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EtricContains "mature" content, but not necessarily adult.[email protected] 
  
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  Etrics Rage  
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  Blood Pool & Vampire Laws of the Blood  
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  Etric D' Trea  
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  Vampire Knowledge History  
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  The Kindred  
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  Tools  
 

Quietus

Assamite

Quietus--killing quitely

Level 1--Silence of Death (create a zone where no noise may escape from)
System: Activation of this power evokes complete silence in a 20-foot radius around the character. This zone of silence costs one Blood Point to create.

Level 2--Weakness (touching a foe and lowering their Stamina by one point)
System: Successful use of this power requires hand contact and a Willpower roll (difficulty equal to the target's Stamina+Fortitude) and spending a Blood Point. The number of successes scored on the roll determines how long the Stamina is lost.
1 success one turn
2 successes one hour
3 successes one day
4 successes one month
5 successes permanently (though Stamina can be bought back up with experience)
If a mortal is reduced to zero Stamina by this power, he becomes very sick and has no immunities to disease. If one of the Kindred is reduced to zero Stamina by this power, she immediately enters torpor and does not recover until one of her Stamina points returns. If all a Kindred's Stamina is permanently destroyed, she may only recover from torpor through mystical means.

Level 3--Disease (touching a foe and reducing all their Physical Attributes by one)
System: To use the Disease power, the attacker must exped three Blood Points, touch his foe and make a Willpower roll (difficulty of the opponents Willpower). The number of successes indicates the duration of this power's effects (as per Weakness, above). If either Strenght or Dexterity is reduced to zero, the target cannot move until a point of one or the other is recovered. The effects on Stamina are equivalent to those of Weakness.

Level 4--Blood Agony (use of blood to cause aggravated wounds)
System: Each extra Blood Point used to coat a weapon with the poison blood allows that eapon to cause aggravated wounds on an additional hit. Thus if Absolom were to spend two Blood Points coating his broadsword, he could hit once and do aggravated damage, miss, and then hit again for aggravated wounds. No more hits would cause this sort of damage until he again coated the blade. Note that if a character hits but does not damage, the blood is used but no aggravated wounds are caused.
This weapon must be large enough to accept all the blood a Kindred wants to smear on it. A bullet, for example, could not reasonably have any blood on it, and the blood would not cling during acceleration.

Level 5--Taste of Death (spit blood at foes, doing aggravated wounds)
System: This attack has a range of 10 feet for every point of Strength and/or Potence the character has. It does two dice of aggravated damage for every Blood Point expended in the spittle.

 

 

Obfuscate

Malkavian, Nosferatu, Malkavian Antiribu, Gangrel Antiribu (city), Assamite, Followers of Set, Samedi

Obfuscate--hiding, dissappearing from mind's eye

Level 1--Cloak of Shadows (hiding with slight cover or somewhere not normal)
System: No roll needs to be made, since the Obfuscate succeeds once the criteria have been met. However, those with Auspex higher than the character's Obfuscate will see right through the shadows. (note: all that is needed to complete this is some form of cover, or at least something between you and the person looking, eg. a lamp post)

Level 2--Unseen Presence (hiding while moving around; stronger version of CoS)
System: No roll is normally required; however, if the character speaks or engages in violent physical activity (e.g. combat), she will probably draw attention to herself. The Storyteller may ask for a Wits+Stealth roll to determine how well the character remains unseen. At least three successes are required to allow her to speak and still not be seen.

Level 3--Mask of the Thousand Faces (appear as someone other than who you are)
System: The player must roll Manipulation+Acting (difficulty 7) to determine how well the character assumes his mask. Refer to the chart to see how successful the attempt is.
1 success People could still pick you out of a police lineup
2 successes The character looks somewhat different; subjects describe him differently
3 successes The desired look is successfully broadcast
4 successes Appearance, movement, and actions are completely different
5 successes The character can even apear as someone of the opposite sex

Level 4--Vanish from Mind's Eye (disappear from plain view)
System: The player must roll Charisma+Stealth (difficulty is the Wits+Alertness of the target). If more than three successes are obtained, the vampire completely disappears from sight. If the player obtains more successes than the target's Willpower, she completely forgets the vampire's existence, but the vampire must leave her presence immediately or be remembered.

Level 5--Cloak the Gathering (hide others around you)
System: The character cna conceal one additional individual for every point of Stealth possessed. See teh appropriate power above to see what must be rolled to determine how successfully the power is used. A single roll determines the effectiveness for everyone; each character does not roll separately.

 

Celerity

Brujah, Toreador, Gangrel Antiribu (city), Assamites

Celerity--super human speed
This Discipline explains the superior quickness of vampires. A rating in Celerity allows a vampire to move extremely quickly in times of stress and take multiple actions in a single turn. While anyone can decide to split their Dice Pool during a single turn, a character with Celerity can perform extra actions without penalty.
One extra action is allowed per point of Celerity, and the vampire must use his entire Dice Pool for each one. One Blood Point must be spent every turn the character uses Celerity, even if he does not take all the actions allowed. For instance, if a vampire has a Celerity rating of 4, and wishes to take three actions in a single turn, he will still need to spend a Blood Point.