target must do a bump of cocaine.  
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Level 2 Make you Miss it: The Caitiff can make a social action to give a target the feelings of withdrawal. When the power is used they name a Skill. The next time the targeted kindred wants to refresh the named skill he must spend 2 willpower.  
 
Level 2 Make you Miss it: The Caitiff can make a social action to give a target the feelings of withdrawal. When the power is used they name a Skill. The next time the targeted kindred wants to refresh the named skill he must spend 2 willpower.  
  
Level 3 Scatterbrained: The Caitiff may take two single-target social actions in a turn but always loses ties on the actions.  
+
Level 3 Scatterbrained: The Caitiff may take two single-target social actions in a turn but always loses ties on the actions. This supersedes any power that would cause the Caitiff to win ties.
  
  
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'''Kineticism''' Physical Discipline, Combinable with Celerity
 
'''Kineticism''' Physical Discipline, Combinable with Celerity
  
This Discipline allows the Caitiff to control force itself, albeit to a limited degree. It was created by a former hunter turned Baron, who now resides in Austin Texas.
+
This Discipline allows the Caitiff to control force itself, albeit to a limited degree. It was created by Mukthar Bey of Egypt
  
Level 1 Reflective Shield: Costs a Blood. Anytime the Caitiff is struck by an attack, the attacker takes one bashing as the kinetic force is redirected back at them.  
+
Level 1 Reflective Shield: Costs a Blood. Lasts for the Scene. Anytime the Caitiff is struck by an attack, the attacker takes one bashing as the kinetic force is redirected back at them.  
  
 
Level 2 Redirection: The Caitiff may hold an action and abort it when another character makes a firearms attack. They may oppose that attack using Athletics (Potence applies) If successful they may redirect that attack at any other target in the scene (Firearms vs Defense as normal)
 
Level 2 Redirection: The Caitiff may hold an action and abort it when another character makes a firearms attack. They may oppose that attack using Athletics (Potence applies) If successful they may redirect that attack at any other target in the scene (Firearms vs Defense as normal)
  
 
Level 3 Discharge: The Caitiff may spend a blood. For the round, the damage of any Ballistic weapon they use is increased by one.  
 
Level 3 Discharge: The Caitiff may spend a blood. For the round, the damage of any Ballistic weapon they use is increased by one.  
 +
 +
Created by: Mukhtar Bey has revealed himself as the originator of Kineticism and is teaching Caitiff who Pilgrimage to Cairo a 4th level, which was previously thought impossible. It is known only to Bey and his close followers.
 +
 +
Level 4 Magnetic Shield: The Caitiff may attempt to redirect one firearms attack reflexively each round by spending a willpower.
 +
  
  
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The Caitiff uses the power of their blood to suppress their predatory nature and lull victims into a false sense of security.  
 
The Caitiff uses the power of their blood to suppress their predatory nature and lull victims into a false sense of security.  
  
Level 1 Outrageous Flirt: The Caitiff can shortcut seduction. By exposing a bit of skin, spending a blood and making eyes at a human he may force the mortal to make a temperance check (Dif 2.) Any time after that, if the kindred suggests leaving with him, the human will agree.  
+
Level 1 Outrageous Flirt: The Caitiff can shortcut seduction. By exposing a bit of skin, spending a blood and making eyes at a human he may force the mortal to make a self-control check (Dif 2.) Any time after that, if the kindred suggests leaving with him, the human will agree.  
 +
 
 +
Level 2 Crocodile Tear: Whenever a Caitiff is being accused of something they may spend blood to appear as innocent as possible. Targets in the room must make a conscience check (Dif 3) or they will stop questioning the Caitiff and try to comfort them and let them go. If anyone else in the room points out that it’s weird, or that power was used, the effects of this power break.
 +
 
 +
Level 3 Harmless: The Caitiff may spend a Blood. So long as they have taken no offensive actions, threatening actions, or contributed to combat in any way in a scene other characters must make a conscience check (Dif 4) to strike them.
 +
 
 +
 
 +
'''Gifts of the Night King''' Mentals <br>
 +
Developed by Claude LaChance
 +
 
 +
 
 +
Some consider the Duskborn little more than shadows of what they could’ve been but for an unfortunate accident of blood. This discipline shows that the shadows have powers of their own.
 +
 
 +
Level 1 The Shadow Advance: Scene long, The Kindred forges an item from his own shadows that can be used to perform a task. Spend a blood and choose a skill, an item is created that grants bonus traits equal to the Kindred's level in this discipline for the scene. The item is destroyed if exposed to direct light.
 +
 
 +
Level 2 The Shadow Destroys: Until dismissed, The Kindred rips away pieces of an opponent's own shadow and uses it to strike them down. By spending 1 blood the Kindred may steal a target's shadow and anoint a melee weapon (or their fist if unarmed). That weapon is now considered to have a Ward against that creature type. This does not stack with other Wards. The Kindred may only have one weapon anointed in this way at a time and cannot allow it to be wielded by another. If the weapon leaves their hand the ability ends and the shadow returns to its owner. Exposure to bright light such as a spot light, Sunlight, or a strobe light destroys the link as well.
 +
 
 +
Level 3 The Shadow Conquers: Night long, The Shadows of others become toys in the hand of the Night King. This allows the Kindred to tear away an opponent's shadow completely. The Kindred engages in a Physical(Athletics) v.s. The target's Physicals(Defense) and if they are successful the target's shadow fades away and appears as an item on the Kindred’s person such as a ring, a cloak, or a gem. For the duration of the night the Kindred can pull power from the shadow to refill their blood pool as if drinking from the target directly. A kindred cannot draw more blood points from the shadow in a round than they could spend and cannot pull more than 3 blood total from a single target in an evening.  Since the Kindred is pulling power directly from a target’s shadow, blood gained in this manner does not confer blood bonds but it also cannot be used as a magical link to the target for use in rituals or for powers such as A Taste for Blood (Path of Blood 1) and it cannot be used to kill, diablerize, or torpor supernatural targets. Exposure to bright light such as a spot light, Sunlight, or a strobe light destroys the link as well. Only one target can have their shadow stolen at a time.
 +
 
 +
 
 +
'''Mad Bomber''' Mentals <br>
 +
Developed by Uncle Ted
 +
 
 +
 
 +
The careers of most amateur bombmakers end with the unfortunate loss of a hand. Luckily for kindred, the loss of a hand is no more than a minor inconvenience. <br>
 +
 
 +
Level 1 - Nitro: Takes an action. The next explosive thrown by the user has either +2 steps to radius or +2 bashing to damage. If the explosive is not used by the next turn, the power fades.
 +
 
 +
Level 2 - Where There's Smoke...: Explosives thrown by the user provoke fear frenzy tests at a difficulty equal to the user's level in this discipline. The user is not immune to this power.
 +
 
 +
Level 3 - Blood and Iron: When crafting explosives, the user counts difficulties as one lower when adding tags. Each tag altered in this way costs one blood, and each Craft action can only be affected by this discipline once.
 +
 
 +
 
 +
'''One of My Tribe ''' Socials
 +
 
 +
Developed by Joseph Pander
 +
 
 +
This Caitiff Discipline has 5 levels. Caitiff and members of other clans may only learn 1-3, only Panders may learn levels 4 and 5.
 +
 
 +
Level 1 - Won’t Do What You Told Me: Duration Scene. Any Caitiff in the scene with the user of this power treats their generation as one higher when resisting Dominate (and also Presence if the Caitiff is under the effect of that ritual). In order to gain the benefits of this aura, the Character must be a Pander, not a Caitiff
 +
 
 +
Level 2 - Keep Going: Choose one willing subject in the scene; they may spend one willpower to refresh two skills. One person can only benefit from 'Keep Going' once per night.
 +
 
 +
Level 3 - Going the Distance: Choose one willing subject in the scene; they may take another action this turn. This extra action must be physical in nature and is not stackable with Celerity 3 or any other extra action abilities. This consumes your action and gives it to them. This can not be activated with an extra action.
 +
 
 +
Level 4. Empowering the Thinned Blood. Once per scene. Target one willing Pander. If this Pander can only spend one blood per round, this is increased to 2 for the remainder of the scene. A caitiff may only be targeted by this power once per night. This power has no effect on anyone who can spend more than one blood per round, and it does not stack with Path of blood 3 or any other effect that lowers generation. A character cannot use this on themselves. Consumes one action in combat time. This is a Socials power.
 +
 
 +
Level 5. Unity: When another Pander is within arms reach and is attacked, this character may spend Defense retests on his behalf. This still doesn't let them spend more than 5. If he does so, the attacker may choose to deal damage to the original attacker or the Pander who used this power.
 +
 
 +
'''Chiropteran ''' Socials
 +
 
 +
Created by : Jenna Cross - Leader of the West Coast Anarch Caitiff Union
 +
 
 +
Level 1 - Bat Call - The Vampire taps into their innate connection to bats and may summon the nearest available bat to them. The bat is kindly disposed towards the Vampire.
 +
 
 +
Level 2 - Bat-Friend - The Vampire consumes a bat and may from that point forth summon it into existence by expanding a point of blood. It is part an extension of their blood and part a real creature. It lurks in the blood of the kindred and can be sent forth as a Helper action,It uses Animal Ken to attack and deals 1L damage and steals 1 blood. This Blood is transferred to the Caitiff mystically as the bat is a being made from her blood.  It cannot steal if it does not do actual health level damage. She can also send this bat out to scout, and even possess it using Animalism as if it was a real bat.
 +
 
 +
Level 3 - The Sky has Eyes. All bats become the vampire’s spies. The vampire may spend a Bat to effortlessly tail a target, or to hunt for a specific target within the city by spending 1 Blood, and making an Animal Ken Test with a difficulty equal to ½ the difficulty it would be to track the target normally. If they can be tracked normally. The Bats are willing to act as a delivery service. Once per night the vampire may psychically request any common item. Five rounds later, the Bats will deliver said item to her. Lastly the power of the level  is increased, with the Bat now dealing 1 Unsoakable Lethal, as it yanks the blood from its target flawlessly.
 +
 
 +
'''Sex Appeal ''' Socials
 +
 
 +
Created by: Arthur Wright of The Chicago Camarillian Caitiff League
  
Level 2 Crocodile Tear: Whenever a Caitiff is being accused of something they may spend blood to appear as innocent as possible. Targets in the room must make a Conviction check (Dif 3) or they will stop questioning the Caitiff and try to comfort them and let them go. If anyone else in the room points out that it’s weird, or that power was used, the effects of this power break.  
+
Level 1 - Eu’ de Sex: The Vampire may spend Blood to buff Socials as though they were Physicals.  
  
Level 3 Harmless: The Caitiff may spend a Blood. So long as they have taken no offensive actions, threatening actions, or contributed to combat in any way in a scene other characters must make a conviction check (Dif 4) to strike them.
+
Level 2 - Beastly Attraction: Works like the opposite of Dread Gaze. When the vampire stares at a target, and succeeds on an intimidate roll, the target finds themselves intrigued by the target and must take their full steps towards them every round until they are in distance to touch them at which point the effect breaks.

Latest revision as of 12:51, 12 July 2024

DuskBorn Disciplines.

Caitiff, or Duskborn as some particularly entrepreneurial caitiff have tried to rebrand themselves in modern nights, are the dregs of kindred society. Their blood is so removed from the source of Vampirism that the curse of the clans is barely noticeable in their blood. However due to this their bodies and powers, while weaker are more malleable than an average kindred. Caitiff possess the ability to create customized Thin Blood disciplines that, while weaker than average disciplines, allows them to harness the powers of their blood to perform more specific tasks.

Each Caitiff can create only one discipline personally, something about the blood alchemy performed locks the kindred’s conception of what their blood can do, and makes it nigh impossible for a Caitiff to birth another discipline into existence. It is theorized there may be a way for a Caitiff to design multiple, but the practice is relatively new in the first place and most caitiff are too busy running for their lives, to spend time experimenting with their blood. Caitiff who do “specialize” in Discipline creation do exist but for the most part, they mentor another kindred and help them design one.

There is a trade market for finished Caitiff disciplines as any Duskborn can learn the unique discipline of any other Duskborn at in clan costs.

Other kindred can learn Duskborn disciplines but they are more expensive. It’s hard to convince the blood to stretch its limits.

Creating a Duskborn discipline takes

Guidelines for creating your own disciplines.

  • The discipline will have three levels.
  • It will be weaker than a normal discipline
  • Its best level will only ever be about as good as a level 3-4 discipline. Its lowest level should be as or less powerful than a level 1 discipline.
  • Do not base your discipline’s power on it being less good than Potence 2. Potence 2 is better than a level 2 discipline should be on purpose.
  • It must be built around a single defining concept, that can be explained in a sentence of less than six words. “ It's about cowboy shit” GOOD! “It’s about the experience that a person has when they take their first bite of ice cream and the sorrow that comes knowing they will never have that joy again.” No
  • A Caitiff discipline can never require or allow a kindred to spend more than one blood for added effect.
  • Powers that mirror already existing powers will usually be rejected.
  • If you are a caitiff player starting out and want to be the creator of any of the below disciplines let me know, people will have to owe you boons to start with it.
  • If you don’t want to design the discipline yourself talk to staff about the concept and we will work with you on it.
  • Designing a Caitiff discipline in character takes research actions.


Blood Botany: Mental
Developed by Rose Corbin

All blood botany levels require one month to grow and are grown as bluebook actions. A vampire can create up to 3 blood fruits per action spent. Consuming the fruit takes a full action

Level 1 Blood vegetable: Growing a Blood vegetable takes one month. food prepared with the Blood vegetable is palatable to kindred. The Vegetable does not possess the ability to blood bond anyone, but food prepared with it could still be spiked.

Level 2 Blood Orange: The Blood Orange allows the Vampire to store excess blood points inside the blood orange. A blood orange holds one point of the kindred vitae.

Level 3 Blood Melon: Blood Melons heal a single level of aggravated damage, and require a living human to grow them with. The human doesn’t die from the process but the pain of the melon feeding off them is immense


When Doves Cry: Physical

This discipline only works with a gun the caitiff is familiar with. They must spend a bluebook to become familiar with a new gun.

Level 1: Quick Draw: Any Firearm the Caitiff wields has the Fast tag

Level 2 Fan the Hammer: Any firearm the Caitiff wields has the Full auto tag.

Level 3 Rapid Reload: The Caitiff can reload a firearm at the cost of three steps


Bump of the White Angel Social
Developed by Ives

As a part of using this discipline, the caitiff or the target must do a bump of cocaine.

Level 1 Focus on the Rush: The Caitiff gains a discipline retest on his next virtue test but takes an unsoakable lethal damage.

Level 2 Make you Miss it: The Caitiff can make a social action to give a target the feelings of withdrawal. When the power is used they name a Skill. The next time the targeted kindred wants to refresh the named skill he must spend 2 willpower.

Level 3 Scatterbrained: The Caitiff may take two single-target social actions in a turn but always loses ties on the actions. This supersedes any power that would cause the Caitiff to win ties.


Kineticism Physical Discipline, Combinable with Celerity

This Discipline allows the Caitiff to control force itself, albeit to a limited degree. It was created by Mukthar Bey of Egypt

Level 1 Reflective Shield: Costs a Blood. Lasts for the Scene. Anytime the Caitiff is struck by an attack, the attacker takes one bashing as the kinetic force is redirected back at them.

Level 2 Redirection: The Caitiff may hold an action and abort it when another character makes a firearms attack. They may oppose that attack using Athletics (Potence applies) If successful they may redirect that attack at any other target in the scene (Firearms vs Defense as normal)

Level 3 Discharge: The Caitiff may spend a blood. For the round, the damage of any Ballistic weapon they use is increased by one.

Created by: Mukhtar Bey has revealed himself as the originator of Kineticism and is teaching Caitiff who Pilgrimage to Cairo a 4th level, which was previously thought impossible. It is known only to Bey and his close followers.

Level 4 Magnetic Shield: The Caitiff may attempt to redirect one firearms attack reflexively each round by spending a willpower.


Blood Alchemy: Mental

This discipline allows the Caitiff some control over their blood and the blood of others. The creator of this discipline was picked up by the Camarilla and now travels with the Brujah Justicar, as his Secretary.

Level 1 How do you do that much Cocaine?: The user can identify impurities in blood as she drinks and choose to spit it out before the toxin enters their system

Level 2 Moxie: You cannot be triple overbid by other characters. You can still be triple overbid by static challenges.

Level 3 Wake the Fuck up: The user can awaken a slumbering kindred from torpor no matter what by spending a point of vitae and pouring in the recipient’s mouth. The kindred regains a health level and is clear-minded for the first 5 minutes. This does not remove a stake, so if the kindred is staked they will be staked again after five minutes if the stake is not removed. Once per scene


Someone Else’s Shoes. Social

This power allows the caitiff some control over his appearance and abilities by using their blood to reshape their body. It was created by a Caitiff who was ?adopted? By a Tzimisce in California.

Level 1 Profane Hieros Gamos: The user can swap between a preselected Masculine and Feminine appearance. The two always look at least a little similar, like siblings. The user can swap by spending blood, takes 30 seconds.

Level 2 Oooh Let me Try: When a Caitiff drinks blood from a target they may steal skill from the target for the night by spending willpower. They may only store one skill at a time. The Caitiff never gets more than four levels in the skill even if the target had 5.

Level 3 Face Thief: The Kindred can cut off another person’s face and attach it to their own, spending blood as they press it to their skull. For the remainder of the night, the caitiff appears to be that person. Auspex 3+ can tell that this power has been used as two auras appear. Can’t be used on kindred who ash when their face is cut off but can be used to mimic kindred less than 50 years old.


Tools of the Trade Mental

The Caitiff can turn his blood into a thick black tar-like substance that increases the effectiveness of anything he uses. The bonuses work only for the caitiff. At the end of any scene, the equipment falls apart.

Level 1 Turning Lead into Gold: The Kindred can spend blood to boost the effectiveness of an item for the scene. It becomes two Traits more effective to a maximum of 4.

Level 2 Quick Fix: By spending a blood, the Caitiff can rip, tear, and adjust a make-shift (improvised weapon) so that it provides no trait penalty.

Level 3 Blood Bombs: The caitiff spends a blood as they hurl an explosive. This increases the grenade’s damage by one and causes the grenade to be treated as a 1-trait thrown weapon, that deals 1 lethal base.


Little Lamb social

The Caitiff uses the power of their blood to suppress their predatory nature and lull victims into a false sense of security.

Level 1 Outrageous Flirt: The Caitiff can shortcut seduction. By exposing a bit of skin, spending a blood and making eyes at a human he may force the mortal to make a self-control check (Dif 2.) Any time after that, if the kindred suggests leaving with him, the human will agree.

Level 2 Crocodile Tear: Whenever a Caitiff is being accused of something they may spend blood to appear as innocent as possible. Targets in the room must make a conscience check (Dif 3) or they will stop questioning the Caitiff and try to comfort them and let them go. If anyone else in the room points out that it’s weird, or that power was used, the effects of this power break.

Level 3 Harmless: The Caitiff may spend a Blood. So long as they have taken no offensive actions, threatening actions, or contributed to combat in any way in a scene other characters must make a conscience check (Dif 4) to strike them.


Gifts of the Night King Mentals
Developed by Claude LaChance


Some consider the Duskborn little more than shadows of what they could’ve been but for an unfortunate accident of blood. This discipline shows that the shadows have powers of their own.

Level 1 The Shadow Advance: Scene long, The Kindred forges an item from his own shadows that can be used to perform a task. Spend a blood and choose a skill, an item is created that grants bonus traits equal to the Kindred's level in this discipline for the scene. The item is destroyed if exposed to direct light.

Level 2 The Shadow Destroys: Until dismissed, The Kindred rips away pieces of an opponent's own shadow and uses it to strike them down. By spending 1 blood the Kindred may steal a target's shadow and anoint a melee weapon (or their fist if unarmed). That weapon is now considered to have a Ward against that creature type. This does not stack with other Wards. The Kindred may only have one weapon anointed in this way at a time and cannot allow it to be wielded by another. If the weapon leaves their hand the ability ends and the shadow returns to its owner. Exposure to bright light such as a spot light, Sunlight, or a strobe light destroys the link as well.

Level 3 The Shadow Conquers: Night long, The Shadows of others become toys in the hand of the Night King. This allows the Kindred to tear away an opponent's shadow completely. The Kindred engages in a Physical(Athletics) v.s. The target's Physicals(Defense) and if they are successful the target's shadow fades away and appears as an item on the Kindred’s person such as a ring, a cloak, or a gem. For the duration of the night the Kindred can pull power from the shadow to refill their blood pool as if drinking from the target directly. A kindred cannot draw more blood points from the shadow in a round than they could spend and cannot pull more than 3 blood total from a single target in an evening.  Since the Kindred is pulling power directly from a target’s shadow, blood gained in this manner does not confer blood bonds but it also cannot be used as a magical link to the target for use in rituals or for powers such as A Taste for Blood (Path of Blood 1) and it cannot be used to kill, diablerize, or torpor supernatural targets. Exposure to bright light such as a spot light, Sunlight, or a strobe light destroys the link as well. Only one target can have their shadow stolen at a time.


Mad Bomber Mentals
Developed by Uncle Ted


The careers of most amateur bombmakers end with the unfortunate loss of a hand. Luckily for kindred, the loss of a hand is no more than a minor inconvenience.

Level 1 - Nitro: Takes an action. The next explosive thrown by the user has either +2 steps to radius or +2 bashing to damage. If the explosive is not used by the next turn, the power fades.

Level 2 - Where There's Smoke...: Explosives thrown by the user provoke fear frenzy tests at a difficulty equal to the user's level in this discipline. The user is not immune to this power.

Level 3 - Blood and Iron: When crafting explosives, the user counts difficulties as one lower when adding tags. Each tag altered in this way costs one blood, and each Craft action can only be affected by this discipline once.


One of My Tribe Socials

Developed by Joseph Pander

This Caitiff Discipline has 5 levels. Caitiff and members of other clans may only learn 1-3, only Panders may learn levels 4 and 5.

Level 1 - Won’t Do What You Told Me: Duration Scene. Any Caitiff in the scene with the user of this power treats their generation as one higher when resisting Dominate (and also Presence if the Caitiff is under the effect of that ritual). In order to gain the benefits of this aura, the Character must be a Pander, not a Caitiff

Level 2 - Keep Going: Choose one willing subject in the scene; they may spend one willpower to refresh two skills. One person can only benefit from 'Keep Going' once per night.

Level 3 - Going the Distance: Choose one willing subject in the scene; they may take another action this turn. This extra action must be physical in nature and is not stackable with Celerity 3 or any other extra action abilities. This consumes your action and gives it to them. This can not be activated with an extra action.

Level 4. Empowering the Thinned Blood. Once per scene. Target one willing Pander. If this Pander can only spend one blood per round, this is increased to 2 for the remainder of the scene. A caitiff may only be targeted by this power once per night. This power has no effect on anyone who can spend more than one blood per round, and it does not stack with Path of blood 3 or any other effect that lowers generation. A character cannot use this on themselves. Consumes one action in combat time. This is a Socials power.

Level 5. Unity: When another Pander is within arms reach and is attacked, this character may spend Defense retests on his behalf. This still doesn't let them spend more than 5. If he does so, the attacker may choose to deal damage to the original attacker or the Pander who used this power.

Chiropteran Socials

Created by : Jenna Cross - Leader of the West Coast Anarch Caitiff Union

Level 1 - Bat Call - The Vampire taps into their innate connection to bats and may summon the nearest available bat to them. The bat is kindly disposed towards the Vampire.

Level 2 - Bat-Friend - The Vampire consumes a bat and may from that point forth summon it into existence by expanding a point of blood. It is part an extension of their blood and part a real creature. It lurks in the blood of the kindred and can be sent forth as a Helper action,It uses Animal Ken to attack and deals 1L damage and steals 1 blood. This Blood is transferred to the Caitiff mystically as the bat is a being made from her blood. It cannot steal if it does not do actual health level damage. She can also send this bat out to scout, and even possess it using Animalism as if it was a real bat.

Level 3 - The Sky has Eyes. All bats become the vampire’s spies. The vampire may spend a Bat to effortlessly tail a target, or to hunt for a specific target within the city by spending 1 Blood, and making an Animal Ken Test with a difficulty equal to ½ the difficulty it would be to track the target normally. If they can be tracked normally. The Bats are willing to act as a delivery service. Once per night the vampire may psychically request any common item. Five rounds later, the Bats will deliver said item to her. Lastly the power of the level is increased, with the Bat now dealing 1 Unsoakable Lethal, as it yanks the blood from its target flawlessly.

Sex Appeal Socials

Created by: Arthur Wright of The Chicago Camarillian Caitiff League

Level 1 - Eu’ de Sex: The Vampire may spend Blood to buff Socials as though they were Physicals.

Level 2 - Beastly Attraction: Works like the opposite of Dread Gaze. When the vampire stares at a target, and succeeds on an intimidate roll, the target finds themselves intrigued by the target and must take their full steps towards them every round until they are in distance to touch them at which point the effect breaks.